Swordcraft Quest: Blood & Gold Primer

There's been a bit of consternation regarding Swordcraft's new setting Blood & Gold. We think it's fair to say that with the lack of information until now, there's been a fair bit of angst in the community. Thankfully their team has started releasing information, and the first packet is choc-full of useful lore, timeline information, recent in-world history, and the recommendations regarding player races and characterization.

You can download all of this to read at your leisure by clicking this link - Swordcraft Blood & Gold General Information Pack.


Blood and Gold - a very general outline

Swordcraft Quest: Blood and Gold. A Warhammer Fantasy Roleplay themed LARP
Warhammer background

(https://en.m.wikipedia.org/wiki/Warhammer_Fantasy_(setting) )

Full timeline. ( http://warhammerfantasy.wikia.com/wiki/Timeline_of_the_Warhammer_World )

  • 1991: Gunpowder is introduced to the fractured Empire by their dwarf allies. Wizard's War is ended.
  • 2000: A warpstone meteor destroys the city of Mordheim. Various groups sends agents to the ruined city to secure warpstone shards with which to power magic. A new age of art, culture and prosperity flourishes throughout Tilea.
    Imperial explorers discover the High Elven islands of Ulthuan, but are denied access.
  • 2001: Finubar of the High Elves arrives in the Old World at the Bretonnian port of L'Anguille. He travels extensively through the Old World, opening relations with the Empire, Bretonnia, and the Dwarfs.
  • 2004: The Cult of Sigmar issues the Obsidian Edict, which states one of the core missions of the cult to eradicate witchcraft and sorcery.
  • 2007: A Chaos horde invades Bretonnia and sieges Couronne. Repanse de Lyonesse lifts the siege and is named duchess of Lyonesse for her heroism. Morghur the Corrupter is slain for the fourth time.
  • 2008: The prophetess Naieth has a vision of the end of the world. The Wood Elves vow to avert this.
  • 2010: Wars of the Vampire Counts begin with the devastation of Ostermark by Vlad von Carstein. Undead armies rampage between Stirland and the northern border.
  • 2012: The inventive genius Leonardo da Miragliano enters the Emperor's service.
  • 2014: Vlad attacks Middenheim and is slain by Jerek Kruger, Grand Master of the Knights of the White Wolf.
  • 2015: Vlad returns to Middenheim and butchers Jerek Kruger and his knights.
  • Current year, 2019 – it is the Age of Three Emperors in the Empire, and the start of the Vampire wars (not commonly known to the majority of the people).

Setting: During the time of three emperors – current year 2019.

The Empire is in turmoil. A land united by Sigmar Heldenhammer, since his death the Empire has fallen into petty squabbles. A
disagreement led to civil war, with a number of different claimants to the throne. The civil war has a religious aspect in the
Empire, it is a war of belief between the cults of Taal, Ulric and Sigmar. Ostermark, Stirland and the northern lands of the Empire
are devasted by Vlad von Carstein. Mordheim, the crown of Ostermark and the Empire is destroyed by a Warpstone meteor. Not
much is known about Warpstone, except that it is rare and contains many qualities which enhance people and items (some say it is
made of evil).
The High Elves, a secretive race leave Ulthuan and their colonies and begin to explore the world again. Finubar arrives and
establishes contact with Bretonnia, the Empire and Dwarfs. A trade agreement is made between the High Elves, Tilea and
Marienburg. This leads to a trade war between the alliance and the Estalians.
Bretonnia, invaded by Chaos, is slowly rebuilding after being devasted.
Norsca, a land to the far North has seen an expansion of the dread Chaos Wastes, and tales of terrors beyond the wildest dreams.
As a result, these hardy raiders and sailors have began looking for new lands to expand into and migrate..
Kislev, located North of the Empire is a cold land and the most northernmost nation of the Old World. Kislev is ruled by the Tzar
and ice Queen. They know what chaos is.
Tilea and Estalia. These are made of many rival city states. They are explorers, merchants and warriors.
Sartosa: Small island off the south coast of Tilea, it is ruled by pirate Lords who have created a kingdom and haven for pirates and
other criminals.
Dwarfs. There are numerous Dwarven holds, and they have now began to expand and send out envoys and trading caravans
throughout the Old World.

The Border Princes

The Border Princes, also known as the Borderlands is a vast region within the Old World located between the Black Mountains
and Black Fire Pass (The Empire is to the north) and the shores of the Black Gulf to the south (the gulf leads to the Tilean sea).
This region of vast wilderness is home to a multitude of petty Human kingdoms which were established by highly ambitious

adventurers who sought to create a realm of their own. Many times, however, these adventurers usually consist of political or
religious refugees from lands such as the Empire, Bretonnia, Kislev or any of the other Human Kingdoms. As such, these lands
are infamous as the homes of a wide variety of bandits, mercenaries, cut-throats, pirates and other lawless fugitives from many
different races. The Border Princes is made up of many abandoned ancient ruins, some which are still full of treasures and deadly

Government, Politics and Society

The regional rulers are known collectively as Border Princes or Princesses. Each prince or princesses rules a small realm, which
have the prestigious and over exaggerated title of Principality, yet it is usually a realm that would barely qualify as a Knight's fief
in more civilised lands. Most princes and princesses have a court, a group of hangers-on who help the prince to run his principality
in return for rewards or until they have enough clout to murder him and take over.
The overwhelming majority of communities in the Border Princes are small compared to other civilized lands. Outside the
principalities, there are no communities larger than a hamlet, and the largest settlements of the region would only count as small
towns in the more civilised parts of the Old World.
Most principalities contain a large number of villages, with rare towns located between these small kingdoms. Communities in the
Border Princes have many features in common with communities elsewhere; homes of varying quality, a Temple or Shrine to the
locally favoured God, a marketplace, probably a mill, and so on.
One feature that sets communities in this region apart is the level of fortification. There are no undefended communities, and all
villages have at least an earth and wood rampart with a gate that is guarded at all times. Within these fortifications, homes are
generally built to be defensible. It is common for the entrance to be on the first floor, for example, and for the ground floor to have
solid stone walls or thick earth ramparts with no openings. There are, of course, other equally dangerous regions of the Old World,
but the Borderlands is more extensive than most of them.
Communities also have distinguishing features. Some of these are pure colour, as far as outsiders are concerned. Perhaps the
blacksmith is very fat, or the villagers are particularly devout worshippers of Sigmar.
The Borderlands are full of perils. War, plague, famine — these kill many of the inhabitants long before their time. But the
inhabitants of the region rarely worry about these threats. They are far too busy worrying about the monsters. Some scholars have
speculated that the Borderlands have no more monsters than any other region of the Old World but that the absence of government
makes them bolder, making the monsters seem more numerous. Scholars who have actually been to the Border Princes know that
this is ridiculous; the inhabitants of more civilised areas might think that their actions have no effect on the number of foul
creatures plaguing them, but these scholars know better. Without organised hunts, monsters in the Borderlands are far more
numerous, and bolder, than elsewhere.


Sudenburg – setting of Swordcraft Quest: Blood and Gold.

Sudenburg is located in the Border Princes region. It is a frontier town on the Old Silk road (map located above). Sudenburg is
surrounded by wilderness, hostile human and non-human tribes, the ruins of ancient civilisations, and rumours of untold treasure.
A town where its ruling Merchant Princes and Princesses are always looking for swords to hire and people are looking to make a
decent (or not so decent) living. A town where you are likely to die in battle as with a knife in your guts. A town where bold
adventure awaits.
Sudenburg is located near an offshoot of the Blood River, with access to the sea and the Dwarven hold of Barak Varr a couple of
days march away.
Sudenburg has seen exponential growth in the past five years as bold merchants have sought to re-open the Old Silk Road and
adventurers have made forays into the Badlands to the south.
The town has a number of districts and welcomes all types within its walls.

Chaos, what is it and what kind of character can I play?

There is some understandable confusion and misunderstanding with regards to what Chaos is and how this relates to the
Warhammer setting.
In terms of pantheons, there are many gods for the races and species of the Warhammer setting, but no devil - the four great
powers of Chaos are what amounts to this. While some of the other gods team up, Chaos is not that way inclined. Chaos in terms
of a story can be summed up as the prime evil. Chaos may not be reasoned with or bought; its aims and directives are its own with
total indifference to others. The absolute uncompromising nature of Chaos appears in the rewards it bestows on its chosen few and
damnation it brings to its failed followers.
To the common citizen of the Old World, and the elf and dwarf kingdoms, Chaos is both an apocalyptic force that ravages from
the Chaos Wastes and an insidious hidden presence blamed on and causing all manner of harm and misfortune within.
For a close example from real world history on how most folk relate to Chaos, consider the fear of witches from the mid to late
fifteenth century. Common people were in a religious terror and believed in the end of days and the devil walking amongst them.
The accusation of being a witch often lead to torture and death - the same is true for an accusation of following one of the Chaos
The physical armies of Chaos include Daemons, monstrous humanoids and twisted beasts. These reside at the top of the world in a
place that shares connection to the immaterial worlds that the Chaos powers originate from – akin to Hell. This is a crossover
where reality warps and changes to the whim of evil. The four great Chaos powers reach out and actively burden all peoples of the
world, which is in stark contrast to the other gods, some of who are silent and most of which have no influence outside their
peoples and lands. There is no place that doesn’t feel the touch of these corrupt beings.

Being Evil

The Warhammer world is a large and complex world. Being a terrible person in this world is one thing, but being a straight up
embodiment of all things hated is different.
In the Warhammer world there are 6 “big” evils:


 Everyone knows Chaos. These guys are the one thing that the whole world knows and fears. Chaos has terrorised the world for thousands and thousands of years.

Openly following one of the Chaos powers will be impossible to play in Sudenburg (unless you opt to play two separate
characters – a non-Chaos one for the town and a Chaos one for the battlefield).
If you wish to play a single Chaos aligned character then the only option would be one who is a member of a secret cult –
this could work in the lawless lands of the Border Princes, but think about what will happen when you reveal yourselves?
A consideration would be to consider playing the long game with the cult. If you reveal yourself at the first event then
every event you go to after you will be hunted and killed and destroyed. Plan ahead and really think about how a cult
would try to stay hidden for as long as they could.


Vampires are a scourge on society. They prey on mankind and have caused countless deaths over the
centuries gone. All vampires are also cursed. They must all drink the blood of sentients to survive and have various other
curses as well (see Swordcraft Team for this). And many vampires cannot abide sunlight and sleep during the daylight
In the current time (2019) the vampire wars are being waged in the Empire. This means that most people in the Empire
who travel into the Borderlands will know of stories of the blood suckers and will do their best to warn others. You will
struggle to really play vampires properly in this game unless you act as described above - hidden until the time is right.
Remember, there are entire Knightly Orders dedicated to vanquishing the blight of vampires from the world, along with
the cult of Sigmar. People will panic when they learn of vampires in the town of Sudenburg.
Like with Chaos, there is the option to play two characters – a mortal for daylight and a vampire for night.


Most humans do not believe the Skaven exist. Some Tileans and Estalians may have an inlking that there are
mysterious ratmen. But, Skaven are still a horrible plague in the world. They seek to manipulate, kill and hunt humans
simply to expand their empires, they infiltrate Tilean city states via the sewers and using the unstable Warpstone to fuel
their magick. Tileans have a serious concern for Skaven as they know there is nothing more frightening than seeing
human sized rats destroying your cities. Skaven will find it easier to RP in the Borderlands with some groups, but to
many the Skaven are known and will most likely kill on sight. Consider engaging with the Swordcraft team to how this
can be done right.


Mindless beings of undead risen by necromancers to wage a war against the living is a pretty evil thing to do.
There really isn’t much room for undead as a playable group in the setting unless you want to run two characters – a
mortal and an undead. You could play a necromancer in hiding trying to learn magic to enhance their strength but, again,
what do you think will happen when caught out? You’ll be hung before the night.

Orcs and Goblins.

 Many consider orcs and goblins as a single-minded race hell bent on waging constant war against everyone. Devout members of the cult of Sigmar and Dwarves hate orcs and goblins with a passion.

In the setting of Swordcraft, there is still room to play Orcs and Goblins. Think of the Orcs from D&D, World of
Warcraft, or the Tolkien universe. Orcs and Goblins in the Borderlands are savage barbarians, not mindless brutes. In
saying this, be prepared to be scorned by most of society and be prepared to deal with the prejudice from many who have
fought against orcs and goblins in the past.

Dark Elves.

Humans and dwarves do not understand the difference between the various types of elves. So playing a
Dark Elf is possible (you will need to get this ticked off by the Swordcraft team). High and Wood Elves will recognise
Dark Elves and if they meet face to face, there will be blood spilt – they are not going to be friends. If Dark Elves openly
engage in their dark practices, they will be hunted down by the Sudenburg authorities (and potentially set off an anti-elf
It is also possible to play a Dark Elf on the battlefield as an alternative character.

The key to playing one of these “evil” races is how covert you will be (if playing a single character). This game will continue on
for years to come. Do you really want to reveal yourselves day one? Plan a head and really think about how you want to Roleplay
and enhanced the game.

If you opt to play an evil race as a second character, you will need to make them appear sufficiently different to your non-evil
character that other players understand the difference. You will need clearance from the Swordcraft team if you take this


Consider this, there will be consequences in this game. You will no longer just be able to go into a store and kill
anyone you want. You will not be able to assassinate anyone on the street. If you are spotted, there will be consequences which
will be dire and real.

Races which can be played:

Realms of Men:

  • Kingdom of Bretonnia (14th century style knights);
  • The Empire (16th century Germany);
  • Estalia (Spain, Italy and Portugal (Renaissance flair));
  • Tilea (a mix of Roman Empire and Renaissance Italy);
  • Dogs of war (merc companies);
  • Norsca (Vikings);
  • Albion (Based on the british isles);
  • Cathay ( based on ancient China);
  • Nippon (based on ancient Japan)
  • Araby (based in the old Ottoman empire);
  • Kingdoms of Ind (based in the Indian subcontinent);
  • Kislev; and
  • Sartosa (pirates)..


  • High elves (Arrogant, good-guy elves);
  • Wood elves
  • Dark Elves (Elves that workship chaos – see above).


Norse and Imperial/Normal Dwarfs.
Haflings: The Empire (the Moot).
Orcs , Goblins and Hobgoblins: In this version, they can communicate and are looked down as savage barbarians.

Race which can be played with permission from Swordcraft:

  • Lizardmen: (Tropical bi-pedal magic lizards, very Aztec inspired. Not common).
  • Chaos: Monsters and demons of chaos. Hidden threat
  • Chaos cultist: People who worship chaos. Hidden threat
  • Beastmen: Animals who worship chaos. Hidden threat.
  • Chaos Dwarves: Dwarves that worship chaos. Hidden threat.
  • Skaven: Steampunk rat people...who worship chaos – unknown to most people.
  • Ogres: Large humanoid beings, incredibly strong and seen throughout the Old World. You will need to be tall.
  • The Undead/Tomb Kings: Egyptian mummies and zombies, ghouls etc. Both are very different and distinct. Hidden threat.
  • Vampires: Classic vampire and zombies. Hidden threat.

More detailed descriptions here: https://en.wikipedia.org/wiki/Races_and_nations_of_Warhammer_Fantasy

Religion and gods

Major Human Gods

Sigmar Heldenhammer - Patron Deity of The Empire
Lady Of The Lake - Patron Deity of Bretonnia
Handrich - God of Trade
Manann - God of the Seas
Morr - God of Death and Dreams
Myrmidia - Goddess of Wisdom and War (Patron Deity of Estalia and Tilea)
Ranald - God of Thieves and Tricksters
Shallya - Goddess of Healing and Mercy
Taal - God of Nature and Wild Places
Ulric - God of Battle, Wolves, and Winter
Verena - Goddess of Learning and Justice
Old Faith – Druidic faith worshiping Nature

Lesser Deities

Lucan And Luccina - Patron Deities of Luccini, Tilea
Dahz - Kislevite God of Fire and the Sun
Khaine - Lord of Murder
Olovald - Spirit of the Delta, Lord of the Water's Bounty
Rhya - The Mother-Goddess
Tor - Kislevite God of Thunder and Lightning
Ursun - Kislevite Father of Bears

Dwarven Deities

Gazul - Lord of the Underearth
Grimnir - Ancestor God of Warriors
Grungni - Ancestor God of Mining and Stonework
Morgrim - Ancestor God of Engineers
Rukh - Ancestor God of Smiths
Smednir - Shaper of Ore
Thungni - Ancestor God of Runesmiths
Valaya - Ancestor Goddess of Home and Healing

Elven Deities (The Cadai)

Asuryan - The Defender
Hoeth - God of Wisdom
Isha - Goddess of Earth and Fertility
Karnos/Kurnous - Lord of Beasts

Dark Elves / Druchii (Cytharai)

Anath Raema

Khaela Mensha Khaine - The Bloody-Handed God
Ereth Khial




Other Elven Gods

Adamnan-na-Brionha - The Lord of the Dance
Amex – Sea Elf God of wealth and happiness

Sarriel - God of Dreams
Torothal - Goddess of Rain and Rivers
Liadriel - God of Song and Wine

Halfling Deities

Esmeralda - Halfling Goddess of Hearth and Home
Gnomic Deities
Ringil - Gnome God of Smiths and Jesters

The Major Chaos Gods

Khorne - The Blood God
Slaanesh - Lord of Pleasure
Tzeentch - The Changer of Ways
Nurgle - Great Lord of Decay

Lesser Chaos Gods

Hashut - Father of Darkness, God of the Chaos Dwarfs
Malal - The Doomed One
Necoho - The Doubter
The Horned Rat - God of the Skaven
Zuvassin - The Undoer

Gods of Law

Various including: Alluminas, Arianka, Solkan (favoured by some witchhunters)

Greenskin Deities

Gork and Mork

Lizardman Deities

Chotec - The Sun God
Huanchi - The Stealthy
Sotek - Saviour of the Lizardmen
Tepoc - The Wise
Tzunki - The Watcher



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