Kurgan wrote:Thanks for explaining. So I won't worry about it then. When I need some fluff, I just make it up, or borrow someone else's idea if it sounds cool, I don't particularly care (no offense) if it's canon or not, though it's always interesting to hear that stuff too.
The whole point of a thread like this was to discuss the bits that were useful for those who wanted it. Rather than insist everyone become an expert, or have an expert on speed dial to ask, why not have a compendium of relevant bits? If we can put it in a thread, someone could crush those posts into a PDF was all I was trying to say, I didn't think that was an impossible request. But even so, I'm not too concerned personally, as everyone knows.
Otherwise I think it sounds like you're admitting knowledge of Warhammer is not actually necessary to HeroQuest which is kind of what I have been assuming all along. What you need is already in the box, so to speak.
Kurgan, everything you
NEED to know about HQ is in HQ. It's a complete game. The Warhammer World is there to provide some sort of context to WHY the Heroes are in a dungeon, but the game itself is in a dungeon.
It's not an IMPOSSIBLE task to put together a primer for the Warhammer World, but it is a task that will take an incredible amount of time and effort, to be of any sort of use to any EW looking for inspiration, most of which has already been covered numerous times in numerous publications. After all, there's a number of overviews of the Old World and the wider Warhammer World in various versions of Warhammer Fantasy Roleplay.
In fact, what you are asking for seems a lot like simply summarising the setting material from Warhammer Fantasy Roleplay. Do you want a calendar? How about a list of herbs to be found in the Empire? What about a guide to river travel throughout the Empire? It's all available somewhere, so you need to have some sort of focus or scope for any sort of primer, as well as asking yourself whether it is actually worth compiling this piece or that piece of information into a primer. I mean, how much of this is going to actually help anyone in their games of HQ?
Background is good for quest design, or if you prefer more background and roleplay in your games. It could be interesting to explore the plots of the four Chaos Gods, or deal with hidden cults in the heart of the Empire. How about seeking the lost tombs of Khemri or looting the ancient treasures of Lustria? These are all options, if that's where you want to take your games, but ultimately, if you are playing HQ, you are going to want some complex to explore and the chance to roll some dice, and anything useful for HQ needs to come back to this reality - the reality of HQ. That Mentor gives you a quest and you enter a dungeon (or similar complex) to achieve an objective and kill some monsters.
Given the shared world of Warhammer and it's scope, you really need to nail down the design brief, and look at how that interacts with the HQ game rules. What's the point of talking about the winds of magic, when HQ magic comes down to four elemental schools, chaos spells, and the various other spell schools? You could crib information from AHQ, WHQ, WFB, and WFRP to flesh out your world and your game, but at what point do you stop playing HQ and end up playing something else? Key to nailing down the brief is to ask what the primer is supposed to do and what questions is it supposed to answer? Then you need to ask yourself, how much of what you want the primer to do has already been done, and how much of it can you use for your needs? You have to ask yourself whether it's worth writing yet another primer to the geography of the Old World, when it's been done so many times before?
I have three versions of WFRP handy (1st (Hogshead reprint), 2nd (Black Library), and 4th (Cubicle 7)) - The 1st Edition Rulebook is 368 pages long, the 2nd Edition is 256 pages long, and the 4th is 354 pages long. The World Guide section of 1st Ed. WFRP is 40 pages long, and that just covers the history and geography of the Old World. In fact, the actual overview of the geography of the Warhammer World as it was is 2 pages long, and the section for the Old World states:
WFRP Rulebook (1st Edition), pg 261:
The Old World
The Old World is analogous to Europe during the Middle-Ages, consisting of a number of small, independent states sharing a similar cultural heritage and a common language - Old Worlder. New Player Characters should come from this are, which is explained in more detail below.
The detailed explanation covered later is 16 pages, and that's just the geopolitical breakdown of the Old World.
WFRP 2nd Ed rulebook limits itself to the Empire, and briefly mentions it's neighbours and allies, in a section that is 16 pages long. From the 2nd Ed Rulebook:
WFRP Rulebook (2nd Edition), pg 213:
Overview
The Empire is the largest and oldest nation of the Old World, and the greatest human bastion against the ever-present threat of Chaos.
WFRP Rulebook (2nd Edition), pg 223:
Neighbours and Allies
While the Empire is the greatest nation in the Old World, it is not the only one. The Empire has many neighbours and sometime allies. Conflict with these nations are not unknown, though trade and mutual-assistance are much more common.
The WFRP 4th Edition limits us even further, detailing the Reikland, a single province within the Empire, but does so over 22 pages.
WFRP Rulebook (4th Edition), pg 266:
Glorious Reikland
Standing proud in the heart of the Old World, the Reikland is the richest and most powerful of the Empire's grand provinces.
4th Edition doesn't even cover the Old World at this point, or even the whole Empire, but is at the sort of detail where you could easily start picking out interesting features to place your quests, including settlements, natural features like forests and mountains, and several known ancient sites and terrible ruins.
My point is that you could do a two-page primer of the Old World, but exactly how much use would that be in HQ? On the other hand, you can deep-dive into the Reikland, ending up with more detail, but you also get the issue of how much of it is relevant to HQ. This is just the content from the WFRP Rulebooks (I skipped FFG's 3rd edition, but I believe they did an entire booklet about the Empire and the Old World), each of these editions having supplements that flesh out the material significantly. Then you have the stuff from the other Warhammer products, including the Warhammer Armies Books.
Not to mention that technically, you COULD incorporate the Age of Sigmar lore, since the Warhammer World still exists in a ruined state in the realm of Sigmar, and you could explore the connections to WH40K which, although the link is unclear, is technically in a shared universe with Warhammer. The biggest proof of this is the shared names of deities, be it the four Chaos Gods, the Eldar god Khaine (the Elven God of Murder), and the Orc God Gorkamorka (AKA Gork and Mork)... so, if you want Necrons or Genestealers in your HQ games, go right ahead! It all really comes down to what you want in your game, and what you are actually going to use...