domingo, 26 de julho de 2009
Bretonnia
he Land of Bretonnia is a feudal, traditional society where the peasants serve the knights in return for protection, while the knights are bound to militarily serve their lords in return for certain rights and titles. At the top of this feudal hierarchy is the King. Beneath the Kings are the Dukes. Beneath them is another layer of nobility, the Marquess's, the Earls, the Viscount's and the Barons in respective order. The King, Dukes, Marquess, Earls, Viscounts and Barons are also each the lord of a number of Knights, who are the lesser nobles. Each Knight (including the higher nobles) has his own force of Men-at-Arms chosen from the most physically-abled peasants. In return for serving his knightly lord, each peasant is given a small tract of land for his family and can be expected to be called upon for service in times of war. The Knights' forces typically consist of the stronger Men-at-Arms and the more lowly Bowmen levies. The lands of Bretonnia are also ruled by spiritual and mystical leaders, the Fay Enchantress, her Damsels, and the Grail Knights, who are all faithful servants to the Lady of the Lake.
The Knights of Bretonnia are divided into four categories. Knights Errant are young sons of nobles who must prove themselves in battle. If successful, they become Knights of the Realm and are granted their own small plot of land to govern and are obliged to defend Bretonnia should they be called. Questing Knights are brave individuals who renounce their title and wordly possessions and journey to faraway lands in hopes of being deemed worthy by The Lady to become a Grail Knight. Grail Knights are the most powerful and revered individuals in all of Bretonnia, second only to the Lady. They are living saints who represent the fearsome power of Bretonnia and answer only to the Lady herself.
The kingdom of Bretonnia is made up of the following 14 dukedoms: Couronne, L'Anguille, Artois, Lyonesse, Mousillon, Gisoreaux, Montfort, Bastonne, Bordeleaux, Aquitaine, Parravon, Brionne, Quenelles and Carcassonne. Each region, with the exception of Mousillon (see below), is ruled by its own Duke, who in turn has various nobles and knights that serve beneath him. The great castle of the King is in the fortified city of Couronne, traditionally the capital. The Forest of Loren is within the borders of Bretonnia but considered to be the forbidden realm of the Wood Elves.
The Dukedom of Mousillon is the cursed dukedom of Bretonnia.
The first Duke, Landuin, is reputed to be the finest knight of the Companions of Gilles le Breton and presumably the finest Knight ever. However after his untimely death the land fell into darkness and the name is now associated with evil. The first major incident to tarnish the name of Mousillon involved the Duke Merovech in the Imperial year 1813, when he ripped out the throat of the King, following a feast with impaled criminals as decorations. In a drunken fury he accused the other nobles of insulting his hospitality. In the inevitable duel that followed he ripped the King's throat out and drank his blood from a goblet. (There is no evidence to suggest he was a Vampire, however). The rest of Bretonnia denounced him and invaded Mousillon, many of his own knights denouncing him and swearing allegiance to Lyonesse. Five hundred years later Mousillon was involved in the Affair of the False Grail in which the Lord and Lady of Mousillon perished and a new duke has never been appointed. However in recent years rumours of a self-appointed Duke have begun to circulate. It has been rumored that the current King, Louen Leoncoeur (whose name carries a vague resemblance with Richard Lionheart), is planning to lead a fresh invasion of Mousillon. It is no secret that many Bretonnians would love to see Mousillon burned to the ground and destroyed once and for all.
terça-feira, 14 de julho de 2009
High Elves
The elves are nearly immortal, expected to live for about 2500 years, and their Mages are among the best in the world. They have split into three factions: The High Elves (Asur) live on the island-continent Ulthuan; the Wood Elves (Asrai) live in the Loren Forest, in the Old World, and the Dark Elves (Druchii) live in Naggaroth, in the New World. The latter are the sworn enemies of the Asur. In the Warhammer Fantasy Battle tabletop wargame, Elf armies are generally small and although lightly armoured their soldiers are generally braver, quicker and more skilled than those of other armies.
The High Elves for the main part confine themselves to Ulthuan, though they have colonies across the known world, and their ships are the finest that sail upon the waves. Ulthuan itself is split into a number of smaller kingdoms, each ruled by a Prince. Together these Princes form a council, and it is they who decide which Elf among their kind shall be crowned as the Phoenix King, the co-ruler of all the Asur.
History
Bel-Shanaar the Explorer
A new Phoenix King was chosen, named Bel-Shanaar, later titled “The Explorer”. Under his kingship the Asur rebuilt and flourished, and explored and colonized the world. For a time peace ruled. Malekith grew to be a great warrior and explorer, and was Bel-Shanaar's ambassador to the Dwarfs.
During this time, the Cult of Pleasure arose. At first it was seen as a harmless pastime, a way for the nobility to better enjoy the aesthetic pleasures of life. But soon its true nature became clear; the cult was devoted to the Chaos god Slaanesh. Malekith swore to eradicate the cult and, for a time, the people of Ulthuan gave him their gratitude. In the end, Malekith claimed that Bel-Shanaar himself was a member of the cult. Malekith then assassinated Bel-Shanaar with an undetectable poison, and claimed that the King had committed suicide rather than face the shame of interrogation. While his followers massacred the unarmed Elf Princes, Malekith prepared to enter the Flame of Asuryan, confident that, like his father before him, he could endure the ordeal. But Asuryan would not suffer one so polluted and evil. The flames set Malekith's flesh alight, burning him horribly. All but crippled, Malekith barely managed to cast himself out from the flames to be carried away by his followers, who feared the wrath of Asuryan for their deeds. Morathi nursed her son, and helped encase him within a suit of magical armour that would disguise his scars and lend him mortal strength. The depths Malekith had stooped to suddenly became clear: His mother was the high priestess of the Cult of Pleasure, and together they had coveted and attempted to overthrow the Phoenix Throne.
Caledor I the Conqueror
Civil war gripped Ulthuan. Imrik, the prince of Caledor, was chosen and crowned to oppose Malekith. He gathered an army of pure elves, and upon his coronation took the name Caledor the First. Caledor was a silent and resolute elf, but he was also a mighty leader, and unequaled warrior. He united the Elves and personally defeated Malekith. As part of a final, desperate plan; Malekith attempted to collapse the vortex created by Caledor Dragontamer, thus releasing the minions of Chaos fully into the world again. The apocalyptic plan failed, and in the magical backlash, Caledor Dragontamer and the mages stuck in the Isle of the Dead overcame their prison and disrupted the spell; Consequently, large portions of Ulthuan sank beneath the sea. This is the event known as the 'Sundering'. Malekith, along with Morathi and their followers, used their magic to transform the great northern cities into the huge floating 'Black Arks', which are mobile fortresses created to plague the oceans of the Warhammer World. They traveled to the western lands known as Naggaroth, by means of the Black Arks.
The Asur retook the Blighted Isle toward the closing of the war: Caledor went to the Shrine of Khaine, but ultimately, though he felt its call, refused to draw the Sword of Khaine, even though he knew it would give him the power to destroy Malekith and the Dark Elves once and for all. As his fleet headed for home, Caledor’s ship was swept away by a freak storm and landed on the coast of Naggaroth. Morathi alerted Malekith to this turn of events, who set a fleet of corsairs the task of finding and capturing Caledor. As their ship drifted, it was caught and boarded by Dark Elf pirates, against whom Caledor and his men fought off desperately. However, in the end, the Dark Elves were too many, and the crew were annihilated. Wounded and surrounded, Caledor jumped into the sea in full armour, choosing a quick death by drowning, rather than face the long, slow, torturous end Malekith would inflict on him if captured. A tragic ending, for the great king, Caledor...
Caledor II the Warrior
Caledor's son ascended to the throne, taking the title Caledor II. Unlike his father, Caledor II was arrogant and foolish. When the Dark Elves sought to inflame the Asur-Dwarf relations, Caledor II's arrogance only worsened the situation. The Dark Elves began raiding Dwarf trade caravans, disguised as High Elves, the Dwarves demanded an explanation and recompense for their loss. Caledor arrogantly replied that he did not answer demands but granted pleas and send the Dwarf emmisaries away with nothing. The Dwarf High King, Gotrek Starbreaker, replied he made no plea to elf, man or god and demanded twice the weregeld price for the implied insult. Outraged by this, Caledor had the Dwarf emissary sent back with his beard shaved off: the ultimate insult in Dwarven culture. This atrocity sparked off the War of the Beard, a millenia spanning conflict that saw the empires of the Elves and Dwarves crumble into ruins.
Dwarf armies started to attack the Asur colonies all across the Old World. Arriving from Ulthuan, Caledor II took personal command of the Elf armies. He slew the Dwarven King Gotrek’s son, Snorri Halfhand, and routed many dwarf armies. At the 14th siege of Tor Alessi, the war reached its conclusion. Caledor II allowed the Dwarves to enter peacefully, but the Dwarves attacked instead. The Asur claim Caledor II refused to slay Gotrek to preserve some hope of peace. The Dwarves claim Caledor II was simply arrogant who habitually squandered the few opportunities for peace that occurred. The Dwarves claim that Caledor II was killed by High King Gotrek at Tor Alessi after Caledor II charged straight into the heart of the dwarf army unsupported. According to the Asur, however, Gotrek fought his way to Caledor and killed him at the centre of the field. Gotrek returned to Karaz-a-Karak with the Crown of the Phoenix King, having taken it from Caledor's corpse as recompense. It remains in Dwarf hands to this day.
Caradryel the Peacemaker
As the High Elves planned to launch a suicidal attack on Karaz-a-Karak to recover the Phoenix Crown, word came that Malekith had initiated a new invasion of Ulthuan. Having learnt the error of hereditary kingship, the Asur's next choice for Phoenix King was the pragmatic Prince Caradryel. Caradyrel recalled the Elven forces from the Old World to deal with the Dark Elves, thus abandoning the few remaining colonies who had refused to return to fend for themselves against the Dwarves. The survivors of these migrated to the forest of Athel Loren and became the Asrai, or Wood Elves, slowly integrating themselves with this sentient forest and its denizens.
Not being a warrior, Caradryel appointed a number of skillful generals to battle the Dark Elves. Because of his foresight, the Druchii were held at bay in the northern provinces for much of his reign. Despite the numerous efforts of Malekith's assassins to kill him, Caradryel survived and was remembered as a wise and noble king. After a rule of over 700 years, Caradryel the Peacemaker became the first Phoenix King who did not die in battle: instead, Caradryel died peacefully in his sleep.
Tethlis the Slayer
For their next king, the Asur chose a warrior noble of Caledor, one who would seek to end the threat of Naggaroth for all time. His name was Tethlis and he loathed the Druchii with a passion, for they had killed his family and friends when he was but a child. At the start of his reign, the Dragons of Caledor began to succub to a strange malaise, making them difficult to summon to war or even awaken from deep slumbers, and so Tethlis had to find new ways to compensate for the loss of these mighty beasts in his army. He began to train more and more soldiers, until he had rebuilt the Asur armies to a strength not seen since the time of Aenarion.
When this was complete, Tethlis launched the Scouring, a decade-long campaign to drive the Dark Elves out of Ulthuan. The armies of Ulthuan and Naggaroth waged war against each other for centuries, with both sides changing from attackers to defenders in the course of a single battle. The war reached heights of ferocity not seen since the days of the Sundering, as seen at the siege of Griffon Gate, where a Druchii army was ambushed by Tethlis's forces: only a counter attack led by Malekith himself was enough to save the Dark Elves from destruction, or the siege of Tor Lehan, where both the Asur and Druchii forces wiped each other out down to the last Elf: there were no survivors. After many years, Tethlis pushed the Druchii back into Nagarythe. He laid siege to Anlec and when it fell, gave the order for all Druchii prisoners- men, women and children- to be put to death: an action which only inflamed the hatred of the Dark Elves.
In his 303rd year of rule, he led a great armada to the Blighted Isle where he inflicted a mighty defeat upon the Druchii: he also found the armour of Aenarion himself and had the great heirloom passed onto the descendants of Morelion, Aenarion's son by his first wife. He later died under mysterious circumstances: some claimed that he was slain by a Dark Elf assassin hiding among the bones surrounding the Sword of Khaine, others that he attempted to draw the weapon and as it began to come free, he was murdered by his own bodyguard, who feared the unleashing of the sword's terrible power. Whatever the truth of the matter, Tethlis did not return from the Blighted Isle and the Asur armada sailed home.
Bel-Korhandis the Scholar King
After the great cost in Elven lives, the Asur chose a more peacefully inclined ruler. They compromised, and chose a wizard prince of Saphery, Bel-Korhandis. His relatively unremarkable rule was marked by one notable event: the building of the Tower of Hoeth, the greatest library and repository of magic and knowledge in the world. The King died shortly after its completion, and was buried beneath the Tower's foundations. It is claimed his ghost still wanders the Tower, offering wisdom and advice to scholars in need of it.
Aethis the Poet
After Bel-Korhandis came Aethis, also of Saphery. During his rule, art bloomed and music was heard through Ulthuan, combined with a great sense of joy, as rumours spread that the Dark Elves were all but extinct and Malekith himself had finally died. It was during this time that the shrinking number of births was first noted and that the elves were diminishing. During this time, Dark Elf infiltrators sneaked back into Ulthuan and the Cult of Pleasure spread once more: in the end, several Swordmasters of the White Tower were sent to investigate, and a long and bloody war was waged in secrecy between the Swordmasters and the cultists. Ultimately, Aethis’s High Chancellor, Girathon, was unmasked as a Dark Elf spy. Girathon chose to fight rather than come quietly, and in the struggle drove a poisoned dagger into Aethis's chest. Thus was the Phoenix King slain by a man he trusted as a friend.
Morvael the Impetuous
Next came Morvael, High Loremaster of the White Tower. He was not well versed in statecraft or warfare. A punitive attack on Naggaroth to avenge Aethis's murder was massacred (an event the Druchii fondly refer to as "The Day of Blood"), and word of its failure spread panic across Ulthuan. It transpired that, far from being an extinct race, the Dark Elves had simply been amassing their strength for a return to hostilities with the Asur, and Malekith took advantage of the reduced military presence to once again assault Ulthuan. Having learned from his mistakes, Morvael appointed Mentheus of Caledor as his field commander of the Asur armies, and introduced the levy system, requiring that every elf spends part of the year as a soldier. As Mentheus won the war, Morvael became ever more despondent for the high cost in Asur lives, and was driven deeper into paranoia and insanity through horrific nightmares Malekith's sorcery inflicted on him. During the final assault on Anlec, Mentheus’ forces took the castle, but Mentheus himself was killed: his dragon, Nightfang went berserk and broke the back of the Druchii armies, and the survivors fled back to Naggaroth, Malekith in the lead. Weary beyond bearing, Morvael committed suicide by walking into the Flames of Asuryan once again.
Bel-Hathor the Sage
Once again the Asur found themselves leaderless during a time of war. The clear candidate, Mentheus of Caledor, was dead, and none could agree on a suitable replacement. In the end Bel-Hathor, a wizard prince of Saphery was chosen and crowned. He was chosen because many in the Elven court believed that he could easily be manipulated to their own ends. They were proven wrong, and Bel-Hathor became a ruler as famed for his resolve as for his wisdom. The most notable example of this was his refusal to agree to an invasion of Naggaroth: while he was aware that the High Elves could likely destroy the Dark Elves in their weakened state, he feared that such a bloody and bitter war would leave so many dead that the extinction of the Elven race would be assured. For the sake of his people's survival, he chose to leave the Dark Elves be and not continue the war.
After many years of raiding by Norse tribes, the Elves began to hear of the human Empire in the Old World, and became uneasy. Bel-Hathor decreed that no human would be allowed to set foot on Ulthuan, but sent Finubar of Lothern to investigate what had become of the Old World in the Asur's absence. Finubar sailed to the Old World and found that the humans had some measure of civilization, and rediscovered the Asrai of Athel Loren. He opened relations with the Empire, Bretonnia and even the Dwarfs. He returned to Ulthuan with his knowledge and Bel-Hathor revoked his decree, causing trade to flourish. After 548 years of rule, Bel-Hathor the Sage died peacefully.
Finubar the Seafarer
Bel-Hathor’s successor, Finubar, is the current Phoenix King. Under his rule, trade has flourished, and Ulthuan survived the last Great War against Chaos, with help from the twins Tyrion and Teclis. At present, Finubar leads the Asur against Malekith's latest invasion.
Citizen Militia
Spearmen & Archers
The majority of warriors in the armies of the Asur are citizen militia rather than professional soldiers. This militia is a form of part-time army in which all take their turn to serve, every Elf providing his own wargear in defence of his home and his country. When he is inducted into the citizen levy, a keen-eyed Elf will begin his training in the ranks of archers. Lacking the battle experience of his older brethren, he fights from a distance - experiencing the carnage of war from a relatively safe place.
As his familiarity with the horrors of war grow, he will eventually be promoted to the rank of spearman. This is the senior arm of the militia, and is expected to fight bravely in the main line of battle. With the decades of battle experience behind him, an Elf can don the famous armour of a spearman and join his fellow Elves in the rigorous training needed to fight efficiently as one body with one mind.
Lothern Sea Guard
The Eataine province does not field a citizen militia as all the other provinces do, instead contributing the Lothern Seaguard to the Phoenix King's army. Unlike the normal levy, they are not only called up in times of need, but remain at arms at all times.
The riches of the High Elves are great, and the legends greater still, so there is never a shortage of villainous cut-throats who will stoop to any depth to steal their way into its fair capital and plunder its ancestral wealth. The Seaguard patrol the shores around Lothern and man the batteries of "Eagle's Claw" bolt throwers that overlook the harbour. They also form a corps of marines to crew the many sleek vessels of their fleet that circle the world in its long patrols. As space is always at a premium on board ship, the Seaguard are traditionally armed with both bow and spear, allowing their commanders to fight with twice the strength their small numbers might suggest by appearance.
Cavalry of the Asur
Silver Helm Knights
Silver Helms are the sons of High Elven nobles. They fight on horseback in defence of their nation. They are traditionally medium cavalry, fighting with light armour and lances on barded elven steeds, however they can be upgraded to have heavy armour, and shields. Their strength lies in the number of elves they can bring to the battlefield and the speed in which they strike.
Ellyrian Reavers
Light cavalry from the province of Ellyrion. They frequently use bows (either as a replacement or in addition to their spears) to harass their foes, on unbarded elven steeds. They are exceptionally skilled riders and can shoot their bow in all directions, including behind. This makes them excellent in game terms for causing general disruption in a hit and run style.
Dragon Princes of Caledor
Long ago, they ruled the skies upon the backs of the great drakes, but now the dragons sleep and they ride to battle on horses instead. Proud, arrogant and extremely skilled, they are the elite heavy cavalry from the province of Caledor: they refuse to dip their banners in honour of the Phoenix King before battle, and the phrase 'Prince of Caledor' is often used as an insult in Ulthuan to describe an arrogant and egotistical individual. They wear suits of Dragon Armour which are as resilient against heat as dragons' hides. There are very few Dragons left in the world and they can seldom be roused. Imrik, the Dragonprince is probably one of the last Dragonprinces that is actually riding a Dragon. It has been prophesised that a great battle will come, where the Dragon Princes will ride to war on the back of the great drakes one last time.
Elites of the Asur
Sword Masters of Hoeth
There are many ways to travel the path of wisdom. Some fast and meditate for years, others study obscure and arcane tomes, but for a few their true path lies in martial prowess. These are the Swordmasters, though they are not only experts with a blade; they also learn to fight with their bare hands or with any other weapon they can reach, especially their finely balanced ceremonial greatswords.
The centre of their cult is the White Tower Of Hoeth, at the heart of ancient Saphery. Here they study the secret ways of battle, honing their bodies and skills to unbelievable levels. Some say they can cut a candle in half without disturbing the flame, others that they can fight in complete darkness, guided only by the faint whisper of their foe's breathing.
These expert warriors are the Guardians Of The White Tower and serve as protectors of the mages and scholars who live and study there. But the Swordmasters are not hermits; part of their duties is to serve as messengers for the Tower's masters, and to this end they travel regularly throughout Ulthuan, guarding travelling scholars or seeking out information to enrich the vast store that resides in the White Tower.
In battle they are deadly opponents, eager to practise their legendary skills on real enemies, in an arena where there is no room for second best. This is the true test of mettle, skill and honour that they eagerly seek out.
Shadow Warriors
Even in times of relative peace, the Shadow Warriors are never at rest. They constantly patrol the barren shores and bleakest hills as they watch for the inevitable Dark Elf raiders; the evil Druchii who sank their homeland beneath the waves and who slaughter their kin. It is little wonder then that battles between the two races are bitterly fought with no quarter asked or given.
Tainted by their association with the Witch King and the violent madness of Aenarion, the survivors of Nagarythe are a very different type of Asur. Since the destruction of their lands, they have been a rootless people, drawn to fighting and unable to settle down to more peaceful tasks. They are intense and brooding, proud and warlike, and this has made them little trusted by their fellow kin of Ulthuan. Despite this, they are among the most loyal subjects of the Phoenix King and the tales of their daring and dangerous exploits are many in number. It is an unusual Elf indeed who has not heard of their valour. Though they are wilder and perhaps more vicious than the rest of the High Elves, it is because of their truly tragic past rather than innate cruelty. Given the bitter and war-wrecked times through which they have lived, this is a flaw that is easy to understand. Even so, there are those in the court of Ulthuan who whisper the long war has left the Shadow Warriors more like their Druchii foes than they would dare admit.
The leader of the Shadow Warriors is the so-called 'Shadow King', Alith Anar. Alith was the youngest son of House Anar, who rose to prominence in the Sundering. His destiny was sealed after the Battle of Dark Fen: at this battle, a force of vastly outnumbered Nagarythe warriors loyal to Caledor I fought against Morathi's private army. After his father, Eolaran, was killed by Morathi's general and the loyalists routed, Alith led the survivors back to his family's castle, only to find Malekith had attacked it in his absence: dozens of the elderly, women and children had been slaughtered without mercy. Alith also learned from the few survivors that his grandfather had died in the dungeons of Anlec, tortured to death on Malekith's orders. At this, Alith and his warriors swore an oath they would never rest until the Witch King and the Dark Elves were destroyed: thus were the Shadow Warriors formed. Alith's exploits against the Druchii are legend: most famous is the tale that he snuck disguised into the court of Naggarond, danced with Morathi under Malekith's nose, then escaped Naggaroth after stealing the Stone of Midnight, a flawless diamond given to Morathi as a wedding gift by Aenarion. Tales like this give the Shadow Warriors hope in the long war, who still claim Alith is alive and continuing his fight against Malekith and the Druchii.
Phoenix Guard
Of the many great warriors of the High Elves, the most fearsome are the silent guardians of the Shrine of Asuryan. Known as the Phoenix Guard, the main duty of these warrior monks is to protect the island shrine and all those who make their pilgrimage there. Particularly important is the eternal flame, through which the chosen candidate for Phoenix King must walk in order the receive the Asuryan's blessing.
The secret behind the unnatural silence lies in the Chamber of Days, a secret room whose walls blaze with words of flame, written on the naked walls themselves. These tell the histories of all the Phoenix Kings who have ever lived, and also those who are yet to come. It foretells the death of each, and their successors and predecessors. Any who gaze upon these terrible words must swear a magical oath of complete silence from which they can never be released. This knowledge of their fate wipes away any joy or other expressions from these warrior priests, their faces set instead in grim expressions of doom. In battle, they can always be found where the fighting is in its most desperate state, knowing in advance if they shall fall or if they shall be victorious.
When a Phoenix King dies, the Phoenix Guard are always there, appearing suddenly and without warning to bear away the body of their king to the White Ship. Once a new candidate for the Phoenix King has been selected, they escort him safely to the Shrine of Asuryan to undertake the ritual of rebirth as the new Phoenix King.
In battle, the Phoenix Guard fight with their ceremonial halberds, clad in cloaks of embroidered fire that echo the sacred flame of Asuryan. They move throughout the battlefield in utter silence, accompanied only by the beat of a solemn drum. This unnatural manner is deeply disturbing for their enemies as even the direst of wounds will not make them cry out. Although they are named the Phoenix Guard they do not actually guard the Phoenix King. That right belongs to the White Lions of Chrace.
White Lions of Chrace
Ever since the time of Caledor the First, the closest bodyguards of the Phoenix Kings have come from the wildest forests of Chrace. The people found here are the bravest of the young Elves of Chrace, chosen for the honour of serving the Phoenix King by ancient rites. Not all are considered worthy to serve, and each must demonstrate his skill and bravery by tracking down one of the fierce beasts that roam the barren mountains and dark forests of the land, the white lions. When they find one they must kill it through hand-to-hand combat and takes its pelt. Those that have proved themselves wear the cloak of the white lion as a sign of their undoubted courage and may serve the Phoenix King as one of his bodyguard.
In battle, the White Lions use the traditional woodsman's axe of Chrace, a finely crafted weapon which is said to be sharp enough to hew a tree or a man in half with a single strike. The white lions were chosen to be the pheonix king's body guard after they saved his life.
War machines of Ulthuan
Lion Chariots of Chrace
The lion chariots of Chrace are the more brutish and savage of the two high elf chariots. The crew manning the chariot are "the White Lions" or less commonly "the hunters of Chrace". The chariots superior design allows the crew to use their huge axes to cleave foes in half. Unlike the elven steeds of the Tiranoc chariot, the White Lions are more than capable of breaking the most determined shieldwall and tearing into the foes behind it with tooth and claw.
Tiranoc Chariots
A few charioteers are all that remain of the ancient way of war of the Tiranoc nobility. In ages passed, the coastal plains of their realm were full of herds of noble steeds and racing charioteers. The warriors competed with each other to see who could ride the fastest, or loose the most accurate arrow from the back of their speeding chariot. Then the Sundering came, and the once fair land of Tiranoc sank below the waves of Ulthuan's sea.
Not all was lost however. Indeed, many of their finest warriors were elsewhere, fighting against the evil minions of the Witch King. In this way they were able to preserve their traditions and skills, but it was an embittered few that returned to their drowned land. Since then, they have spent their time tending their herds and preparing for battles. They serve in any of Asur's armies, especially those that fight the Dark Elf kin, and will travel many days and nights to join a force on the road to war.
The "Eagle's Claw" bolt thrower, as the repeater is usually called, is a versatile weapon and by far the most common of these devices. It is lightly made, though sturdy and strong, and is practical and portable. This makes it highly adaptable and it is widely used both on ship and on shore. In fact, the same individual weapon can be used in either location as they are designed to be taken from their mountings and carried with the Lothern Seaguard when ever they venture forth.
In battle, the "Eagle's Claw" can shoot either a single bolt or a hail of steel-tipped death. This flexibility allows the armies of Ulthuan to halt enemies, whether they are heavily armoured knights or teeming hordes of rabble.
Creatures of Ulthuan
Dragons
In days long gone, there were many Dragons to be seen, riding the thermals of the mountain ranges, from Eataine in the south to Chrace in the north, and fighting alongside heroes of the age. The largest nests of Dragons were in the mountains of Calendor, and the Asur of that realm were known as Dragon Princes. And rightly so, as they rode these majestic and fearsome beasts to war and vanquished all who challenged them.
Now the Great Hall Of Dragons lies almost silent. It is filled with the great forms of wyrmkind, but all are deep in slumber, the sound of their rasping breath filling the air. When times of danger are upon the Asur of Calendor, they try to rouse a few from their sleep, but it is an ever greater task. 'Not in a Dragon's age' is a common phrase among the Asur, and it has been many years since more than a handful rode the skies into battle.
However, when they can be awoken from their deep slumber, they are terrible to behold. The light catches their glistening scales before they spread their mighty wings to blot out the sun and light the world with their fiery breath. They are huge and terrifying monsters with a cold, alien intelligence which fills sane folk with dread.
Magic of the Asur
Whilst lesser races must study magic in its corrupted, broken form, High Elf Mages harness its power as pure, mystical energy. The minor spells of the Asur, those Lores of Magic taught to Men by the legendary High Elf Mage Teclis, are but a pale reflection of the power that can be wielded by an Asur fully trained in the magical arts at the White Tower.
The ebb and flow of the winds of magic are the Asur's to command, summoning great energy into themselves or denying it to the enemy. The tumultuous eddies of magic can be smoothed, and used to alter the High Elf's material realm, while the most accomplished Mages can enter the realm of magic and leave behind their physical shell.
Before a promising youngster is taught the dangerous path of a True Mage, he will be shown some simple prayers and enchantments to bring down the blessings of the divine Isha. These are far less dangerous for the caster and can be safely employed by even the most untutored talent.
These blessings are of no real use on the battlefield, intended as they are to help the apprentice in his daily tasks and to relieve the simple Elven folk of some of the drudgery of their daily chores. However, they allow the Mage tutors to easily assess the potential of their charges and show which of their number is favoured by the High Elven gods. So it is that Mages can perform all manner of tricks and illusions when in a lighter mood, and never need the help of mundane servants. It is even said that the Elven farmers and labourers who live near the majestic White Tower of Hoeth never plough their own fields as every year there is another crop of novices eager to test and demonstrate their skills.
The High Elves may use any of the normal eight lores of Magic, but also have their own list of High Magic which only they can access. In addition, Teclis may choose to use any lore during battle and has knowledge of all the spells in it.
domingo, 12 de julho de 2009
Dwarves
Homeland
Dwarfs reside mainly in the hills and mountains of the "Old World" where they have their strongholds. Their empire once ran as a series of holds throughout the mountain ranges joined by tunnels. Since the peak some strongholds have fallen and the tunnel ways lost so the strongholds are more isolated. The loss of the holds has been attributed to Orcs and other Goblins or to the Skaven. There is a reputed "lost" hold in the Southlands and to the north the Dwarfs there in Norsca have become a little less civilized and more separate from the main - the largest hold there is Kraka Drak. Substantial numbers of Dwarfs have settled in the human nations of the Old World; particularly the Empire where their technical skills are appreciated and some serve in the Imperial armies.
History
Little is known about early dwarf history but dawi as they were known were probably assisted in their development by the mysterious and enigmatic Old Ones. It is said that the dwarfs were foretold of the great catastrophe that befell the Warhammer world by their patron god, Grungni.
After the catastrophe of the Coming of Chaos, the dwarfs emerged to find their world changed and warped. Mutated Beastmen roamed freely throughout the land, slaying everyone in their path. Warriors of the Chaos Gods murdered and pillaged at will, and Daemons created nightmare realms, enslaving entire tribes and peoples.
It was Grungni himself that forged the first weapons and armour, while teaching the dwarfs to do the same. Then after he forged the first magical runes, capturing the wild winds of magic and harnessing their power into them, creating even more potent weapons, axes and hammers, as well as runes that gave runic protection into armour and talismans. He armed the Ancestor God Grimnir with two axes and armour harder than the bones of mountains, and he and his first runesmiths armed the rest of the dwarfs to do battle.
Soon after their re-emergence the dwarfs first encountered the High Elves from Ulthuan. The two races had a period of prosperous development but a disastrous war known to the elves as the 'War of the Beard' and to the dwarfs as the 'War of Vengeance' almost completely destroyed the two races. The dwarfs now live in isolated strongholds of decreasing population and their once proud empire lies in tatters.
The War of Vengeance
The War of Vengeance, also known as the War of the Beard, was the cataclysmic war that took place between the dwarfs of the Old World and the elves of Ulthuan shortly after the great catastrophe. The war was started by Dark Elves, pretending to be High Elves, attacking dwarf colonies and trading parties. High King Gotrek Starbreaker demanded recompenses from the High Elves, but the arrogant Phoenix King Caledor II replied that if the High King wanted recompense he should come to Ulthuan and ask for them himself. Starbreaker, insulted by the implied suggestion that he should beg, sent his most skilled diplomats to demand double the original amount. The war received its nickname after the emissaries were returned minus their beards. To lose one's beard is the ultimate insult to a dwarf and thus the war was known as the War of the Beard to the elves while the dwarfs, not to take such things lightly, call it the War of Vengeance. The war culminated in the siege of the elf city of Tor Alessi, with High King Starbreaker killing the elfish Phoenix King Caledor and taking the Phoenix Crown as recompense, shattering the Elvin empire in the Old World and resulting in the elves eventual retreat to Ulthuan, safe for those who would become Wood Elves.
Physical Characteristics
Dwarfs are on average a good deal shorter than either men or elves of the Warhammer world making them ideally suited to the tunnels in which they live and work (the average dwarf being estimated to be at approximately 4'5"-5'0"). Their bodies seem purpose built for manual labour, solidly muscled, broad shouldered and large thick fingered hands that belie considerable manual dexterity. Dwarfs are a very long lived race with life-spans that can run into centuries. As a dwarf becomes older so his beard becomes longer and thicker. Since dwarfs have a deep inbuilt respect for age it would be unthinkable for a dwarf to cut off or even trim their beards. Like the Orcs, dwarfs appear to become stronger and stronger the older they get, but unlike the Orcs, there appears to be a "Breaking Point" where the dwarf's health declines rapidly, always happening just a few years before the dwarf dies of old age.
Female dwarfs are very rarely seen outside dwarf realms which has led many people to believe that dwarf males can have babies or that dwarf women have beards. However Games Workshop has released several models in the past depicting female dwarfs, such as Blood Bowl cheerleaders and Queen Helgar, which is still available from Mail Order. These models, like their male counterparts, are heavily built, armed and armoured; are muscular and grim, but instead of long beards have long hair wound into similar braids, worn beneath the helmet which they treasure as greatly as males do their beard.
Magic
Magic in its usual forms is distrusted, and even loathed, by a great many of the Dwarven population. The general consensus is that magic is too erratic and volatile to fool around with, let alone rely on in battle.
However, Dwarfs do place considerable emphasis on embedding magic within certain items e.g. axes, hammers, shields, and armour suits through Runesmithing. Aspiring Runesmiths will spend years and years as an apprentice to a Runelord who will gradually teach them to inscribe items with symbols that have great magical power.
The Anvil of Doom is used by only the most skilled Runelords to wreak devastating destruction upon any foe foolish enough to meet the Dwarfs in battle. Magical stones are placed upon the anvil and runic symbols are hammered into them which results in astonishing elemental power that can be directed against the Dwarfs’ foe.
Society
Dwarf society is mainly Monarchistic and organized into strongholds each governed by a king. The kings of each stronghold are largely independent but during times of trouble or war it is The High King who takes ultimate charge. The High King can often be seen at the forefront of the battle, fighting on the front line and leading by valiant example. Outside of strongholds dwarfs are organized into clans. Clans are like an extensive family group, all sharing common ancestry although mostly not directly related.
Language
The Khazalid is a deeply conservative language that has not changed noticeably in many thousands of years either in its spoken or written runic form. The Dwarfs are extremely proud of their tongue which they rarely speak in the company of other races, although the priesthood of Sigmar was taught the Khazalid language 2,500 years ago, as a gift from the dwarven king saved by Sigmar.
The Dwarf language includes very few words of obvious Elvin or Human origin. By contrast there are many loan words from Khazalid in the tongues of Men, which suggests that Dwarfs must have taught some fundamental words to their taller allies. This is most obviously the case of words to do with traditional Dwarfish craftskills of smithying and masonry, skills which Dwarfs taught Men many centuries ago.
The sound of Khazalid is entirely separate from human speech and even further from the melodious sounds of Elfish. It is guttural tongue; comparisons have been drawn to the rumbling of thunder. All dwarfs have deep, resonant voices and a tendency to speak more loudly than is strictly necessary. Khazalid vowel sounds in particular are uncompromisingly precise and heavily accented. Consonants are often spat aggressively or gargled at the back of the throat. Contrary to Men, whose dialect differs widely depending on Geographic location, the Dwarfs remain fairly consistent in dialect across the Dwarven Empire, although there are exception.
Gold Addiction and Grudges
For some unknown reasons, dwarfs have a strong attraction to gold. Dwarfs will seek to amass gold, even to the point of acting unreasonablly (such as refusing to abandon gold in order to save their lives). The exception to this refusal to leave gold is any gold that is going to be buried (such as by a cave in). As far as a dwarf is concerned, any gold that is "lost" underground is as easy to regain as a coin dropped in the street. This addiction is sometimes called "gold lust."
Dwarfs take their obsession with gold seriously, but they take grudges even more seriously. A dwarf is said to never forget a grudge. A dwarf will even end a life long friendship over a grudge of the "lightest" matter. To a dwarf, the source of the grudge (no matter how absurd) does not matter so much as that it is a grudge. Grudges can be ended amicably, though the stubborn nature of dwarfs makes compromises difficult and grudges must always be fulfilled. In the case of "lesser matters" gold can suffice to end a grudge. Felix Jaeger did end a grudge between Gotrek Gurnisson and Gotrek's childhood friend by taking the source of their grudge, a book of bad poetry, and ripping it in half, giving half to each (all the dwarfs present found this incredibly funny, which is probably the only reason they did not kill Felix on the spot or declare a grudge upon him). Killing a dwarf sparks a grudge that is similar to a vendetta, in that the grudge will transfer down the generations (both in the dwarf family and the family of the focus of the grudge) and it MUST be paid in blood. The only offense worse than killing a dwarf is damaging or destroying a dwarf's beard.
Dwarf Military
Warriors
Dwarf Warriors are drawn up from the citizenry of Dwarf society. Dwarfs are mostly craftsmen and artisans and there are few professional Dwarf soldiers but in times of war Dwarfs may be called up by their clan leaders who will organize them into regiments ready to fight. Dwarfs are physically strong, resilient and broad of shoulder enabling Dwarf armies to force march at great pace across hard country, a feat of endurance seldom seen in other races.
Longbeards
Longbeards are old and wise Dwarfs and are very experienced warriors, such is evidenced by his beard. A Longbeard's long beard grants them total respect from other Dwarfs. Longbeards are veterans of many wars and have endured far more hardships than most beardlings (young Dwarfs) can even imagine and as such they grumble about how everything is less scary or well made as it was in their day. Nothing can stop a Longbeard from a good grumble. Longbeards on the field of battle are very powerful and do not suffer distress about minor shifts in the battle situation which might panic a younger dwarf.
Ironbreakers
Dwarf Ironbreakers are the guardians of the lower deeps of dwarf holds, they are experienced tunnel fighters and often fight against Skaven and goblins attempting to tunnel into a Dwarf hold, without their efforts most dwarf holds would have almost certainly fallen to enemy attacks. Dwarf Ironbreakers are professional Dwarf soldiers in that they are perpetually under arms, due to their status as professional tunnel fighters they are armoured with the best dwarf armour available, gromril, which can protect a Dwarf from many a rock fall and enemy blade. Dwarf Ironbreakers also find themselves fighting battles on the surface and they form an armoured shield, a bulwark against enemy attacks, but for every battle they fight on the surface, they've faced dozens below the ground.
Hammerers
Dwarf Hammerers are a Dwarf king's personal body guard chosen by the King himself. The history of the Hammerers goes back to when a Dwarf king was visiting tunnelling works and there was a cave in, with all manner of foul creatures pouring in, the craftsmen there raised their heavy hammers they used for their work and they beat a path for the King to escape, ever since then the Hammerers have been a Dwarf King's personal guard. Hammerers are stubborn, even by Dwarf standards and are known for an unswerving loyalty to their lord, a loyalty solidified in the gift of the heavy warhammer from Lord to Hammerer.
Dwarf Thunderers and Quarrellers
Dwarf Quarrellers and Thunderers form the bulk of the missile contingent in a Dwarf Army. There was once a time when Dwarf powder weapons had not been invented and Dwarf Quarrellers reigned supreme with their crossbows. Over time, as the Dwarf Handgun came into common usage, the Crossbow lost its dominance. Nowadays, most Dwarf armies see a pretty even split of Quarrellers and Thunderers. Dwarfs are naturally methodical and slow to panic; and so are suited to reloading and firing both weapons calmly, even when the enemy is right on top of them. The competition between various engineers is such that in the efforts to make increasingly better and more reliable weapons Dwarf Handguns have become the most effective weapons of their type in the world. Most Thunderers have crafted their own weapons and over the years add many augmentations and improvements; and are as a result very proud of their weapons. Despite this, many Dwarfs stick to the good old and reliable crossbow as they begrudge the cost of powder and a bit of brute force will propel a bolt as far as a bullet. There have even been known instances of dwarfs improving their crossbows, though of course this is strictly prohibited without the engineers' guild's knowledge and permission.
Slayers
A notable aspect to Dwarf culture is the Slayer Oath. A Dwarf who has suffered a great shame, loss, or humiliation will dye his hair and beard orange, and cut it into a Mohawk using pig grease to stick it in place. Before taking up his axe, they will get a blue tattoo on his face and over certain parts of his body. He will then go out into the world, seeking out an honourable death in combat, and in doing so undo his dishonour. Those who continue to survive their repeated attempts to get themselves killed (a Dwarf is psychologically incapable of either suicide or fighting to lose) become fearsome warriors. One of the most (or least, depending on your point of view) successful Slayers of all time is Gotrek Gurnisson, a Slayer made famous by the books written about him by his long-time companion Felix Jaeger. Due to constantly searching for their doom, natural selection ensures that (living) Slayers are far more skilled than the average warrior.
Beliefs and mythology
Dwarfs venerate their ancestors and their deities are the "Ancestor Gods" which are said to have been formed from the very stone of the world itself. There are three main ones: Valaya, Grungni, and Grimnir.
Grungni is the patron of the forge and miners, and is depicted as the wisest of the Ancestor Gods, typically taking place as the "head" of the gods. In the game the Master Rune of Grugni protects Dwarfs by giving them a magical kind of shield to protect them from enemy missile attack.
Valaya is the patron of Runesmiths. It is said she is sleeping deep within the mountains until a time when she is needed again. In the Game the Master Rune of Valaya protects Dwarfs from enemy magical assault.
Grimnir was a great warrior with two rune axes. He helped the High Elves defeat Chaos at the northern Chaos Gates and although no evidence of his fate exists, it is assumed that he died there, or perhaps some far more sinister fate befell him. Of his weapons, one axe is now held by Thorgrim Grudgebearer and the other axe was taken with him to battle the chaos forces of the northern gate in the first chaos invasion. Some believe the second axe is the weapon wielded by the Slayer Gotrek Gurnisson.
sábado, 11 de julho de 2009
The Empire of Men
The Empire is the largest and most powerful of all the nations of the Old World. The Empire is bordered by the nation of Kislev to the north and the Sea of Claws, the World's Edge Mountains to the east, and the Great Ocean, Black Mountains, Grey Mountains, the land of Bretonnia to the west, and the Border Princes to the south. To the east the Empire is threatened by the orcs and goblins. A large amount of the Empire is heavily forested and large numbers of beastmen can be found in the deepest forests.
Political structure
The Empire is a confederation of ten large provinces: Averland, Hochland, Middenland, Nordland, Ostland, Ostermark, Reikland, Stirland, Talabecland, Wissenland, each of which is ruled by an Elector Count. There were originally two more provinces Drakwald (lands now under the jurisdiction of the Elector Counts of Middenland) and Solland (lands now under the Elector Counts of Wissenland). Another, Westerland, was originally the areas around Marienburg.
The provinces and their counts are derived from the twelve chieftains that followed the god Sigmar. The naming of some provinces of The Empire are also derived from the river that flows through them, like the river Reik flows through The Reikland, the Talabec through Talabecland and Talabheim and such. Also, some of the major cities of the Empire became more important and as such are classed as city-states; namely
Altdorf, in Reikland.
Nuln, on the borders of Wissenland, Averland and Stirland.
Talabheim, in Talabecland.
Middenheim, in Middenland.
Sudenburg is an Imperial enclave in Araby
The Empire is nominally ruled by the Emperor who is chosen by majority voting of the various electors. The electors are the ten Elector Counts, the Grand Theogonist of the Sigmarite Church, the two "Arch Lectors" who are also clerics of the Sigmar church, the High Priest of Ulric and the Elder of the Moot (representing the halflings). Karl Franz, of the Holswig-Schliestein family, is the current Emperor. The Emperor is usually also one of the Elector Counts; Karl-Franz is the Elector Count of Reikland.
Belief
The religion of the Empire is polytheistic, with the god Sigmar being the most important. Sigmar is exalted, having been a powerful warlord who unified various tribes to form the Empire. The Grand Theogonist is the leader of the Imperial Orthodox Church, which devotes itself entirely to Sigmar, and is analogous to the Pope. Sigmar's worship is strongest in Altdorf but runs throughout the Empire. However, some regions have a stronger link to other gods, such as the Middenheimers, who revere Ulric before all others and Talabecland who revere the god Taal.
Military
The armies of the Empire are amongst the most diverse in the Old World. Older forms of troops like spearmen, swordsmen and halberdiers, especially the personal bodyguard of the Elector counts the Greatswords, archers and crossbowmen fight alongside more 'modern' troops like cannon, Handgunners and Pistoliers (daring, if not often headstrong, pistol wielding sons of nobles on horseback). The inventiveness of the Empire has produced war-machines such as a steam-powered tank, rocket batteries and volleyguns, and in the last edition such steam-punk elements as mechanical horses are also present.
The Empire is also noted for having excellent cavalry in the form of its Orders of Knights. The Empire also often fields state-trained Battle Wizards and religious fanatics known as Flagellants. The armies can be led by Imperial Generals, Grand Masters of the various Knightly Orders, Captains chosen by the Counts, Warrior Priests and Arch Lectors of Sigmar, or even the Emperor Karl-Franz himself.
Alliances
The Dwarfs are the Empire's closest ally and have been from its very founding. This alliance provided not only military support but also technological and commercial trading. A large contingent of Dwarfs have settled in the Empire and owe their allegiance to the Emperor rather than their ancestral homelands.
Bretonnia is an oft rival of the Empire in both trade and war, but has supported the Empire on occasion from common foes, notably in the recent Storm of Chaos. The wintry kingdom of Kislev to the north and east has been on good terms with the Empire, and their forces have fought together many times. Ties with the High Elves are strong and growing.
The Elves have also been one of the Empire's allies in times of turmoil.
The Empire maintains a cool relationship with its former province of Marienburg, the city of merchants. Trade and travel are maintained with the fractured states of Tilea and Estalia. Great caravans transverse the mountains and continents to bring sought-after goods and treasures from Ind and Grand Cathay in the east. Although Imperials know little of the East, it appears that they are unwitting allies against Chaos.
In the desert lands of Araby, the Imperial colony of Sudenburg has been established. Arabian trade is also heavy, and tales are told of the wondrous Sultans and their realms.
History
Battle of Black Fire Pass
The First Battle of Black Fire Pass was the culmination of Sigmar's campaigns to cleanse the lands of the Empire of orcs and goblins, this battle saw the power of the greenskin races broken in the lands of Men, and drove them into the Bad Lands, their current domain. Taking place in the year IC -1, a year before Sigmar's coronation as the first Emperor, this battle is looked upon as Sigmar's greatest victory and the site is now a site of pilgrimage for members of the Sigmarite faith.
Black Fire Pass lies in the south of Averland, where the Black Mountains part and the Old Dwarf Road moves out into the Border Princes' Realm and toward Karaz-a-Karak, the greatest of the Dwarf holds and the seat of their High Kings. Along with Axe Bite Pass in the west, which leads into Bretonnia, Black Fire Pass is the only other land route through the mountains that fence the Empire, and as such is of vital strategic importance.
Magnus the Pious
Perhaps the greatest Emperor after Sigmar, Magnus the Pious saved the Old World in the Great War Against Chaos.
Magnus was a noble of the Empire born over 2,300 years after the disappearance of Sigmar. Since the end of its first millennium the Empire had been marred by corruption, civil war, strife, religious persecution, political idiocy and an overall lack of unity. In the Imperial year 2302, the largest Chaos incursion since ancient times erupted - threatening to wipe out the Old World and perhaps beyond. The Empire, fractured by internal strife and lacking a leader, was unable provide any support for the other nations now locked in combat. Throughout the cities of the Empire, Magnus made great speeches praising the glory of Sigmar and the duty that his countrymen had to oppose the evil that was surging over the lands to the north.
Magnus recruited the largest army in Imperial History and was also its most diverse. Flagellants marched next to the mercenaries and state troops of all the Elector Counts, hedge wizards trained by the Elven High Mage Teclis advanced alongside ordinary citizens who hated Chaos. This force marched north to Kislev to meet the Chaos legions which were opposed only by the remnants of the Kislev armies and a small Dwarven force. Their arrival was aided by the High King Alriksson of the Dwarfs, and a force of High Elves from the seas. Assaulted on three sides, the Chaos army was ground down and crushed, saving the Old World.
After the Great War, "Magnus the Pious", as he became known, was elected Emperor. One of his first acts after the War was to co-found the Colleges of Magic. Throughout Imperial history, the practice of sorcery was punishable by death. Under Magnus' approval and Teclis' guidance, a new weapon was added to mankind's arsenal - the Imperial Battle Wizard. Magnus also granted the Artillery and Gunner's School the Imperial Charter for their contribution to the war.
History of the Provinces
As of 2522 in the Imperial Calendar, the latest date given in game materials.
Averland
Grand Countess Ludmilla von Alptraum was 77 years old at the start of The Enemy Within campaign. She lived long enough to send Feldmarschall Marius Leitdorf to assist the beleaguered Ostlander forces at the Battle of Wolfenburg in 2514. The old Countess died shortly after and was succeeded by her eldest daughter, Baroness Marlene. Unfortunately, Marlene died from the plague that ravaged the land after the war. Marlene's only surviving child and heir, Helena, abdicated in favour of her husband, Marius Leitdorf. Marius was famous in the Empire for two reasons; first, for being one of the best swordsmen in the Empire, and second, for being completely mad. This prompted some unsubtle 'guidance' from Karl Franz, via Ludwig Schwarzhelm, to curb the worst of Leitdorf's excesses. Leitdorf was eventually slain by an Orc Warlord at the Third Battle of Black Fire Pass in 2520, though it was his holding action (accompanied by his Greatsword bodyguards) that gave time for the Reiksguard to rally and rout the invaders.The position of Averland Elector Count is in dispute.
Hochland
With trouble brewing between Talabecland and Ostland in 2514, Baroness Hildegarde Tussen-Hochen was compelled to name Count Aldebrand Ludenhof, betrothed to her daughter Sophia, as Grossmarschall of Hochland. Later that year, troubles in Bergsburg and her failing health forces the Baroness to abdicate in favour of the Count. The 2515 Volkshalle Edict elevated Hochland to Electoral status.
Stirland
Stirland is regarded as a rustic backwater by many in the Empire. They remain on relatively good terms with their neighbours, the Halflings of the Moot. They border the feared land of Sylvania, and as such, the priests of Morr maintain a watchful presence along the province's borders. The current Elector Count is Graf Alberich Haupt-Anderssen.
Middenland
Grand Duke Leopold von Bildhofen was one of the prime instigators of the outbreak of war in 2514. The 2515 Volkshalle Edict stripped von Bildhofen of his status as Elector and the province was once again united with Middenheim, under the rule of Graf Boris Todbringer. The actual city is built on a pleatau called Ulric's Bluff
Nordland
While Nordland regained its northeastern provinces (lost to Ostland during the Dark Ages), Baron Werner Nikse was forced by the 2515 Volkshalle Edict to relinquish his holdings in Salzenmund and nearby towns in order to compensate Ostland for instigating the war of 2514. The Electors elevate Nordland to Electoral status and named Count Theoderic Gausser as its new ruler. Nordland is noted for incorporating the Laurelorn Forest, home to one of the few communities of Elves in Elthin Arvan (the Eltharin term for the Old World). The Elector Count is wise enough not to press any claims on this well-defended realm, however!
Ostermark
Chancellor Maximillian Dachs was killed during the war of 2514. Hauptmarschall Wolfram Hertwig, who led the Ostermark contingent with distinction at the Battle of Wolfenburg, succeeded him. The 2515 Volkshalle Edict elevated Ostermark to Electoral status and named Chancellor Wolfram Hertwig as its Elector.
Ostland
Grand Prince Hals von Tasseninck died in battle along the Nordland front during 2514. Kriegmarschall Valmir von Raukov was elevated to Grand Prince and Elector Count of Ostland by the 2515 Volkshalle Edict.
Reikland
The richest and most powerful province in the Empire, whose Elector, Karl Franz, is also Emperor. Reikland extends from the frontier with the Wasteland along the course of the river Reik and the Grey Mountains, across from the Kingdom of Bretonnia. It contains Altdorf, the Imperial capital and largest city in the Empire, home of the Colleges of Magic. Helmgart and Ubersreik are heavily fortified towns at the eastern edge of the Grey Mountains, guarding the Axe Bite Pass and Grey Lady Pass respectively from human and Greenskin intruders. Reiklanders are the most forward-looking and confident people of the Empire, proud of their Unberogen heritage and convinced the brightest days are yet to come - and that as the people of Sigmar, they should naturally take the lead in Imperial endeavours. Unsurprisingly, such an attitude wins Reiklanders few favours in the war-torn north...
Talabecland
As with the Elector of Middenland, Grand Duke Gustav von Krieglitz was found guilty of instigating the 2514 war. The 2515 Volkshalle Edict stripped von Krieglitz of his status as Elector and Count Helmut Feuerbach, a Talabeclander noble who stayed out of the war, was elevated to succeed him. Though no direct evidence was found to prove her complicity, there were strong suspicions that Grand Duchess Elise Krieglitz-Untermensch provided loans to her cousin, von Krieglitz. Rather than submit to an inquisition, Grand Duchess Elise abdicated her Electoral status, but was able to secure the continuance of the city's Freistadt status under her rule.
The current Elector is Helmut Feuerbach, who went missing shortly after the most recent Chaos invasion.
Wissenland
Wissenland is contrasted between the dour and hardy people of the countryside and the expressive city-dwellers of the great city of Nuln, former Imperial capital and persistent centre of learning in the arts and sciences. The wealth and power of Nuln paid for the much of the reconstruction of the war-torn Empire. Grand Countess Emmanuelle von Liebewitz of Nuln exercised her own form of justice and took over the rule of Wissenland from her errant vassal, Count Bruno Pfeifraucher in 2514. Today she remains Elector Countess of Wissenland, yet has also retained her rule over Nuln.
Electors
In addition to the ten Elector Counts, other powerful men in the Empire hold the status of Imperial Elector. At the present, these are as follows: The Grand Theogonist of Sigmar, Volkmar the Grim (newly reinstated); Arch Lector Kaslain and Arch Lector Aglim, also of the Cult of Sigmar; The Elder of the Moot, Hisme Stoutheart; and the Ar-Ulric, Emil Valgeir.
Former Provinces
As of 2522 IC, these provinces are no longer politically individual parts of the Empire.
Drakwald
One of the founding provinces in the time of Sigmar Heldenhammer, located in the centre of the eponymous Drakwald forest, this province was stripped of its assets, its territory divided between Middenland and Nordland.
Solland
Once a province on the southern frontier of the Empire, Solland was lost in the face of a massive Orc invasion, led by Gorbad Ironclaw, its Runefang seized by the invaders after the Battle of Sollands Crown and only retrieved at length. Solland's territory has been subsumed by Wissenland, where there is a profound sense of tragedy at the fall of their once-neighbours. Kurt Helborg however now carries the Solland Runefang.
Sudenland
In former editions of Warhammer, Sudenland was a province in its own right, with the background noted here. However, after Bryan Ansell left Games Workshop, Sudenland became Solland, and was destroyed by Gorbad Ironclaw and subsumed into Wissenland. This was part of a short-lived but deliberate strategy to remove aspects of the background thought to be overly influenced by Bryan Ansell and Kim Newman. Former background appears to state that Sudenland had only been separated from Wissenland and ruled by the von Mecklenberg family since the time of Magnus the Pious in recognition for their outstanding services in the Great War against Chaos in 2303. Johann von Mecklenberg abdicated the rule of the province in 2505 to his cousin, Grand Baroness Etelka Toppenheimer. For undisclosed reasons, the Grand Baroness surrendered her Electoral status in 2515 and the province was reunited with Wissenland. Rumours have it that Toppenheimer's heir and adopted son of a distant relative, Baron Olaf Sektliebe, was somehow involved with this strange turn of events.
Westerland
When the great port city of Marienburg lay within the Empire's borders, it was part of the province of Westerland, at the mouth of the river Reik. Upon declaring independence, the region is now referred to as the Wasteland, yet those within the Empire who would seek 'reunification' retain the use of the previous term.
Sylvania
Sylvania is an area now in the Province of Stirland that has been the source of an Undead threat on many occasions.
Sylvania was long considered a cursed and backward area. It first came to fame after the necromancer Vanhel ruled it with an Undead horde and drove off a massive Skaven incursion that had been ravaging the Empire. After Vanhel's death the province came under the rule of the mad Von Drak family until the heiress of that family, Isabella, was married to a foreigner- a move by the ruling Count to deny his brother the throne. The man was Vlad Von Carstein, an ancient and powerful vampire. For many years, Vlad ruled using a variety of different names as to not draw suspicion, and under his leadership, Sylvania was transformed into an efficient province of the Empire. Vlad built a huge army partly made of undead. With this horde he attacked the Empire, launching the Vampire Wars. After nearly destroying the Empire, Vlad was slain by Grand Theogonist Wilhelm.
Vlad's heirs continued the war for over a century before Mannfred Von Carstein, last and greatest of Von Carstein's bloodline, was slain by the Count of Stirland at the Battle of Hel Fenn. Sylvania was absorbed into Stirland. Since no one else wanted the cursed land, no one gainsaid him. Mannfred Von Carstein has since returned and rebuilt his strength, leading a huge army to Middenheim at the peak of the Storm of Chaos. Other vampiric factions, including vampire nobles in Sylvania, have often taken steps to hinder the Von Carstein's attempts to restart the Vampire Wars for the following reason: it makes is much harder to hide amongst their prey if the humans are actively hunting vampires.
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