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  • Realms of MenAll of the featured human nations are based in the Old World.

    BretonniaBretonnia is based on real-world medieval France; its name is clearly derived from the French province of Britanny and it draws heavily from Arthurian legends which are associated with Medieval Brittany; for instance with The Lady and The Green Knight who both have parallels in Arthurian lais.

    Brettonia was founded when the knight Giles drove the hordes of orcs and chaos out of Brettonia in the name of the Lady, the goddess which the Brettonians place their faith in.

    Bretonnian armies rely on powerful charges from their many heavily armed and armored knights in order to achieve victory. Bretonnian knights are arguably the best heavy cavalry in the game, along with being the most varied. Bretonnian armies can also contain cheap and expendable units of unskilled peasant longbowmen and men at arms to serve as fodder.[1]

    The Empire The Empire is one of the mightiest nations of the Old World. The Empire is based upon the

    real-world Holy Roman Empire, especially during the early modern period. The Empire benefits from a great diversity of units and magic. They also field an extensive variety of black-powder weapons.[2]

    Smaller states of the Old World The Wasteland Akin to the Low Countries, this low-lying land at the mouth of the River

    Reik is home to Marienburg, one of the largest cities in the Old World. This region used to belong to the Empire when it was referred to as Westerland, but is now fiercely independent.Marienburg is a single city-state and is not covered by its own army book for Warhammer Fantasy Battle. Although the previous edition of Empire Army book contains a listing for a Marienburg army.

    Tilea South of the Irrana Mountains and the Vaults. The fractious city-states of Tilea embrace trade, exploration and civil war with equal passion. There are many mercenary companies form the bulk of armies in these lands, often fighting on behalf of the wealthy rulers of the many republics and principalities, or further north in the service of the Empire. Tilean armies can be represented by the Dogs of War army list. Tilea roughly corresponds to real world's Renaissance Italy.

    Estalia A peninsula southwest of Bretonnia. They are far from the threat of Chaos, this land is home to a kingdom, akin to the Iberian peninsula prior to the Reconquista along with some Renaissance Italy influences. The name "Estalia" is a mix-up of the names Espaa (Spain) and Italia (Italy). Estalia was once occupied by forces from Araby (which mirrors the real life Iberian peninsula which was once under Berber/Arabian princes) but these were driven out by a combined effort by other Old World human realms. There is no official

  • Estalian army book or list published by Games Workshop at this time. However, one could use a Dogs of War army list as a basis for a royal or mercenary force from the peninsula or use one of the unofficial books published by independent players. Estalia's position in the Old World mirrors that of Spain and Portugal in Europe.

    Norsca- Bordered to the North by the Chaos Wastes, to the South by the Sea of Claws, and to the East by Troll Country. Norsca is a wild country based on Scandinavia. The tribal and Viking like Norse worship a large pantheon of gods, the most significant of which are the Chaos Gods, and are often found among the ranks of the Warriors of Chaos forming the majority of the Hordes as both marauder foot soldiers and Chaos Warrior shock troops.

    Kislev A northern nation and an ally of the Empire under constant threat due to their close proximity to the maddening Realm of Chaos. This nation is reminiscent of medieval Muscovy, Mongolia, Polish-Lithuanian Commonwealth and relatively similar to the Slavic countries. In the most recent incarnation, the Kislevites are remarkably similar to the medieval Russians, with Boyars, Kossars and the Tsar and Tsarina all being very similar adaptations of Russian realities. Kislevites can be taken as allies by some armies, and can be fielded as their own army through an Army Book published as a supplement with White Dwarf (in 2004) [1].

    The North, East, and South Albion - based upon the British Isles. Albion is an island surrounded by mist and fog.[3] In

    2001, Games Workshop ran a worldwide summer campaign based around control of the Isle of Albion which included rules for adverse weather conditions and stone circles, which enhanced the abilities of magic users.

    Cathay - based upon ancient China.[4]

    Nippon - based upon ancient Japan

    Araby - based on the Islamic Near East during the medieval period with units based largely on Arabian Nights style fantasy. Earlier background describes it as being divided into several theocratic states comprising a large empire ruled by the "Sultan of All Araby".[5]

    Kingdoms of Ind - The Kingdoms of Ind are a fictitious location in the Warhammer Fantasyrole playing games. They are the equivalent to the Indian Subcontinent in the real world. In the relevant Army Books of Warhammer, there is little reference to the Kingdoms of Ind. The southern half of Ind is covered in forests containing a high concentration of Beastmen.

    There is an island just off shore of Ind, the equivalent of Sri Lanka, mostly covered by forests on which a High Elf fortress known as the Tower of the Sun is situated. A collection of smaller islands are bunched up close to Ind, one of which has another High Elf outpost known as the Tower of Stars. Separating the Kingdoms of Ind from Grand Cathay is a leg of mountains from the Ogre Kingdoms, the equivalent of the Himalayas, where the Land of the Celestial Dragon Monks is. Just inside the nation of Ind is a coastal city called the City of Spires. The rulers of Ind are said to be attended by many servants and slaves, as well as being wealthy and generous.

    The Sea of Claws is roughly equivalent to the real world Baltic Sea. The Sea is mentioned in the

  • many of the settings sourcebooks and maps. Its name comes from its abundance of sea creatures. On the shores of Sea of Claws are Empire, Kislev, Bretonnia, Norsca and also the great city of Marienburg roughly equivalent to 17th century Amsterdam. On the shores of sea is located Norsca city of Olricstaad.

    ElvesThe Elves were the third civilized race to walk the world. Brought from creation by the Old Ones, the Elves showed an adeptness to magic. Torn asunder many thousands of years ago by a great civil war, there are three major nations of Elves.

    Dark Elves The relentless and bitter Druchii of Naggaroth still follow Malekith, who was exiled but still claims to be the rightful heir to the throne of the Elven Kingdoms of Ulthuan. The dark elves are sworn enemies of the high elves and try incessantly to invade Ulthuan. Dark elves enjoy nothing more than inflicting pain and suffering on others, they frequently launch raids throughout the Old World in order to capture more slaves to feed their hunger for cruelty. The Witch elves of Khaine perform blood rituals to rejuvenate their youth.[6]

    High Elves The Asur carry on the ancient traditions of the Elven people on the island continent of Ulthuan, as well as the burdens of many millennia of arrogance and warfare. Without them only daemons would exist.[7]

    Wood Elves The ruthless Asrai abandoned their kin to both protect and restrain the strange sentient forest of Athel Loren in the Old World. They resemble the Elves of Tolkien'sLothlrien. They appear to be neither good nor bad, as likely to kill lost travelers as to aid them. They are mortal enemies to the Beastmen, and wage a silent war against them.[8]

    In the first edition of the game, there were two other Elven armies noted: the "Sea Elves" and the "Night Elves". Sea Elves were essentially the Elves of the more practical and worldly Outer Kingdoms of Ulthuan, and the Night Elves are now considered part of the Dark Elves.[citation needed]

    DwarfsThe Dwarfs live in city fortresses dug into the mountains of the Old World. Their Chaos brethren occupy one huge towering city in the lands to the south east of the Old World.

    Dwarfs An ancient, grim, and determined race were integral in the founding of the Empire, the Dwarves spend their days avenging grudges and counting gold. Dwarfs are the greatest craftsmen in the Warhammer World and in addition to enjoying fine arms and armor, they implement the best heavy infantry and artillery in the game. Dwarf armies are well suited to defensive warfare, however due to their lack of mobility they do not do well when forced to go on the offensive. Dwarfs are legendary for their ability to never forget norforgive a wrong against them, their finely crafted weapons and armor, ability to consume large quantities of ale, extreme stubbornness, mistrust of elves, and hatred of greenskins. Dwarfs are the closest ally to Humanity, although the Elves of Ulthuan have united with the

  • Humans as well in the last few hundred years.[9] Due to the horrid War of the Beard, Dwarves hold a grudge against the High Elves.[2]

    Chaos Dwarfs Tireless overseers of soulless industry. The Chaos Dwarfs worship their own Chaos God; Hashut, the Father of Darkness. Their braided beards and Lamassu monsters are drawn from Mesopotamian art and mythology.[citation needed] As of 2011, theChaos Dwarfs are available as a Forge World exclusive army, as well as three working as thecrewmen of the Hellcannon in the Warriors of Chaos army, and as one of the ships in Dreadfleet.

    Lizardmen Lizardmen Have undergone successive changes through the history of the Warhammer

    game. Originally the 'native' race of the Warhammer World was driven underground by the Slann prior to their vast terraforming (which created the distinctive form of the continents compared to those of Earth). They fought an eons-long guerrilla war against the amphibean aliens whose armies were then made up of Amazons, Pygmies, Lobotomised Slaves and Slann warriors.

    In recent editions they have been reimagined to have been originally created by the Old Ones, thus being the second civilization to come to the warhammer world. Preceded by the old ones and succeeded by the elves to aid in their great genetic works, the Slann now lead the Lizardmen through prophesies containing ancient instructions from their gods, who may or may not some day return. Lizardmen are also based on the Aztec and Mayan cultures and are in the New World corresponding with South America.[10]

    Orcs and Goblins (Greenskins)Main article: Orcs and Goblins

    The tribes of Orcs, Goblins and other Greenskins are spread across the Old World and into the east. They are mostly referred to in general as 'Greenskins' due to obvious reasons. The magic they use iscalled Waaagh! magic and is drawn from the power and energy of fighting Greenskins. A large horde led by a great Orc Leader (or sometimes a Goblin one) of Orcs and/or Goblins is called a Waaagh![11]

    Another relative of the Common Goblin is the Gnoblar, which is found living with the Ogre Hordes in the Mountains of Mourn.[12] East of the Mountains of Mourn, upon the borders of Cathay, live the Hobgoblins; a race of greenskins somewhere between the size of a Goblin and an Orc, but more cunning than either. Hobgoblins can also be found as slaves of the Chaos Dwarves.[13] Smallest in size of all the Greenskin races are the Snotling. They are considered the lowliest of greenskins and are most often bullied around by their larger, greener cousins.[11]

    The toughest and most disciplined of the Orcs are the Black Orcs. These mean beasts are 'armed to da teef' and are covered in heavy black armour. This is one reason why they are called Black Orcs, the other being their unusually dark skin. The most unusual thing about these Orcs is that they take care of their weapons and armour (to an extent), cleaning them after each battle.

  • Another form of Orc are the Savage Orcs, who, rather than use the modern technology of armour, language, and crafted weapons, stayed in their previous savage form. Using mainly stones as their weapons, the Savage Orcs go in to battle madly, some clinging off wild boars with only their feet. The Savage Orcs put so much faith in their warpaint that it works for intimidation.

    ChaosThe phrase "Slaves to Darkness" is used to cover all those who have fallen under the control of, or pledged themselves to, the Forces of the Chaos gods. While the energies of chaos touch all things magical, there are those who fully give themselves to the deities of this realm, and seek to conquer not just the works of the Old Ones, but the very fabric of reality itself.

    There used to be a combined Chaos Army in the early 1990s, which was later split into the Beasts ofChaos and Hordes of Chaos army books. These books then subdivide the armies of Chaos further into Bestial, Mortal (humans), and Daemonic armies.

    Beastmen Are either born bestial to human parents or raised among mutants. Beastmen hate all that is civilized and untouched by the glories of chaos.

    Warriors of Chaos Primarily humans who are favored by the Four Great Gods of chaos. These marauders emerge from the areas below the Northern Warp Gate and also possess oneof the strongest cavalries and infantries in the game.

    Daemons of Chaos - Servants of the chaos gods. They are made out of pure energy emergingfrom the northern and southern warp gates. These daemons only come out in times when theChaos energies in the Warhammer World are strong.

    SkavenSkaven or "Children of the Horned Rat", are a Chaotic mockery of Man's nations. Inventive and insane, the ratmen live in a vast network of tunnels beneath all the Warhammer World, referred to asthe Under-empire. Many human denizens of the Old World do not believe the Skaven exist, much totheir detriment. The crazed mechanics of Clan Skyre create powerful yet unreliable weapons to aid their rampages. It is said that one day the Grey Seers will unite them and take over the Old World. The Skaven have a general Steampunk motif, in that the Skaven use primitive and magic-driven science similar to alchemy and medieval proto-science.

    Some Skaven concepts might be inspired by the Old World's view of technology as imbalanced, or knowledge/science not held in check by morals. This is a theme which runs through the backgroundof The Empire, in which wizards, gunpowder manufacturers and Sigmarite priests all try to limit or free themselves from the others influence.

    The UndeadMain article: Undead (Warhammer)

    All undead in the Warhammer world are a result of the black sorceries devised by the first necromancer, Nagash, in the long distant past. The Undead are effectively split into two distinct

  • armies: that of the Tomb Kings which has a strong ancient Egyptian feel with mummies and chariots driven by skeletons, and the army of the Vampire Counts which features vampires, zombiesand so forth. They are colloquially known as "dry" and "wet" undead, respectively.

    Vampire Counts Disciples of Nagash who stole his secrets of eternal life, the Vampires and their minions have spread across the Old World, furthering their own aims. There are five playable vampire families, each with different ambitions, habits and powers: Von Carsteins, Necrarchs, Blood Dragons, Lahmians and Strigoi. Their armies consist mainly of classic undead, such as zombies, skeletons, vampires, bats, and ghosts.

    Tomb Kings In the hot desert lands of Nehekhara to the south of the Old World a race was once ruled by the necromancer Nagash. After a successful rebellion against his rule, he killed every mortal being in order to raise an unassailable army of the undead to conquer the world. He was stopped by the last king of Khemri. The aftermath of Nagash's great spell awakened several thousand years worth of the buried dead and their Kings as an undead army. Their armies consist mainly of Egyptian-style units, such as bowmen, light infantry and several chariots.

    The Ogres Ogre Kingdoms Massive Eastern barbarians who will do any work for gold and will eat

    anything and anyone. They ride large beasts resembling mammoths and sabre-tooth tigers. Since ogres are guided solely by their stomachs, they spread devastation and destruction wherever they go. Ogres are often considered to be a "neutral" army, and can end up fightingfor any side, they hire themselves out as mercenaries to feed their lust for food. They have a resemblance to humans from the ice age or cave man.[12]

  • CharacteristicsLike much of the Warhammer setting, the Empire resembles a period of European history but with the addition of fantasy elements, such as the presence of magic and non-human races. Both visually and in geography it is based on Europe during a mixture of the Dark Ages, middle-ages & Early Modern periods. There are wealthy city-states that bear similarity to Hanseatic league cities, such asHamburg, and place and character names are Germanic in tone; for example, the capital of the Empire is the city of Altdorf, which translates as "old village" and is the name of several real-world places.

    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 east 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 part of the Empire is heavily forested and large numbers of Beastmen can be found in the deepest forests.

    Political structureThe 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 Sigmar who would become the first Emperor, and in time, worshiped as the patron deity of the Empire. 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 andsuch. 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, thetwo "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 during the 1st edition and most of the written adventures. The Emperor is usually also one of the Elector Counts; Karl-Franz is the Elector Count of Reikland.

  • ReligionThe religion of the Empire is polytheistic, with the god Sigmar being the most important. Sigmar was a mortal man, who was elevated to equal status with the other gods of the Old World Pantheon after his disappearance following the establishment of the Empire. The Grand Theogonist is the leader of the Church of Sigmar and is analogous to the Pope. Sigmar's worship is strongest in Altdorf, but runs throughout the Empire. Some regions, however, have a stronger link to other oldergods now known as the Old Faith, such as the Middenheimers who revere Ulric before all others and Talabecland who revere the god Taal. Other gods commonly worshipped in the Empire are Manann along coastal regions and rivers, and Morr by the grieving or those facing death. These gods of the old faith are still worshipped throughout though Sigmar is considered the patron deity ofthe Empire only.

    MilitaryThe armies of the Empire are amongst the most diverse in the Old World. Older forms of troops likespearmen, swordsmen and halberdiers, crossbowmen, and archers especially the personal bodyguard of the Elector Counts the Greatswords who fight alongside more 'modern' troops like cannon, Handgunners and Pistoliers. 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 mighty imperial warlord Emperor Karl-Franz himself.

    The historical example for this army is the Early Modern German army, especially that of Holy Roman Emperor Maximilian I and the Landsknechts.

    AlliancesThe 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 has 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 in the most dire situations Bretonnia has supported the Empire with a few troops, 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 ever since the Great War against Chaos and the then-Tzar declared Magnus the "Eternal Friend of the People", and their forces have fought together against common enemies many times since. Ties with the High Elves are strong and growing.

    The Wood Elves have also been one of the Empire's allies in times of turmoil, fighting against the beastmen inside the Forest of Shadows, and killing Morghur, master of skulls when he was reborn

  • in that place.

    The Empire maintains a cool relationship with its former province of Marienburg, the city of merchants. Trade and travel are maintained with the countries of Tilea/ Italy and Estalia/ Spain. Great caravans transverse the mountains and continents to bring sought-after goods and treasures from Ind/ India and Grand Cathay/ China 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,/ a combined land of Arab countries, the Imperial colony of Sudenburg has been established along its coast. Arabian trade is also heavy, and extravagant tales are told of the fabulous and wondrous realm of the Sultans.

    History

    Battle of Black Fire PassThe 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, High Pass to the far north-east and Peak Pass to the east, Black Fire Pass is one of the few routes through the mountains.

    Magnus the PiousPerhaps the greatest Emperor after Sigmar, Magnus the Pious saved the Old World in the "Great War against Chaos".

    Magnus Von Bildhofen was a noble of the Empire born over 2,300 years after the ascension of Sigmar. The Empire had long been marred by civil war, and was bereft of a single leader. In the Imperial year 2302, the largest Chaos incursion since ancient times erupted, threatening to conquer the Old World. Led by the warlord, Asavar Kul, the Chaos horde swept over Kislev, taking Praag and sacking Erengrad in swift succession. After defeating a large Chaos uprising in his home city ofNuln, Magnus travelled across the Empire, delivering great speeches condemning the invaders and restating the Empire's duty to oppose the evil surging over the north.

    Magnus assembled the largest army in Imperial history, splitting it between infantry and cavalry. 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 Kislevite armies and a small Dwarven force. Their arrival was aided by the High King Alriksson of the Dwarfs. At the Battle of Four Gates, Magnus and his allies vanquished Kul and his horde.

  • After the Great War, Magnus "the Pious", as he posthumously became known, was elected Emperorand re-established Imperial government, moving the Imperial capital from Altdorf to Nuln. 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 provincesAs of 2522 in the Imperial Calendar, the latest date given in game materials.

    AverlandDuring the The Enemy Within the elector of Averland was the 77 year old Grand Countess Ludmilla von Alptraum. Since the 4th edition, the elector became 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. According to the newest edition of Warhammer Armies: Empire, the position of Averland Elector Count is in dispute, since the last Elector Count never returned from the Storm of Chaos.

    Hochland"Baroness Hildegarde Tussen-Hochen" was elector of Hochland prior to the 4th edition, when the elector of Hochland was retconned to "Count Aldebrand Ludenhof". It has a reputation for being a wooded and sparsely populated province, as well as having a history of being attacked by enemies from the forests, primarily Goblins and Beastmen. The provincial capital is the city of Hergig.

    StirlandThe Moot, or Mootland, was established on Stirland territory around the year 1,000. At the end of the Vampire Wars, Stirland annexed the then-independent Imperial province of Sylvania to the east of Stirland. Since then, it has officially been a vassal of Stirland. The priests of Morr maintain a watchful presence along the eastern borders of Stirland proper. The current Elector Count is Graf Alberich Haupt-Anderssen the "Hawk of Wurtbad".

    Middenland"Grand Duke Leopold von Bildhofen," elector of Middenland, was retconned out of the backgroundin the 4th edition Empire army book, which also made the separate city state of Middenheim the capital of Middenland. Both are ruled by Graf Boris Todbringer.

    NordlandThe province is ruled by Count Theoderic Gausser. Previous background had "Baron Werner Nikse"

  • as the ruler of the Nordland. The Nikse noble family was closely tied to the Todbrigner family of Middenheim through intermarriage. Nordland's border encompass the Laurelorn Forest, home to one of the few communities of Wood Elves The Old World.

    OstermarkChancellor Maximillian Dachs was killed during the war of 2514 in a terrible slaughter, along with some 4,000 of the men that he was leading. His body was found two days after the battle in a wateryditch, punctured by pikes, his limbs hacked apart by halberds and swords. Wolfram Hertwig took command and snatched victory from the jaws of defeat, leading the remaining Ostermark troops to vanquish their Talebecland rivals at the Battle of Wolfenburg. With Maximilian dead and with no surviving heirs, Wolfram Hertwig assumed control of Ostermark and consequently gained electoral powers.

    OstlandGrand Prince Hals von Tasseninck died in battle against the Nordlanders, slain by a barrage of crossbow fire as he charged headlong, at the head of a squadron of heavy cavalry into the opposing Nordlander regiments. His only son and named heir Prince Hergard had prior disappeared on an expedition to the Grey Mountains and thought dead, his father claiming it a Talabecland plot. However, his son later returned and claimed his father's title. Currently Valmir von Raukov is Elector Count of Ostland.

    ReiklandThe 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...

    TalabeclandAs 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 harsh imperial questioning and possible execution for treason, 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. Though he has not been formally declared as dead, the nobility of Talabecland are already fighting amongst themselves to be his successor.

    WissenlandWissenland 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 much of the reconstruction of the war-torn Empire. Grand Countess Emmanuelle von Liebewitz of Nuln exercised her own form of justiceand 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.

    Former provincesAs of 2522 IC, these provinces are no longer politically individual parts of the Empire.

    DrakwaldOne 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.

    SollandOnce 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.

    SudenlandIn 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 wasdestroyed 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.[citation needed] 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.

    WesterlandWhen 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.

    SylvaniaSylvania (an obvious homage to Transylvania) 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, and gained an ill reputation for being both a refuge for sorcerers and necromancers, and where the dead did not rest long in their graves. Itfirst came to infamy 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 so 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 ofVon Carstein's bloodline, was slain by Count Martin of Stirland at the Battle of Hel Fenn. For his bravery in the battle, Martin laid claim to Sylvania and the province was absorbed into Stirland. Since no one else actually 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 Stormof 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 simple reason that hiding amongst their prey is much harder if the humans are actively hunting vampires.

    GamingIn Warhammer Fantasy Battle, the forces of the Empire are the most diverse of the human armies. They field a number of different troop types as well as artillery and war machines.

    Cavalry

    The Cavalry of The Empire is among the best in the old world, at the forefront are the knightly orders, well equipped, well armoured (in full plate armour) Heavy cavalry equipped primarily with lances. Not quite as good as the Bretonnian knights, it is far superior to other races nevertheless, with possible exception of High Elves. The Empire also maintains light cavalry in the form of the Pistolier corps, primarily equipped with a brace of pistol firearms, although some units of specialised outriders who act as scouts are equipped with much more potent firearms, namely the repeater handgun. References are made in some novels to the existence of other cavalry such as demi-lancers although no rules have been provided for these troops. In game terms the knights fielded by the empire player have a 1+ armour save, making up for the minus 1" movement restriction due to barding.

    Infantry

  • The Empire has a wide variety of infantry and maintains the only standing professional army in the Old World. Every Elector Count has a regiment of elite Great Sword troops as their personal guards. The Imperial Army can call upon units of state troops, which include Spearmen, Halberdiers, Swordsmen, Handgunners and crossbowmen. They can also include avariety of Militia units, such as free companies, archers and hunters. Notably, the armies of the Empire sometimes make use of Mercenary crossbowmen, in particular Tileans. Empire infantry regiments are ceaselessly drilled and can fight as detachments, giving them various abilities and tactical options unavailable to any other infantry in the Warhammer world.

    Artillery

    The Empire has an artillery school at Nuln that supplies the gunners and engineers to operate their artillery. The majority of the artillery are Cannon and Mortars. The Empire also uses experimental artillery in the form of the Helblaster Volley Gun, a carriage mounting several barrels similar to a repeating Handgun but on a larger scale, as well as the Helstorm Rocket Battery. Both of these are available in plastic kits. When used in games, the Helblaster Volley Gun and the Helstorm Rocket Battery are extremely unreliable, but are potently devastating and capable of wiping out ranks of the enemy with good dice rolls (or blowing up in your facewith bad rolls).

    Magic

    After the great war against chaos, Teclis founded the eight Colleges of magic in Aldorf:

    The Light order known as the Lore of Light studying the wind of Hysh. The Golden order known as the Lore of Metal studying the wind of Chamon. The Jade order known as the Lore of Life studying the wind of Ghyran. The Celestial order known as the Lore of Heavens studying the wind of Azyr. The Grey order known as the Lore of Shadow studying the wind of Ulgu. The Amethyst order known as the Lore of Death studying the wind of Shyish. The Bright order known as the Lore of Fire studying the wind of Aqshy. The Amber order known as the Lore of Beasts, studying the wind of Ghur.

    ModelsThe aesthetic for the miniatures that comprise an Empire army are largely based on Renaissance styles. For example, Empire State Troops, Greatswords, Handgunners/Crossbowmen and cannon crew are modeled on German Landsknechts and Swiss mercenaries, while light cavalry is modeled similar to Dragoons from the 17th century.

    The range of Empire models also includes elements of Steampunk, including larger contraptions like the coal-fired Steam Tank and repeater blackpowder cannon, as well as certain upgrades like gatling pistols and robotic horses as mounts.

    These are in addition to more classical fantasy elements, such as wizards and heavily armored knights.

  • Notable charactersPast Emperors

    Sigmar Heldenhammer, the now deified founder of the Empire. Hedrich, Emperor presented with Runefangs created by Alaric the mad. Sigismund II, Emperor at the time of Marienburg's absorption. Ludwig the Fat, Emperor responsible for granting autonomy to the Halflings of the Moot. Boris Goldgather, famously incompetent Emperor during the Skaven induced plague of

    1111. Mandred Ratslayer, responsible for the defence of the Empire during the Skaven wars, later

    elected Emperor. Ottilia, Countess of Talabecland and self-proclaimed Empress during the Age of Three

    Emperors. Siegfried, Count of Middenland and self-proclaimed Emperor during the Age of Three

    Emperors. Ludwig, Count of Reikland and self-proclaimed Emperor during the Age of Three Emperors. Martin, Count of Stirland responsible for the absorption of Sylvania after his defeat of

    Mannfred von Carstein. Magnus the Pious, revered as the saviour of the Empire and greatest Emperor after Sigmar. Leopold, Emperor after Magnus. Dieter IV, Emperor deposed after the Marienburg scandal. Wilhelm III, Emperor after the Marienburg scandal.

    Current Electors

    Marius Leitdorf, deceased former Elector Count of Averland. Aldebrand Ludenhof, Elector Count of Hochland. Graf Boris Todbringer, Elector Count of Middenland. Theoderic Gausser, Elector count of Nordland. Vlamir von Raukov, Elector Count of Ostland. Wolfram Hertwig, Elector Count of Ostermark. Karl Franz, the reigning Emperor, Elector Count of Reikland. Graf Alberich Haupt-Anderssen, Elector count of Stirland. Helmut Feuerbach missing Elector count of Talabecland. Emmanuelle von Liebewitz, Elector Countess of Wissenland. Hisme Stoutheart, Elder of the Moot. Volkmar the Grim,Grand Theogonist of Sigmar, recently reinstated. Kaslain and Aglim, Arch Lectors of Sigmar. Emil Valgeir, Ar Ulric.

    Notable characters

    Johann Esmer, Grand Theogonist of Sigmar during the storm of Chaos, now fled to Marienburg.

  • Luthor Huss, Prophet of Sigmar. Valten, the Exalted of Sigmar. Assassinated by Skaven after the battle of Middenhelm. Johann Helstrum, first Grand Theogonist. Wilhelm III, Grand Theogonist responsible for destroying Vlad von Carstein.

    Other notable figures

    Eldred, last Count of Solland. Konrad Aldrech, last Count of Drakwald. Kurt Helborg, Captain of the Reiksguard Knights, Reiksmarshall of the Imperial armed

    forces. Ludwig Schwarzhelm, the Emperor's Champion. Balthasar Gelt, incumbent Supreme Patriarch of the Colleges of Magic. Thyrus Gormann, former Supreme Patriarch, prior to Gelt's succession. Morgan Bernhardt, The commander of the mercenary army The Grudgebringers. Mathias Thulman, an infamous witch hunter in the days of Karl Franz Stefan von Kessel, Elector Count of the Ostermark during the reign of Magnus the Pious.

    Army structureIn April 2012, a new Warhammer Army book was published for Empire. While most of the Army structure is the same there are several new units and characters. In Warhammer, these are divided into Characters, Core Units, Special Units and Rare Units. Each figure is worth a certain number of 'points' and it is by balancing these points that two battling armies are kept fair. Also if you purchasethe Empire Army Book or the Warhammer Rulebook you can get a complete points value for the troops.

    Special Characters in the 8th Edition:

    Karl Franz (Lord) Volkmar the Grim (Lord) Kurt Helborg (Lord) Marius Leitdorf (Lord) Balthazar Gelt (Lord) Ludwig Schwarzhelm (Hero) Luthor Huss (Hero) Markus Wulfhart (Hero)

    Rest of Army:

    Lords

    General of the Empire: Grand Master: Arch Lector: Wizard Lord:

  • Hero

    Captain of the Empire: Witch Hunter: Warrior Priest: Master Engineer: Battle Wizard:

    Core Units

    Halberdiers: Spearmen: Swordsmen: Crossbowmen: Handgunners: Archers: Free Company Militia: Knightly Orders:

    Special Unit

    Great Swords: Demigryph Knights: Reiksguard Knights: Huntsmen: Pistoliers: Outriders: Great Cannon: Mortar: Flagellants:

    Rare Unit

    Helblaster Volley Gun Helstorm Rocket Battery Steam Tank Celestial Hurricanum Luminark of Hysh

  • Dwarfs

    History(This is the in-game history of the Dwarf race)

    The Beginning

    There are no written records of the earliest years of the Dwarfs history, though legend states that thefirst Dwarfs migrated northwards from their southern ancestral homes along the World Edge Mountains, following open veins of ore and tunnelling into the mountains in search of gold, iron and gemstones. As they progressed, many clans built fortified settlements and mines called holds around the richest deposits. Eventually they reached the northern most edge of the mountains - the majority turned back, while some ventured north-west into the lands that would become Norsca andothers turned east and crossed the Great Skull Land (these would eventually become the Chaos Dwarves during the Coming of Chaos).

    It was written in the Great Book of Grudges that a time of great calamity fell when the storms of Chaos erupted across the Old World from the far north, colouring the sky, splitting the earth and tearing apart the mountains themselves. It was also in this period that the great Ancestor Gods emerged - Grungni, Grimnir and Valaya - who helped lead the Dwarfs to safety by leading them to dig deep under the mountains to escape the storm ravaging the world above. After the catastrophe ofthe 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. The sheer power of Chaos threatened the entire world with eventual destruction.

    To battle against such enemies, Grungni forged the first weapons and armour, while teaching the Dwarfs the skills of metalworking, smelting and mining. He also 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 Grimnir with two mighty axes and armour harder than the bones of mountains, and he and his first Runesmiths armed the rest of the Dwarf race. Soon after, they marched forth from their stronghold and battled against Chaos, where Grimnir slew many deamons and Valaya protected them from the dark magics of their foes. Though they could not fully destroy the forces against them, they drove them from their mountain homes and defended them from further onslaught.

    Soon after their re-emergence and battles with Chaos, the Dwarfs encountered the High Elves of Ulthuan. An army led by Grimnir, as they were chasing a marauder warband into the lowlands, met a fleet of Elven warships led by the mage Caledor Dragontamer, who had been blown off course while searching the Old World for clues as to the source of Chaos. Though uncertain of each other, the armies combined to defeat a fresh onslaught by Chaos forces, the spells of Caledor working in conjunction with the axe-work of Grimnir. During the aftermath, the Dwarves learnt from the Elves of the wars in their homeland and their vast struggle against the magic of Chaos, while the Elves learnt of the great storm that erupted from north. Realising that a Chaos Gate had opened at the polar north, Caledor began to devise a plan to trap the power of Chaos in a vast vortex, and returnedto Ulthuan to plan his endeavour. Grimnir, upon learning of the Chaos Gate from Caledor, decided

  • to journey northwards and close the gate himself. Though Grungni and Valaya warned him such an endeavour might not succeed and he would surely die, Grimnir replied it was worth the risk. Shaving his hair and beard except for a mohawk, he gave one of his mighty axes to his son Morgrimand journeyed northwards to close the Gate. He was never seen again and his fate remains unknown, even as Caledor's plan succeeded in trapping the power of Chaos and banishing it to the dark corners of the world.

    Soon after this victory, Grungni and Valaya vanished, with many saying they had returned to the mountains awaiting the day the dwarf race would need them most. With the defeat of Chaos, the Dwarfs prospered and expanded all across the World Edge Mountains, establishing mighty strongholds and vast passageways beneath the earth. As the Elves returned to the Old World and established their colonies along the coast and in the forests, trade flowed between the two races and strong bonds of friendship grew between them.

    The War of Vengeance

    The War of Vengeance was the Dwarf name given to cataclysmic war that erupted between the Dwarfs and the High Elves. Though the two races had enjoyed peace and prosperity with each otherfor over a thousand years, the elves increasing colonisation of the Old World, in conjunction with apprehensions and mistrust amongst several of the dwarf kings and leaders, began to create tensionsbetween the two civilisations, though many endeavoured to maintain the alliance. The first sparks ofthe war were begun when Dark Elves, under the orders of Malekith, began attacking Dwarf coloniesand trading parties in disguise as High Elves, culminating in the slaughter of Agrin Fireheart, one ofthe most ancient Runelords of the Dwarf race and the Runelord of Barak Varr. High King Gotrek Starbreaker, though a strong proponent of continuing friendship with the Elves, soon exhausted all attempts at peace and reconciliation both with the elves and amongst the more warlike of his fellow kings (including his own son Snorri Halfhand). As a final act to prevent conflict, he sent his most skilled ambassadors to demand recompenses from the High Elves for the attacks and losses the dwarfs had suffered, but the arrogant Phoenix King Caledor II, after hearing news of the destructionof the city of Kor Vanaeth by Snorri Halfhand (acting against his father Gotrek and in conjunction with the kings of Barak Varr and Zhufbar) seized the ambassadors and shaved off their beards in anger. To lose one's beard is the ultimate insult and shame to a Dwarf - thus the war that followed was known as the War of the Beard to the Elves while the Dwarves, not to take such things lightly, called it the War of Vengeance.

    After 437 years of continuous battle, the war culminated in the seventeenth and final siege of the Elfcity of Tor Alessi. After several hours of fighting in single combat, High King Gotrek Starbreaker killed Caledor II, thus ending the war. He took the Phoenix Crown as recompense, where it remains in Karaz-a-Karak. As the remaining High Elves prepared to launch a suicidal attack on the Karaz Ankor, news reached them that the Dark Elves had attacked their homeland, thus forcing them to withdraw and shattering the Elven empire in the Old World. Those elves who chose to remain became the Wood Elves.

    The Time of Woes

    The Time of the Goblin Wars

    The Birth of the Empire

  • The Present Day (Imperial Year 2523)

    Timeline(All dates are told using the Warhammer Fantasy Imperial Calendar)

    4500 = The Time of the Ancestor Gods. No written records of these times survive, but legend relates that the Dwarfs began their slow colonization of the Worlds Edge Mountains about the year -5000. This age came to a close with the coming of Chaos, the disappearance of the Ancestor God Grimnir into the Chaos Wastes, and the disappearance of the other Ancestor Gods shortly afterwards. Dwarf tradition holds that Grimnir closed the mighty Chaos Gate after battling with the Chaos gods, thereby saving the world from certain doom. Shortly before Grimnir's disappearance, the Dwarfs and High Elves meet for the first time, and friendly relations are established between the two races.

    4119 = Snorri Whitebeard, High King of the Dwarfs, and Malekith of the High Elves combine their mighty armies and finally drive out the last remnants of Chaos from the Old World. Afterwards, trade between the Dwarves and Elves flourishes and the Dwarfs establish many new strongholds.

    2839 = The High Elf Phoenix King visits the newly founded Dwarf stronghold of Karaz-a-Karak where he is made welcome by the venerable Snorri Whitebeard. The two kings seal an oath of friendship, and Malekith remains in Karaz-a-Karak as his king's ambassador. For a while, Elves and Dwarfs prosper, until the Elves are drawn back to Ulthuan where civil strife is tearing their land apart.

    2188 = After many centuries, the Elves return once more to the Old World. The Dwarfs learnof the civil war amongst the Elves and the treachery of Malekith. The two races begin to trade again, and Dwarf craftsmanship reaches new height of accomplishment.

    2005 = The Great Betrayal mars the relationship of the two races. Dwarf traders are ambushed and murdered, Dwarf settlements are plundered and honest Dwarf craftsmen are cheated of their gold. The Dwarves believe the High Elves are to blame, when the attackers are in fact Dark Elf raiders sent by Malekith to sow dissent between the two races. Many Elves are soon slain by Dwarf travellers believing themselves under attack, to which the High Elves respond in kind. Preparations for war are made.

    2000 = The hold of Karak Zorn sends word that it has come into conflict with a large force of Lizardmen. No contact is heard soon afterwards.

    HomelandThe Dwarf homeland is primarily the World Edge Mountains of the "Old World", which they inhabited since the earliest days of their recorded history. Their original homeland was located in the mountains of the Southlands, but they migrated northwards in search of new veins and minerals to mine, gradually settling in the World Edge Mountains. At their peak, their lands encompassed nearly the entirety of the World Edge Mountains, in addition to settlements in the Grey and Black

  • Mountains and many smaller hill settlements in the lands of what would become the Empire. However, their pyrrhic victory in the War of Vengeance, combined with the vast destruction of the Time of Woes and the onslaught of the Goblin Wars, caused the loss of several holds along with hundreds of smaller settlements and mines. The Dwarf name for their homeland is the Karaz Ankor - the everlasting realm.

    There are currently nine holds where the Dwarfs still rule:

    Karaz-a-Karak - the biggest, oldest and most fortified Dwarf stronghold and the ancient capital city of the Dwarf race. In the tongues of Men, it can be translated as Pinnacle of Mountains or The Most Enduring; to many, it is known as Everpeak. The lord of Karaz-a-Karak is the High King of all the Dwarfs and his lineage stretches back to the Ancestor Godsthemselves. The city has never fallen to an invader and is known for its adherence to tradition and ritual; the main temples to Grungni, Grimnir and Valaya were built here as is the colossal throne room of the High King, which is dominated by a forest of stone pillars which stretches over a mile along its nave. The current High King is Thorgrim Grudgebearer.

    Karak Kadrin - known as the 'Stronghold of the Pass'. This hold is situated south of Peak Pass which in ancient times allowed the Dwarves greater ease of travel between the western and eastern edge of the World Edge Mountains; this declined in importance after the Dwarfs abandoned the eastern edge during the Time of the Goblin Wars. Now the Dwarfs guard the pass against marauding tribes of Orcs and Goblins who travel through on their way to the Empire and Kislev. Though it has been besieged many times it has never fallen, and remains a wealthy centre for trade. The most famous characteristic of the hold is that it is the home of the Slayer cult; within its walls dwells the Shrine of the Slayers, where the names and deeds of all Slayers are kept and remembered. The lord of Karak Kadrin is known as the Slayer King, as he and his predecessors are bound both by their desire to seek out a glorious death against the forces of darkness, but must also honour their duty to their kinsfolk; they balance this problem by acting as the patrons of the Shrine, which also worships the Ancestor God Grimnir, known as the first Slayer. The current Slayer King is Ungrim Ironfist.

    Zhufbar - known as the 'Torrent Gate'. This hold is located around a deep chasm and by a vast waterfall which runs to the Black Water lake. Around the waterfall, the dwarfs have constructed thousands of water wheels and forges to help smelt ore and build new weaponry.It is the principal shrine of the Engineer's Guild and is famous for the quality of its war machines. In the past, the gromril of Karak Varn was smelted here and forged into powerful armour and weapons. The current king is Baraudin Stoneheart.

    Karak Azul - known as 'Iron Peak'. This hold is located in the south of the World Edge Mountains, and is the only southern hold still ruled by the Dwarfs. Within its lands lies the richest deposits of iron ore in the whole mountain range, as well as other rich veins of other minerals and gemstones. It is known as a centre of metalworking and for its weaponsmiths, who forge some of the most powerful weapons of the Dwarfs, which it supplies to many of the other holds. The current ruler is King Kazador.

  • Karak Hirn - known as the 'Hornhold'. This hold is located in the Black Mountains, and its name derives from an especially large cavern which, when the wind blows through, creates sounds like a mighty warhorn. Over the years, the dwarfs have built chambers and doors to create different sound effects. It is a smaller and younger hold, founded later after the great settlements of the World Edge Mountains, and has only limited quantities of veins and minerals to mine. The current king is Alrik Ranulfsson.

    Karak Norn - this hold lies in the Grey Mountains, above the forest of Athel Loren. It is a small and somewhat poor hold, with very few mineral deposits and veins, all of which are hard to mine. Like with Karak Hirn and Karak Izor, it has grown in importance since the Time of the Goblin Wars, as many dwarves come to live in its isolated lands, though likewise many young dwarves from the hold journey eastwards to become prospectors and miners.

    Karak Izor - known as 'Copper Mountain' in the tongues of Men. It is located near the Vaults at the junction between the Black and Grey mountain ranges, where there are many deep valleys and inaccessible peaks. Despite its isolation, there are many rich lodes of iron, copper, tin and other metals, and as such it has some of the deepest mine workings outside ofthe World Edge Mountains. Many of the Dragonback Dwarves came to inhabit these lands after the loss of Dragonback Crag and the mines of Ekrund, where they use the seclusion to work and plan their return.

    Barak Varr - known as the 'Gateway to the Sea'. This hold is located in the lands of the Border Princes and is unique as the only Dwarf hold built by the sea. It is built deep into the vast caves and cliffs where the Howling River joins the Black Gulf. It is the principal tradinghold of the Dwarves, remaining open to trade all throughout the centuries and enabling the dwarves to enjoy a more cosmopolitan lifestyle to many other holds. Merchants from all over the world come to both trade for dwarven items, and enjoy dwarven hospitality. It is also the home of the Dwarf navy, which houses the powerful steam and paddle-driven Ironclads and Dreadnoughts. The current ruler is King Byrrnoth.

    Kraka Drak - this hold is located far to the north in the lands of Norsca. It is a highly isolated hold, inhabited by the Norse Dwarfs. Though dwarf by blood, they are seen as very different by the other dwarfs of the Old World, with different speech, customs and attributes.One of the most well-known of these differences is their 'Beserkers' - warriors who are similar to Slayers in their utter determination for battle, but who drink powerful beers to imbue them with somewhat suicidal tendencies and enhanced strength.

    Beginning during the Time of Woes and continuing throughout the Time of the Goblin Wars and ever since, there have been ten holds that have fallen to the Goblins, Skaven and forces ofChaos:

    Karak Ungor - known as the 'Delving Hold'. This hold is located to the north-east of Karak Kadrin, built upon a great natural fault line in the earth. Vast seams and veins of minerals, gems and precious metals reside in the earth beneath the hold, and as such the dwarves built the deepest and most expansive network of mines and workings throughout the whole of the World Edge Mountains. However, such was the extent that they dug that eventually even

  • they lost track of the entire layout and numbers of their mines. In the immediate aftermath ofthe Time of Woes, in the Imperial Year -1500, after suffering extensive damage in the huge earthquakes, the Night Goblins invaded the lower workings and abandoned mines, eventually driving upwards and overwhelming the Dwarfs before they could organise their defence. After the Dwarves were forced to abandon the hold, it was fully taken over and renamed Red Eye Mountain. At the current moment, it is the home of the Black Orc warlord Grimgor Ironhide.

    Karak Varn - known as the 'Stronghold of Lake enclosed by Mountains'. Ekrund Mount Gunbad Mount Silverspear Karak Eight Peaks - known as the 'Queen of the Silver Peaks'. Karak Azgal/Karak Izril - now known as the 'Hoard Peak'; formally known as the 'City of

    Jewels'. Karak Drazh - known to both Dwarves and other races as 'Black Crag'. Karak Vlag Karak Dum

    There is also the lost hold of Karak Zorn, considered to be the very first Dwarf settlement. Located in the mountains of the Southlands, it is fabled as a highly wealthy settlement, with towering zigurats made of gold. However, all contact with the hold was lost around the Imperial Year -2000, with the last messages being of large armies of Lizardmen attacking the city. Any expedition that has set out to find the city has never returned.

    Physical characteristicsDwarfs 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"). They are immensely strong and resilient, with bodies seemingly purpose-built for manual labour, with solidly formed muscles, broad-shoulders and large thick fingered hands that are capable of considerable manual dexterity. This physical toughness allows them to carry heavy loads and endure many hardships and work for long lengths of time without tiring.

    Dwarfs are a very long-lived race with life-spans that can run into centuries, or rare occasions even into a millennium. As a dwarf becomes older so his beard becomes longer and thicker. Since dwarves 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 the older they get, but unlike the Orcs, there appears to be a breaking point where their general health rapidly declines, 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 give birth or that dwarf women have beards. However they are fairly similar to their male counterparts in that they are broad shouldered and heavily built, but instead of long beards they have long hair wound into similar braids, worn beneath the helmet which they treasure

  • as greatly as males do their beards.

    In terms of mental ability, Dwarfs are incredibly determined. They are supremely confident in the values and virtues of their civilisation, and openly scorn the achievements of other races. Their mental strength, in combination with their physical abilities, makes them steadfast fighters who willoften fight to the last rather than admit defeat or run away.

    MagicThe Dwarfs have little knowings of magic as it is practiced by Elves and Men, as well as having no wizards. They distrust, and even loathe, the chaotic power and unpredicitability of magic in its usualforms;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 throughtheir skills of craftmanship. In particular weaponry, such as axes, hammers, shields, and armour suits, can be enhanced through their knowledge of rune lore and the skill of runesmithing, through which magic is entrapped into a rune and placed upon an object. The Dwarves who practice this skill are the Runesmiths, under the influence of the Runesmiths Guild. Aspiring Runesmiths will spend many decades as an apprentice to a Runelord who will gradually teach them to inscribe items with runic symbols and powers, for runes are often expensive and take years to make, even for the most experienced Runesmiths.

    The most powerful magical device the Dwarfs possess are the Anvils of Doom. These devices were forged many thousands of years ago under the guidance of the Ancestor Gods, and only the most skilled Runelords can even attempt to use them. When used, they are capable of wreaking devastating magical destruction upon any foe foolish enough to challenge 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 or add to the dwarves' battle prowess.

    Other characteristicsGold fever For some unknown reasons, dwarves have a strong attraction to gold. Dwarfs will seek to amass gold, even to the point of acting unreasonably (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 easyto regain as a coin dropped in the street. This addiction is sometimes called "gold lust."

    Gromril What most people do not know is that the Dwarf's true favourite metal is Gromril, a fictional metal which is said to be harder than diamond. The Dwarfs take this metal much more seriously than Gold and only Royalty, Generals and the Legendary Ironbreakers can afford to have it as their armour. In Warhammer, where "Armour Saves" that are taken after a model takes a woundare governed by a roll of a die, Gromril Armour lets the Character survive on a roll of 4 or more while normal heavy armour only gives a save of 5+.

    Grudges 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 lifelong friendship overa 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 Dwarves 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 bepaid in blood. The only offence worse than killing a dwarf is damaging or destroying a Dwarf's beard - such an offence sparked the devastating decade long War of the Beard.

    The Dwarf Army

    A small Warhammer Fantasy Battle army of Dwarfs, featuring the heroes Gotrek Gurnisson and Felix Jaeger

    The Dwarfs are a martial race hardened by thousands of years of constantly defending their holds from would be invaders both above and below the ground.

    WarriorsDwarf Warriors are drawn up from the citizenry of Dwarf society. Dwarves 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. Dwarves 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. They will fight with a mixture of axes and hammers, often being passed down through a family line for generations, and gird themselves in heavy armour, often with a large round shield.

    Within the game, Dwarf Warriors are well armoured and resilient defensive infantry with a high leadership characteristic meaning that they'll seldom panic and run away, also when armed with double-handed axes they make cheap and effective shock troops easily capable of taking on many an army's finest.

    LongbeardsLongbeards are old and wise Dwarfs and are very experienced warriors, such is evidenced by their longer beards. 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 Dwarves) 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.

    Within the game, Longbeards are equipped in much the same way as dwarf warriors but due to theirexperience they are better at hitting enemies and wounding them and are immune to panic.

    SlayersSlayers are dwarves who have lost their honour, brought shame to their families or broken an important oath. Such a crime would be solved by death, but because Dwarves see suicide as a waste, to regain their honour, slayers seek glorious death in battle against the strongest of opponents. Upon taking the Slayer's oath, a slayer will often sever all ties from home and travel to the Shrine of Grimnir at Karak Kadrin.

    Spotting a Slayer on the battlefield isn't difficult. They have mohawks which are put up with pig grease, and beards dyed orange along with the mohawk - this is as Grimnir did before he journeyed north to battle against Chaos. They refuse to wear armour of any sort and are often next to naked except for the exotic tattoos that cover their body. In battle they carry an assortment of axes, typically a pair of axes or a large two-handed great axe, which they can alternate between.

    Within the game, Slayers have conquered their fear of death and as a result, fear very little. They arebrave, stubborn and incredibly violent when in battle.

    IronbreakersIronbreakers are the guardians of the lower deeps. They are experienced tunnel fighters and often fight against Skaven and goblins attempting to tunnel into a Dwarf hold. Without their efforts, the majority of dwarf holds would have almost certainly fallen to enemy attacks. Ironbreakers are professional soldiers in that they are perpetually under arms - due to their status as professional tunnel fighters they wear powerful gromril armor, which can protect a Dwarf from enemy blades and rock falls. Ironbreakers also find themselves fighting battles on the surface and they form a bulwark against enemy attacks, but for every battle they fight on the surface, they've faced dozens below the ground.

    Within the game, Dwarf Ironbreakers have high weapon skills, good strength and great armor and leadership characteristics. As a result of this hardiness, many opponents would avoid fighting them and would attempt to tackle less armored soldiers, counter with their own heavily armored units, or use range units.

    HammerersHammerers are a Dwarf king's personal body-guard, chosen by the king himself. The history of the Hammerers goes back to when the High King was visiting the mines of Ekrund when a large cave in occurred. Suddenly with all manner of foul creatures pouring in, the king's bodyguard was soon overwhelmed. The craftsmen of the mines picked up their hammers and 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.

    Within the game, Dwarf Hammerers are heavily armoured and exceedingly strong shock infantry; which due to their stubbornness will almost never run away. If joined by their liege lord, they are completely fearless.

    Dwarf Thunderers and QuarrellersDwarf 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. Dwarves 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 Dwarves stick to the good old and reliable crossbow as they begrudge the cost of powder when a bit of brute force will propel a bolt as far as a bullet. There have even been known instances of dwarves improving their crossbows, though of course this is strictly prohibited without the Engineers' Guild's knowledge and permission.

    Within the game, both units are highly effective at shooting with the choice between the two often being kept more as personal preference rather than any real advantage offered by either one; while Dwarf Thunderer is more effective at shooting but is more expensive points wise, the Dwarf Quarreler may carry a shield and a heavy axe or hammer, making them more effective troops in close combat. The difference is also the inches (") and other bonuses. The Thunderer gets +1 to hit from the handgun, but has a 24" reach and a strength of 4 and Armour Piercing (-2 armour save total), then the Quarreler has a standard crossbow with 30" reach and strength 4.

    Chaos DwarvesIn ancient times, some Dwarfs moved far to the east over the mountains, and were caught by the onslaughts of Chaos. Dwarfs are very resistant to the forces of Chaos, but these Dwarves gradually changed over time, becoming the evil natured Chaos Dwarves.

    In many ways they are the antithesis of the Dwarfs that remained. Where Dwarfs shun most magic except for Runic magic (which is unique to them) Chaos Dwarves have embraced it; where Dwarfs worship their Ancestor Gods, Chaos Dwarfs worship "Hashut, Father of Darkness". Dwarfs abhor slavery and hate the "Greenskin" races (Goblins, Orcs and the like) but the Chaos Dwarfs rely on slaves and are allied with or are overlords of many Greenskin tribes, most of them Hobgoblins. The Chaos Dwarfs are even responsible for the creation of the Black Orcs.

    While the Dwarfs continue to resemble their counterparts in medieval Tolkien or Dungeons and

  • Dragons fantasy, Chaos Dwarfs evolved into a semi-Assyrian/Babylonian style by the fourth editionof Warhammer Fantasy.

    Games Workshop, however, has not developed much further back-story detailing the rivalry between the Dwarfs and Chaos Dwarfs, unlike that of the Dark Elves and High Elves. The Chaos Dwarfs are no longer a supported army starting with the seventh edition.

    Beliefs and mythologyDwarfs 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-game, the Master Rune of Grugni protects Dwarfs by giving them a magical kind of shield to protect them from enemy missileattack.

    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-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 nowheld 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. In the game the Master Rune of Grimnir (which may only be used by Dwarf armies using the storm of chaos slayer list) has a similar effect as the Master rune of Grungni but with a larger area of effect.

    Notable Dwarf characters Gotrek Gurnisson is the most (or perhaps the least, since a Slayer's goal is to die)

    successful Slayer and travels with his human companion and Rememberer Felix Jaeger, in a series of novels by William King; the series later picked up by Nathan Long. Gotrek Gurnisson is also thought to possess the second of the axes of Grimnir. He has achieved the Slayer "rank" of Daemon Slayer and in his time has fought representatives of almost all the armies in Warhammer.

    Malakai Makaisson is thought to be the best engineer who ever lived. He was drummed outof the Guild of Engineers after the first airship fiasco, (just the first, there were others!) which exploded on take-off, killing 30 experienced Engineers and became a Slayer, though he still works as an Engineer. Inside the game he can be fielded as using a goblin hewer- a large axe throwing war machine. In the background story, he appears in several of the adventures of Gotrek and Felix, as an old friend and companion of Gotrek. His manner of talking is humorously different from other Dwarf characters and is likely inspired by a

  • common fantasy stereotype of Dwarves having a Scottish-like accent.

    Snorri Nosebiter was a Slayer who once travelled with Gotrek and Felix. He was notable for his skill in battle, dull wits, and ingenuity in overcoming his baldness and acquiring a Slayer's crest. Since Snorri was bald and could not grow a crest, he painted several nails orange and had them hammered into his skull. Snorri has also "earned" the title of Vampire Slayer (though arguably this was done by accident, since Snorri killed the vampire whilst unconscious). In recent books, he has been suffering from dementia some time after the event of Giantslayer.

    The First Edition Characters: Sigurd Strongarm, Sigrat Blackbrow, Sigrun Slenderhank,Skeggi Brokenback, Saugron Brittlebone and Thorgrim Branedimm. Thorgrim wields the magical warhammer Foebane. They are the characters in the scenario The Ziggurat of Doom (situated in Dwarvestrangle).

    Perhaps the most famous of all dwarfs is Josef Bugman. Bugman was a master dwarf brewer who was world-renowned for his famous beers, known as Bugman's XXXXXX. However one night, returning from a trading trip in the Empire, he found his brewery ablaze,attacked by a raiding party of Goblins. Since then Bugman and his rangers have travelled theold world fighting against the Goblins and Orcs.

    The High King of the Dwarfs is Thorgrim Grudgebearer who carries the Great Book of Grudges and has sworn to make sure all of them are avenged. Inside game terms he is carried into battle by four shield bearers atop the golden throne and carrying one of the axes of Grimnir.

    A well-known character amongst readers of the White Dwarf magazine is one who shares its name with the magazine. The White Dwarf (often called Grombrindal) is possibly the most feared and respected of all the Dwarf heroes (by his enemies and fellows alike). He has had 5 miniature incarnations (the 4th being released for 26 May 2007 only and the 5th only available from a White Dwarf subscription boxed set) and has had varying background details over the years. Many rumours persist about his true persona, the most common being that he is the ancient dwarf king Snorri Whitebeard, the only king to be shown proper respect by the elves, and a great warrior who swore to return to the aid of his people in their time of greatest need. Often he will appear and fight alongside Dwarf forces in dire peril, and when he joins them, the Dwarfs are always victorious. He was "employed" by White Dwarf to write the Editorial for the magazine but recently the editorial has been taken up by Andrew Kendrick with Grombrindal having been described to having gone out to pursue the enemies of Dwarf kind.

    Another well-known character is King Alrik Ranulfsson of Karak Hirn. He was depicted as a traditionalist by even Dwarf standards, King Alrik's armies could not include more Thunderers than Quarrellers. Alrik stood on top of a shield carried by shield bearers in a manner similar to that of Vitalstatistix from the Asterix books. Although once represented asa character inside the previous edition of the Dwarf army book, Alrik has now largely passedout of common usage. Rules for him, however, can still be found on the Games Workshop website.

  • Thorek Ironbrow is a dwarf Runelord and master of the weapon workshops of Karak Azul. Thorek Ironbrow is one of the few runelords that use the power of the anvil of doom. Inside game terms he is seen fielded with his anvil of doom and his assistant Kraggi, as a result of his superior experience Thorek Ironbrow strikes runes at ancient power more easily than other Runelords making him very reliable and powerful.

    Thane Uthor is a notable person because of his heroic attempt to re-take the lost hold of Karak Varn with nearly 300 dwarves against over 10,000 skaven.

    Kragg the Grim is perhaps the oldest Dwarf in the world, and known as one of the best and wisest Runelords there is. Creator of the Master Rune of Kragg the Grim, he currently resides in Karaz-a-Karak.

    TechnologyThe dwarfs are by far Warhammer's most technologically advanced race, and are regarded as consummate engineers. Where other races use wooden ships to travel overseas, the dwarves use ironclad dreadnoughts and nautilus, the Warhammer equivalent of early battleships and submarines. They have also pioneered the development of black powder and steam technology such as cannon, handguns and Gyrocopters (helicopters). They have shared some of this technology with Humans, but still consider the work of the 'Manlings' to be shoddy in comparison to good Dwarf work.

    The most innovative examples of Dwarven engineering are the Organ Gun (a cannon with multiple light-calibre barrels and a high rate of fire), the Flame Cannon (a massive flamethrower artillery piece with the capacity to destroy entire units), and the Ungrim Ankor, a vast hub of mining tunnels connected to all the Dwarf Strongholds in the Old World.

    Dwarfs are a naturally conservative race, however, and most treat technological innovation with suspicion and distrust. Most of their technology is of a highly traditional nature, and their engineering guilds dissuade members from coming up with anything novel or innovative. As such human, Skaven and Chaos Dwarf engineers often produce more unusual, impressive and powerful, albeit less reliable, technologies, such as the Imperial Steam Tank or the Skaven Ratling Gun. A comparison may be found between the Dwarf Organ Gun and the Imperial Hellblaster Volley gun; both artillery pieces are based on the same concept, a ribauld, however while the Dwarf Organ gun can cause a maximum of 20 casualties a game turn and the Hellblaster may cause 30, it is far more likely that the organ gun will be able to cause eight or ten casualties a turn and it is far less likely that the organ will explode, thus emphasising the Dwarf focus on reliability.

    GyrocopterIn the Warhammer Fantasy world, a Gyrocopter is a small one-Dwarf, steam-powered helicopter, built by the Dwarfs. It is fielded as a unit in the Warhammer Fantasy Battle wargame.

    It is seen as an example of and possibly the pinnacle of Dwarf engineering although older and more traditional dwarves view the idea of flying with a great deal of suspicion; Dwarfs, as a general rule, being happiest when they have solid rock over their heads. Any dwarf that volunteers to travel around hundreds of feet in the air in an "untested contraption" such as a gyrocopter is seen as being just a little strange. Hence, the "Kings Flying Corp" (KFC) which operate them tends to attract the

  • youngest and most adventurous dwarf engineers. It is thought that the instability of the Dwarf tunnel system connecting their mountain strongholds and the spread of the "Greenskin" menace across the old overland trade routes is thought to have prompted its development. Originally designed to act as couriers and messengers between dwarf holds, an unknown Dwarf Lord saw its potential as an army scout and ordered it to be fitted with a small forward-firing cannon and bombs.

    Gyrocopters are designed to be as light as possible in order to attain flight and so most of the frame is built of canvas and wood, with thin bands of reinforcing metal. They are powered by a small, lightweight steam engine which uses a chain linkage system to drive the main rotor blades. As a result gyrocopters are lightly armoured and rely on speed and maneuverability to stay out of trouble.

    Army tacticsDue to the slow movement of the dwarf army[1] the most common advice given to gamers wishing to play as this race, is to take a defensive stance.[2] This can be done in a variety of ways, the most often advocated being aligning the units along the edge of the gaming area or utilising other aspects of the gaming area such as scenery to protect the units' flank from attack.[3] Dwarf armies will frequently utilise their immense capacity for heavy firepower to destroy their opponents from afar.

  • Chaos

    Hordes of Chaos

    In the fictional world of Warhammer Fantasy Battle, the inter-dimensional gate that brought the "Old Ones" to the world collapsed, ripping a hole in the fabric of reality. The hole was located at theworlds north pole, and led to the "realm of Chaos". From this realm came the energy known as magic, but also the beings known as Daemons. The daemons would have destroyed the world, but the Slann and High Elven Arch-mages were able to create a vortex to drain most of the magic away.Without magic the daemons faded back to the realm of Chaos.

    The area around the entrance to realm of Chaos is known as the Chaos Wastes. Because the wastes are so close to the realm of Chaos, the laws that govern Order are fluid, the weather can change instantly and the wastes are full of monsters.

    The humans that live in the wastes are savages compared to humans from the Old World. They tend to live in tribes that move from area to area. Each tribe has its own beliefs and customs, but all worship the four great gods of Chaos in some form. Life is hard in the wastes, tribes are always fighting monsters and each other, making them natural born fighters. They are tall and heavily built,often dressed in furs and scraps of armor. Their bodies are covered in symbols and runes, which they believe will protect them. Like all from the chaos wastes, they likely have some form of mutation, but see this as proof that the gods favor them.

    The men from the north are great sailors, and during peace times they will trade with and fight for other races. Most of the time they will be raiding the other races for plunder, slaves or glory.

    At times the hole to the realm of Chaos will expand, making the Chaos wastes unlivable. This forces the southern tribes to attack