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Wednesday, August 28, 2019

Warhammer: History and Geography of Gisoreux Faction



Gisoreux is a minor Bretonnia faction in Total War: Warhammer. It only appears in the Season of Revelation mini-campaign, as in the Grand Campaigns it is combined with Artois.
"We all are Gisoren, and our very diversity grants us strength."
— Duke Hagen of Gisoreux.
The Dukedom of Gisoreux is a founding Dukedom that lies within the treacherous slopes of the Pale Sisters and upon the low woodlands of the Arden Forest. Unlike in other parts of Bretonnia, where much of the land is either one type of landscape and of one type of people, the diversity in geography of this Dukedom has also created a diversity in cultures and customs. Those living within the arable plains to the south contain the typical farmers and peasants that is universal within all the realms. To the east, the lands are filled with harsh woodlands, where a different people live life as expert trappers and wild woodsmen.
Finally, to the north, those people that can eke out a living within the Pale Sisters are seasoned mountaineers who can brave harsh conditions. The Dukedom also contains the Gisoreux Gap, one of only three locations within the entire Grey Mountains that allow passage between Bretonnia and the Empire. The current ruler is Duke Hagen.

Heraldry of Gisoreux
Long ago, the first Duke of Gisoreux was saved by a vision of a white hart that led him to safety. To this day the device is still borne into battle by his descendants. Although rare, the legendary white hart is still occasionally seen, appearing as a harbinger of great feats of heroism or before the onset of a storm of magic.

Geography
"Great place to work. The inns actually make you welcome, rather than treat you as a porter who just happened to bring customers. If most of the routes there didn’t also go through the forest, I’d work there all the time."
—Eldegar of Busreq, Coachman.
The dukedom of Gisoreux is divided into four geographical areas. The first, the Plains of Gisoreux, is actually mostly pastoral country and very hilly. This area includes the city of Gisoreux itself and lies between the River Grismerie, the Forest of Arden, the Pale Sisters, and the Grey Mountains. Just over half of the population of the dukedom lives in this small area. The second area is North Gisoreux. This land, between the River Sannez and the Pale Sisters, is also mostly pastoral but has substantial arable portions along the course of the Sannez. The land here used to be part of the Forest of Arden but was cleared, over the course of a thousand years, by the family of the current ruler, Earl Baldhelm of Harran. The process continues in the southwest of the region. North Gisoreux is home to about a quarter of the population.

The third region is the Forest of Arden. The areas south and east of the river are relatively civilised. The roads between the villages are patrolled by the local nobility or at least by their men-at-arms, and travel on the roads is no more dangerous than travel on most other roads of the Old World. The villages do have stockades but, in a good year, suffer no attacks. On the other hand, no one leaves the cleared areas of forest without a really good reason, and those who do rarely come back.
North of the river, where the forest runs up to the Pale Sisters, things are very different. No village founded here has ever survived more than a year. Recently, Bretonnian lords have even given up trying. The human inhabitants are all nomadic, and there are no roads larger than a trail. The trees in this region are particularly old, large, and fine, which prompts nobles to send occasional logging forays. These sometimes succeed in bringing out a tree or two; more often, the loggers simply vanish.
The final region of the dukedom is covered by mountains, split between the Pale Sisters in the west and the Grey Mountains in the east. The two ranges are very distinct. The Pale Sisters are of white rock and tend to rounded peaks, steep cliffs, and lots of high valleys. Access to the valleys is limited, however, and often involves climbing a cliff. The Grey Mountains are of dark grey stone and are characterised by very sharp terrain. Their peaks and ridges are narrow, as are the are their many passes. As a result, more people live in the Pale Sisters than in the Grey Mountains.

The People
"So many differences, so easy for Chaos to hide. These people have much to learn."
—Ermnegard of Krungenheim, Witch Hunter.
Just as the land of Gisoreux is divided, so are the people. The Plains of Gisoreux are the heart of the dukedom, and these are the people most outsiders think of when they think of Gisoreux. Gisorens are friendly people; they greet even complete strangers politely, and many people offer casual acquaintances a meal. There are, however, strict limits to this generosity. After a single meal and one night’s accommodation, visitors are expected to earn any further friendliness by reciprocating. Clever and mobile rogues manage to sponge off the Gisorens' largesse for years, but far more are recognised and find themselves shunned.

These customs even extend to the more civilised parts of the Forest of Arden, but there, new arrivals are expected to begin their visit with a bath, in which they are supervised constantly by armed villagers. The bath is, of course, a courtesy, and the guards are for the guests' protection, and the fact that it is impossible to hide most mutations whilst naked is pure coincidence. Attractive female visitors may find many, many men are eager to protect them. Women pretending to be men find that people in this region are generally good at overlooking such things.
The nomads of the forest make a living as hunters and trappers and trade regularly with the villages bordering on their areas. Most of them make a trip to the city of Gisoreux at least once every few years, since they have occasional contact with the isolated villages of Artois and do not want to become like them. They also keep an eye on the Beastmen and other monsters and send runners to warn villages at risk of attack. As a result, they are accepted without prejudice by virtually all other Gisorens.

In the valleys of the Pale Sisters, the people cluster together in small communities. Given the labyrinthine quality of this region accompanied by terrible winters, few people have the means or the interest to leave their small stone homes. Few have little knowledge of others who dwell in and beyond these mountains. As a result of their isolation, each community has its own strange customs and habits, though the threat of Orcs and Chaos force all villages to concentrate on defence.
There are Human inhabitants of the Grey Mountains, but in Gisoreux this range is too rugged and plagued by monsters to support any real communities. Most of those who live here are nomadic loners, though there are some family groups. They live by hunting and by guiding travellers through the mountains. A few nobles have lands in the Plains of Gisoreux and strongholds in the mountains, with the responsibility of defending them against monsters. In many places they can do little more than keep their fortress secure and supplied, but the nobles along the Gisoreux Gap pride themselves on keeping it as safe for traffic as any road anywhere.

The internal politics of the dukedom have recently been upset. For centuries, North Gisoreux was basically cut off from the Duke in the south, allowing the Earls of Harran to go about things in their own way. They grew accustomed to this nominal independence, and it was a shock when Duke Hagen moved to Couronne for most of the time. Now, the Duke can easily deal with North Gisoreux, and it is in the Plains where he must rely on his steward. Duke Hagen's high standards of personal virtue do not help matters; he keeps coming across practices he deems unacceptable, but which the people of North Gisoreux have maintained for generations.

Gisoreux, in common with all the dukedoms bordering on that cursed place, would like to see Mousillon invaded and cleansed. However, relations with Bastonne are also strained. Nobles in the Plains of Gisoreux have repeatedly feuded with Bastonnian lords in an effort to extend their holdings across the river. Since Duke Hagen moved north, these lords have become more willing to swear fealty to the Duke of Bastonne for lands in the latter dukedom. As a result, there are now a number of Gisoren lords with some holdings in Bastonne as well, which makes relations between the dukedoms even more complex.

Official Name: Dukedom of Gisoreux
Ruler: Duke Hagen d'Gisoreux
Government: Feudal Government
Capital: Castle Gisoreux
Chartered Towns: Castle Desfleuve
Major Exports: Unknown
Type: Minor
Category: Bretonnian Kingdoms
Ruler: Tristran le Junglear
Campaigns: The Season of Revelation

Warhammer: History and Geography of Aquitaine Faction



Aquitaine is a minor Bretonnia faction in Total War: Warhammer. It only appears in the Season of Revelation mini-campaign, as in the Grand Campaigns it is combined with Bordeleaux.
"Fairest land in the world. The grain is plentiful, travelling is easy, and monsters are rare. Who would choose to live anywhere else?"
— Aquitainian noble.
The Dukedom of Aquitaine is a founding Dukedom that lies within the gentle western coast of Bretonnia. Known for having one of the most tranquil lands within the entire Old World, Aquitaine is famous for its highly arable farmlands and its gentle sandy shores. Due to its tranquillity and without any external threats to unify this Dukedom's people, this land is extremely famous for its unstable violent atmosphere, with feuds between nobles, peasant revolution and small civil wars being an all too common occurrence.
Nevertheless, the lands of Aquitaine are still a beautiful sight to behold, with their Knights being among the most stubborn and courageous out of all the realms of Bretonnia. The current ruler of Aquitaine is the young, enigmatic and courageous Duke Armand, a fearsome Grail Knight of the Lady of the Lake who lives within the high walls of Castle Aquitaine, located within the southern borders of the Dukedom.

Geography
"Travel through Aquitaine is boring. Dull, dull, and dull. Field of wheat, village, field of wheat, ridiculously overbuilt castle, orchard, small town. Best part of my job."
— Eldergar of Busreq, Coachman.
Aquitaine lies south of the Gilleau and the Forest of Châlons, and consists almost entirely of arable land. There are a few hills, but nothing so steep as to make pastoral farming the only option. The coastline is the gentlest in Bretonnia, with many beaches, few high cliffs, and numerous safe coves. However, there are no suitable locations for a major port, so the largest settlements are fishing (and smuggling) villages. Inland, there are no major rivers, no obvious crossing points through the low hills, and no particularly defensible locations. As a result, no settlements have grown particularly large. Even the town of Aquitaine is no bigger than medium-size, and that is due entirely to the influence of the ducal court.

Indeed, noble influence is the main factor in town size throughout the dukedom. Noblemen encourage urban development around their castles so that they can tax the trade and become wealthier. So far, these developments have never taken root: when the noble loses interest, the towns shrink again. Thus, there are a lot of towns with abandoned areas as large as the inhabited. The hovels there quickly collapse, but the more substantial buildings slowly moulder away. A similar effect can be seen in Aquitaine’s castles. As there are no naturally defensible locations, the lords of Aquitaine rely on construction to protect their homes. A noble facing attack or possessing extra money extends his castle, and his heirs abandon the parts that are no longer necessary to avoid the expense of upkeep. These abandoned buildings are often taken over by Dereliches, which discourages people from raiding them for building materials and from trying to live in a building surrounded by abandoned structures.

The People
"Almost no monsters in Aquitaine. Even Beastmen from Châlons seem to stay out. Feuding nobles, gangsters, rebellious peasants, cultists, serial killers, and protagonists in abundance, though."
—Marietta, Tilean mercenary.
The people of Aquitaine do not have to fight to defend their land, so they fight each other. Aquitainians themselves prefer to say that they have honour and the courage of their convictions, but the result is the same. Aquitainians have a reputation for being stubborn and for resorting to violence to solve their problems. As a result, their knights are among the most renowned in Bretonnia, and the dukedom is constantly in the grip of several small wars, revolutions, and feuds.
People often leave Aquitaine as a result of a serious disagreement with someone more powerful than they are. Others, particularly nobles, leave to prove their mettle against monsters, of which Aquitaine has remarkably few. Some, of course, leave because they are sick of the constant feuding and want to live somewhere people just get along. These folk tend to keep moving. The internal politics of Aquitaine are in constant flux as old feuds die down and new ones flare up. The new Duke has, if anything, made things even worse, despite his best intentions. Whenever he intervenes personally to suppress a revolt or force reconciliation in a feud, he succeeds. However, if he cannot intervene personally, he tends to do nothing, which means that many other feuds are allowed to develop.
There are a few famous, ancient feuds which Duke Armand has not been able to resolve (although in these cases, none of his predecessors could, either). The feud between the D'Elbiq and Du Maisne families has continued for several centuries. It was started over the soiling of the daughter of one house by the son of the other, but no one now knows which was which (both houses claim that it was their daughter, of course). This feud has become so formalised that the locations of the battles are set in advance, and people come to watch. The feud is still real, though, so the battles are to the death, which attracts even more people.

A more recent feud is that between the Earls of Desroches, in the west of the dukedom, and Fluvia, in the north. The two men used to be inseparable friends, spending much time at the courts of the land. A little over ten years ago, something happened, and the two have been implacable foes ever since. Both are intelligent, fine tacticians and strategists, and superb warriors in their own right. Most of the time they keep their feud low-key, but as no one knows the cause, no one knows what might cause it to flare up into full-blown war. Between them, the two lords command the fealty of over a third of the nobles of Aquitaine; war between them would devastate the dukedom. Relations between Aquitaine and other dukedoms are generally neutral. Disputes within Aquitaine stay there, and other nobles have more sense than to get involved.

Type: Minor
Category: Bretonnian Kingdoms
Ruler: Armand d'Aquitaine
Campaigns: The Season of Revelation
Official Name: Dukedom of Aquitaine
Ruler: Duke Armand d'Aquitaine
Government: Feudal Government
Capital: Castle Aquitaine
Chartered Towns: Derrevin Libre, Chateau D'Epee
Major Exports: Unknown

Monday, August 26, 2019

Warhammer: History and Geography of Citadel of Dusk Faction


Citadel of Dusk is a minor High Elves faction introduced in Total War: Warhammer II.
The Citadel of Dusk is a High Elf settlement located at the southernmost tip of Lustria. This High Elf garrison-port was built in the ninety-seventh year of the reign of the Phoenix King Morvael. Though the graceful structure is of Elven manufacture, it is constructed upon the site of a far older place of power. Though surely unaware of the fact, the High Elves, in occupying and defending the ancient site, are maintaining an important nexus point in the Great Warding. The High Elves of Ulthuan maintain a number of similar garrison-ports across the entire globe. How many of these are active parts of the Great Warding is unknown to the Mage-Priests of Lustria, though undoubtedly each is a site of enormous magical power.

The Citadel is invisible to all save those who serve within its walls. It stands guard over the sea routes to the Turtle Isles and beyond. The fortress' garrison bear banners the colour of the night sky.
Inhabitants: High Elf
Type: Harbor Outpost
Location: Southern Lustria
Population: Unknown
Allegiance: High Elf
Industry: None

Warhammer: History and Geography of Cothique Faction


Cothique is a High Elves faction in Total War: Warhammer II.
Type: Minor faction
Category: High Elves
Campaigns: Eye of the Vortex, Mortal Empires
The Kingdom of Cothique is a coastal realm, inhabited by shrewd and hardy seafolk. It is a cold realm, battered by chill northeastern winds, and little-loved, save by its own people. Yet even these folk of Cothique are renowned for their wanderlust, and reputedly spend as little time within their own land as possible. Their graceful vessels plough the turbulent northern waters in search of good and trade with different lands. This is a highly dangerous area to sail, not just because of the perilous waters, but because the seas contain many monstrous creatures stirred up by the collapse of northern Ulthuan centuries ago. Kraken, huge shark-like Megaladons, Behemoths and even the dreaded Black Leviathan are all known to lurk in the waters north of Ulthuan.

To survive in such waters requires great skill, but the Elves of Cothique are the finest sailors in the world. Sleek, alabaster war-catamarans prowl the coast, their lookouts ever alert for deep-spawned perils. Sky-ships, their timbers infused with magic, scout the reefs and archipelagos in search of Dark Elf raiders, while messengers mounted on the giant flying fish of the outer isles carry news landward.
In these dwindling days, most of Ulthuan's realms are inward-facing, concerning themselves with the wider world only when not doing so would invite disaster. Only the nobles of Cothique look to the wider world as a source of opportunity. This is why the later voyages of Finubar the Seafarer were conducted on ships from Cothique, for no other living mariner on Ulthuan could match the breadth of knowledge found within that realm. Cothique's cities and fortresses are more practical and of much sturdier build than those found in other realms. After all, they were designed primarily to survive the weather, rather than serve as aesthetic examples. Indeed, the realm's true treasures can be found underground, amidst the network of caves and caverns that honeycomb the region's cliff faces and valleys. It was to here that the folk of Cothique retreated during invasions of times past and, over the centuries, that which was born of necessity became a way of life.

Now, many of Cothique's palaces lie beneath the surface. Their walls are the land's alabaster rock, brilliant polished and decorated with a web-work of finely wrought silver and star sapphires. No shadow falls here, for darkness is a fit companion only for Goblin warrens and the grim redoubts of the Dwarfs. Instead, Cothique's grottoes and halls are lit by the most accomplished mages of the realm. Anywhere else in the world, underground halls such as these would be under constant threat from the Skaven – but to Ulthuan, which rests not on bedrock, but is rather held upon the waves by magic, the ratmen can make no subterranean passage. Alas, as glorious as the halls of Cothique are, the finest were lost during the dark days of the Sundering. The waters of the Eastern Ocean rose up in a mighty wave and flooded the palaces nearest to the sea. Though the waters mostly retreated – as it did not in Tiranoc and Nagarythe – no Elf will lightly enter those chambers, for the bitter tang of the sea and the stench of the wave-rotten dead hangs heavy about them. Indeed, Cothiquan mariners tell that the spirits of the drowned still haunt those passages, holding court amongst tapestries of tangled kelp and hordes of tarnished treasure.

Cothique has rocky coasts and treacherous seas, so it comes as no surprise that its inhabitants are all skilled seafarers. In the coastal cities half the Elven warriors are at sea at any time, while the other half are at home guarding the coasts. Elves whose families came from Cothique can be found in all the great Elven colonies overseas. The warriors are also sailors who spend much of their time at sea and fight most of their battles against seaborne enemies and raiders. Encounters with sea monsters are regular parts of a warrior's life, and some wear cloaks made from the hides of these creatures or armour styled in the fashion of sea serpent heads. Armour is often tinted with shades of blue or green.

Sunday, August 25, 2019

Warhammer: History and Geography of Fortress of Dawn Faction


Fortress of Dawn is a High Elves minor faction introduced in Total War: Warhammer II.
The Fortress of Dawn is a fortified outpost of the High Elves. The spires of this port city are built around a single colossal waystone, a rare and valuable remnant of the days when the sun never set upon the Phoenix King's empire.

Saturday, August 24, 2019

Warhammer: History and Geography of Saphery Faction


Saphery (faction) is a High Elves faction in Total War: Warhammer II.
Saphery is one of the Inner Kingdoms of Ulthuan, located to the southeast of the Sea of Dreams. The Kingdom of Saphery is an enchanted land, with skies that shine with all the colours of the rainbow, hills that move by night and warm rivers that glow with gentle light. Magic courses through the blood of Sapherian Elves, and all of the realm's princes are also mages of awesome power. They are reclusive and idiosyncratic, dwelling in exquisite mansions far from other outposts of civilisation. Each noble's home has its own character that reflects the interests and magical research of its patron.
The palace of Anurion the Green is surrounded by terraced gardens containing many strange and exotic plants, with some carnivorous, some sentient, some both. Much of his collection is not even of this world. By contrast, the mansion of Hothar the Fey drifts gently across the sky, never greeting the dawn twice in the same location. Though Sapherian princes are thought eccentric even by other High Elves, their independence and intellect have ever been highly valued by the Phoenix Kings. Predictability, after all, can sometimes be a weakness.

The heart of Saphery is the Tower of Hoeth, the Elven god of wisdom. This is the greatest repository of magical knowledge in the world, complied down the centuries by High Elf Mages and scholars who dedicated their lives to the accumulation of magical lore. This bone white structure is almost half a mile high, a feat of engineering made possible only by magic. Its approaches are guarded by rings of illusion, and mazes of spells ensure that only those selected by the Loremasters of Hoeth ever find the true path. Those who seek wisdom here will find it. Those who seek power for power's sake are never seen again.

Saphery is a sparsely populated land. The nobility study the arts of magic and many choose to fight in battle as wizards. From all over Ulthuan determined young Elves also come to Saphery in the hope of being accepted in the Order of Swordmasters. These elite warriors are trained by the Loremasters in the most ancient and arcane of martial arts. Their distinctive weapon is the double-handed broadsword, a massive weapon they wield as easily as an ordinary Elf might brandish a knife or dagger.

Trivia
In Defenders of Ulthuan, Saphery is shown as having rivers so clear that the water seems almost invisible. Even when the sun is high in the sky, casting a pleasant warmth over the land, shining mists occasionally rise from the ground, gathering into miniature tornadoes that sweep across the landscape. They leave no damage in their wake, instead a glistening trail of moisture and 'crystal laughter'.

Saphery is the native home of Uleishi.
Herds of magical beasts can be seen on the horizon with every turn of the head.
As one crosses one of the wide, shallow rivers that wind sedately from the Annulii Mountains to the Inner Sea, one might catch the sound of commotion upstream and spot a host of translucent, blue skinned nymphs with hair of foaming spume cavorting through the water, splashing and teasing one another. Said-nymphs will disappear beneath the water if they sense being watched, racing downstream towards observers to reveal giggling features alive with amorous mischief.
In addition to what's already been noted, one may see any number of incredible sights: a flying castle in the sky, swirling troupes of wind-borne dancers, spectral dragons riding on streamers of light. If one walks along the lines of power in Saphery, one might even see ghostly processions of the dead, their spirits fading from view as they seem oblivious to the living. Yet the Asur believe that were Saphery attacked, these spirits would fight against any threat to Ulthuan and its waystones as surely as they had in life.
Official Name: Kingdom of Saphery
Ruler: High Loremaster Teclis
Government: Oligarchic Council
Capital: Tor Hoeth
Chartered Towns: Tor Finu, Port Elistor
Major Exports: Agriculture, Wine, Jewelry, Ores, Timber

Warhammer: History and Geography of Tiranoc Faction



Tiranoc is a minor faction of High Elves introduced in Total War: Warhammer II.

Starting territory
Eye of the Vortex
Tiranoc (Whitepeak, The High Vale, Salvation Isles are controlled. Tor Anroc starts as ruins).
Griffon Gate
The Black Coast (Arnheim only)
Mortal Empires
Tiranoc
Griffon Gate
Previous
Tiranoc used to start in control of Arnheim in Doom Glades in Mortal Empires, until Nagarythe were added as a playable faction in the Resurgent Update.
Diplomatic traits
Diplomatic traits for Tiranoc:
Eye of the Vortex
Aggressive
Guardian
Wary
Diplomatic
Starting agreements
Eye of the Vortex
War with Karond Kar and Bleak Holds
Surthara Bel Kec
Surthara's name is a nod by CA to Surtha Ek of the Varg faction, and the fact that both the Varg and Tiranoc are known for using chariots.
Type: Minor faction
Category: High Elves
Ruler: Surthara Bel Kec, Shakkara
Campaigns: Eye of the Vortex, Mortal Empires
Starting territory: Tiranoc, Griffon Gate

The Kingdom of Tiranoc is the westernmost of Ulthuan's realms. Once it was the fairest of the Elf lands, where majestic snow-capped peaks towered over sweeping flower-strewn plains. Its people were great sailors who colonized many lands to the west. Wealth flowed from these colonies: gold to gild the city's spires, silver to be wrought into the bodywork of chariots, furs for winter wear and medicinal herbs to cure the sick. The Charioteers of Tiranoc, famed throughout the land for their skill and daring, raced between their white marble cities. The folk were content and peaceful, and their lives golden. But this time of happiness was to pass.
In the dark time of the Sundering, when the Dark Elves broke with the people of Ulthuan, Tiranoc suffered grievously. At the climax of the war, Dark Elf sorceries and High Elf counterspells clashed with such force that the whole of Ulthuan was devastated. Tiranoc was flooded by the sea and disappeared almost completely, leaving only a fraction of the once-great kingdom above the ocean, with its beautiful cities tumbled to ruin, or else swept beneath the seas. Indeed, only the mountains and the bleak haunches of land huddled at their feet remain above the water. Navigating so close to the shore now proves dangerous to naval vessels, for the surface of Tiranoc rises with great heaves that throw up bleak islands which sink just as quickly as they breached the surface.
In the wake of the Sundering, Tiranoc's survivors swore to rebuild their kingdom to its former glory. Over the millennia they have achieved much, and there are once more prosperous cities in the realm – nonetheless, it is a rare heart in Tiranoc that does not know bitterness. Thus, whenever the Dark Elves invade Ulthuan, it is the armies of Tiranoc which are the first to take up arms. Such battles are vicious beyond measure, for the prospect of retribution lends strength and resolve sufficient to overcome any foe.

Originally, this coastal realm had broad expanses of sandy beach and rolling downlands, rising suddenly into snowcapped peaks. Of all the realms of Ulthuan it was the wealthiest and most densely populated. The warriors followed a very ancient tradition of fighting from chariots as suited the landscape.

Trivia
In older editions, it says that Tiranoc's merchantile descendants survive today only in far flung colonies. Inland, on the lower slopes of the mountains, the warriors cling to their age-old tradition as charioteers of great skill.
Tiranoc's name was derived from Tír na nÓg, a location in Celtic mythology that was considered as the Underworld.
Official Name: Kingdom of Tiranoc
Ruler: Possibly Princess Eldyra
Government: Electoral Monarchy, Council of Nobles
Capital: Tor Anroc
Chartered Towns: None
Major Exports: Marble, Gold, Medicinal Herbs

Warhammer: History of Town (Empire) Building


Town (Empire) is an Empire settlement building in Total War: Warhammer. The towns of the Empire are walled islands of civilization amidst the unrelenting and hostile wilderness.
Background
Towns are larger settlements which offer greater mercantile opportunities, open with an organized watch to hopefully man the wall should Beastmen emerge from the forest. The Empire's pension for eccentric buildings and non-existent urban planning sees the town sprawl beyond the original walls into squalid foulburgs, where the poorest dwell.
Faction  : Empire
Category: Empire settlement building
Costs: 800
Build time: 2
Bonus effects: Buildings construction slots: 3, Income generated: 80, Siege holdout time: +2, Growth: +30

Friday, August 23, 2019

Warhammer: History and Geography of Clan Eshin Faction



Clan Eshin is a Skaven faction in Total War: Warhammer II.
"All Clans fear the assassins. They envy-hate them for their power-strength. Assassins kill-kill Skaven and many Man Things. To the Lords of Decay, the assassins are valuable tools that should not be squandered like hapless Clanrats"
—Skreelin Thurntik, Grey Seer
Clan Eshin is one of the Four Great Skaven Clans which specializes in the deadly and secretive arts of stealth, murder, poison and assassination learned from the exotic Far East. Out of all the other clans which populates the Under-Empire, Clan Eshin is by far the most secretive and hidden of them all. This mysterious Clan has eyes and ears everywhere and its deadly operatives are scattered throughout the Under-Empire as well as secreted about within the cities and settlements of the surface dwellers. For the right price, the black-clad agents of Clan Eshin will steal any information, commit any act of ruthless sabotage or assassinate any rival with ruthless efficiency.
Considering the treacherous nature of the Skaven, it is of no wonder that Clan Eshin has become so powerful and so feared. In a race filled with sneaking, scampering cut-throat killers, the warriors of Clan Eshin rank many times above the petty vermin. Clan Eshin provides an unseen force with which the Council of Thirteen and other powerful Skaven Warlords maintain or gain their position of power. Within the highly feared Caverns of Unyielding Shadow, the Clan Eshin district deep in the bowels of Skavenblight, many treaty-pacts are claw-marked and the doom of many rivals is assured.

Overview
"I feel the eyes upon me wherever I go. I cannot shake the notion that I am being followed. As I lay in my bed at night, I can hear the sound of claws upon the tiles of my roof. It is as if everything I do, every word I speak, is being marked. "
—Fransesca Diorgino, Tilean Diplomat
Early in the history of the Skaven, Clan Eshin stole away to the Far East. Eshin was thought to have been lost for hundreds of years, but the Clan mysteriously returned to Skavenblight to offer its allegiance to the Lords of Decay. The time spent exploring the lands of Nippon, Ind, and Cathay had served Eshin well, for the clan had gained significant training in the arts of stealth and assassination. The assassins of Clan Eshin are rightly feared by all Skaven. They come silently, dispense death with uncanny accuracy, and return to their warrens with their foes none the wiser. Their methods are seemingly supernatural, and the shadows appear to cling to them like spiderwebs.
Rarely are their faces shown, for they hide them behind cowls and masks. Clan Eshin is not merely a den of assassins. Because of their stealth, their fighters are also prized as spies and scouts. Eshin sells its services to the warlords, offering skirmishers and light troops that can infiltrate the rear of an enemy’s line to scout enemy formations or to dispatch leaders, wizards, and other valuable assets. Eshin also maintains a powerful cadre of informants from which they draw a great deal of useful information. Eshin is shrouded in mystery, much more so than the other Great Clans. Little is known about the clan’s inner workings, and this information is well-hidden from prying eyes and ears. Skaven who learn too much about the assassins have been known to wind up dead, or worse, which ensures that the clan will sustain its secrecy in the centuries to come.
Information is a prized commodity amongst Clan Eshin’s population, and secrets are not given away for free. It would seem that Clan Eshin strives to increase its own wealth and power in the Under-Empire by lending its services to anyone willing to pay their exorbitant prices. They have yet to use the secrets they have learned for their own power bids, or to provide false information to their clients for their own benefit. The clan has simply worked its way into the good graces of the Lords of Decay and continues to serve the Council unquestioningly. Whether this obedience will continue is a question that future generations must answer, but for the time being, Clan Eshin is virtually untouchable.

Service to the Council
"We will show-show these manthings the true face of diplomacy! "
—Iksha Fastclaw, Nightlord of Clan Eshin
Over the centuries since their return, Eshin has achieved a special place within the Council of Thirteen, using their talents to cow and corral the lesser clans and maintain the authority and influence of the Great Clans. In effect, they act as the secret police force to the Lords of Decay, the metaphorical poisoned dagger in the hand of the Council. Their political reach has grown long, for they hold the power to call any Skaven forward as a heretic or a traitor. Evidence of such crimes is easily manufactured, and in many cases, it need not be fabricated at all. It is for precisely this reason that the other clans avoid angering Clan Eshin, and indeed facilitate its investigations without objection.
Clan Eshin also uses more direct methods to quiet opposition to the Council’s authority. Political murder is common amongst the Skaven, and Eshin excels at such activities as no other clan can. Countless deaths have been engineered by Eshin’s assassins in the name of the Lords of Decay, and entire clans have been destroyed by their brothers after having been struck leaderless by a well-placed blade or poisoned dart. Though Clan Eshin offers its services to other customers who have little or no affiliation to the Council, it has never been proven that the clan has participated in treasonous activity.

Military
"Nothing was expected, and so the men were at ease. Sentries had been posted, but they, too, were weary from the road. We’d taken off our armour, set our weapons to the side. A pair of bruisers from Altdorf were throwing dice and telling bawdy jokes. Little did we realize that in mere moments, half of our number would be dead, and the other half would be running for their lives."
—Ulrich Krebs, Mercenary
Clan Eshin is famed for uncanny stealth, for employing a variety of unusual and exotic weapons, and for its ability to kill swiftly and efficiently. Even the lowliest Clan Eshin warriors, the Night Runners, have some rudimentary skill at subterfuge, being able to move quickly and quietly to strike at the hearts of their enemies. Those who survive and learn the greater techniques of the Art of Silent Death are promoted to Gutter Runners, who can sneak behind enemy lines and slaughter entire units of enemies, unseen and unheard.


Of all of Clan Eshin’s warriors, though, the assassins are the most feared and reviled. These Skaven are masters in all of the techniques learned in distant Cathay and bring to bear an incredible array of fighting techniques that allow them to eclipse the greatest human killers. Using a host of weapons from the throwing star and blowgun to the repeating crossbow and an arsenal of poisons, these dealers of death are blamed for the majority of suspicious murders in both Skaven and Dwarf societies, not to mention those untimely deaths in the human lands by those who do not deny the Skaven menace.

Eshin Infantry
Night Runners - The Night Runners are considered the rank and file soldiers of Clan Eshin. Lightly armed and armoured so as to take advantage of their tremendous speed and agility, the Night Runners excel at flanking maneuvers and lightning-fast attacks. They cannot stand long against heavily-armed or armoured opponents, and are best kept in a reserve role unless no other course is available. Despite their limitations, they are often thrown into the fray as necessary, their lives sacrificed en masse.
Gutter Runners - Gutter Runners are nimble and quick; they would have to be to have survived their apprenticeship in the ranks of Clan Eshin’s Night Runners. They are elite skirmishers and scouts, second only to Eshin’s Assassins in the art of stealth and speed. Their attacks are quick and effective, frustrating their enemies as the Gutter Runners appear, attack, and vanish just as quickly in a flash of smoke or a splash of shadow.
Eshin Heroes

Eshin Assassins - Eshin Assassins are capable of infiltrating virtually any fortress and eliminating any enemy. The Council of Thirteen regularly uses them to eliminate rebellious warlords and disloyal Grey Seers. Their services are also sold to whoever may afford the price demanded by Clan Eshin. They are capable of committing sabotage, like burning ships or houses and poisoning wells and food supplies. Operating mostly alone, they are also capable of concealing themselves inside a regular Skaven infantry unit to better slay an enemy champion amidst the confusion of battle.
Notable Characters

Deathmaster Snikch - Deathmaster Snikch is the chief assassin and prime agent of Lord Sneek, Lord of Decay and Nightlord of Clan Eshin. His infamy is only exceeded by the mystery which surrounds his whereabouts at any particular time. Lord Sneek ensures that this is the case - as long as no one knows the location of his chief assassin no one can feel safe.

Thursday, August 22, 2019

Warhammer: History and Geography of Carroburg Faction


For the settlement of the same name in other campaigns, see Middenland (province).
Carroburg is a minor Empire faction in An Eye for an Eye.
Starting territory
The Reikland Channel
Diplomacy
Diplomatic traits: Shield of Civilization, Underdog, and The player cannot negotiate with Carroburg
Carroburg is a sizable town that served once as the former capital of the Province of Drakwald before its desolation as an Imperial state in 1414 IC. It specializes in trade, glass, and pottery, with its present day ruler being Duke Leopold von Bildhofen.

Overview
Once the seat of the Teutogen kings and later the Imperial Capital under the Drakwald Emperors, Carroburg is the chief town of western Middenland. Built on the steep slopes that rise from the Reik’s east bank, Carroburg is a maze of twisting streets and stairs. Since water and waste travel downhill, the better-off the residents of a neighbourhood are, the higher up the hill they will be. This makes the businesses of the shoe and boot cleaners in the docks district very brisk, indeed.
At the top of the city sit two grand palaces. The larger is the residence of the Elector Count of Middenheim and Middenland, held ready for his occasional visits. It is an ancient mansion, tall with narrow windows and no entrances to the residence on the ground floor. Though this has been true since the house was built, Carroburgers think the Graf likes it because it is harder for an angry mob to storm — and the mob has been angry since the imposition of the “penny on the pound” tax, which takes an extra penny for each pound of cargo brought into the port. Ostensibly levied to raise money for the repair of distant Middenheim’s defences, cynics among the public think it is going straight to the coffers of the Ar-Ulric. Currently the house is occupied by the Graf’s heir, Baron Wulfram von Todbringer. The public has seen little of him since his arrival; word has it that his health is weak and the Graf sent him here to keep him away from the fighting.

The other palace is that of Duke Leopold von Bildhofen, the ruler of Carroburg under the Graf. The von Bildhofen family is an ancient one, tracing its roots back to the great families of Drakwald and even claiming the Emperor Magnus the Pious as a relative. Duke Leopold is popular in the region, as he is a regular donor to the temples and charities and openly supports the town’s charter as “the wave of the future,” an idea that appals his noble cousins. Some see him as a defender of “western” interests in the court at Middenheim.

Type: Minor faction
Category: The Empire
Ruler: Jovi Helborg
Campaigns: An Eye for an Eye
Inhabitants: Humans
Type: Town
Location: Old World, Empire of Man, Middenland
Population: 8000
Allegiance: Duke Leopold von Bildhofen
Industry: Trade, Glass, Pottery

Warhammer: History and Geography of Karak Ziflin Faction


Karak Ziflin is a minor Dwarfs faction in Total War: Warhammer.
"My advice to his Imperial Majesty to ensure we maintain our vital trade link with Karak Ziflin: grow a beard and keep your promises."
—Letter to the High Lord of the Chair, from Ambassador Willemijna von Kotzdam
The small hold of Karak Ziflin lies in the Grey Mountains just north of the Axe Bite Pass between Bretonnia and the Empire.
Type: Minor
Category: Dwarfs
Inhabitants: Dwarfs
Type: Fortress-City
Location: Old World, Grey Mountains
Population: 10,000
Allegiance: Dwarf King Rorek Granitehand
Industry: Trade, Iron mining and Metalworking

Wednesday, August 21, 2019

Warhammer: History and Geography of Tirsyth Faction


Tirsyth is a minor Wood Elf faction in Total War: Warhammer.
Tirsyth, the Ashenhall, is a High Realm of Athel Loren, ruled by Lady Arda of the Parted Veil. The Elves of Athel Loren’s other realms consider the Ashenhall to be a drab and sombre place. As proof, they point to the lugubrious character of its inhabitants and the cinereal colourings of their raiment. There is no joyful song in Ashenhall, they say, just the dirges of Elves who live ever under the shadow of death.

In truth, the Elves of Tirsyth are no more fatalistic than others of their kind - they simply revere life’s end as fervently as they do its start. So do Ashenhall’s Elves fill their glades with intricate moonstone statues of the departed, so that they might remember and honour the deceased even if their kin elsewhere in the forest do not? The forest spirits respect this gesture for reasons of their own, and groves of Treemen have sprung up around statues of those Elves beloved of the forest. Woe betide he who interferes with such a shrine.

Type: Minor
Category: Wood Elves
Campaigns: The Season of Revelation

Tuesday, August 20, 2019

Warhammer: History of Bestigor Herd


Bestigor Herd is a Beastmen melee infantry unit in the Beastmen Total War: Warhammer downloadable content. The strongest, meanest Beastmen, Bestigors seek out elite foes to slaughter and dominate.

Description
The strongest and meanest of the Beastmen footsoldiers are known as Bestigors. Their size and ferocity means they carve a privileged position within the warherd, enforcing their superiority over the Gors and Ungors with random acts of excessive violence. In battle, Bestigors form a solid, armoured mass of muscle and iron that charges forward with a terrifying momentum. They seek out the elite of the enemy army - who inherently challenge their dominant status - then wield their huge axes like executioner's blades, hewing the foe limb from limb and trampling their broken bodies into the mud beneath their unshod hooves.

Abilities
Armour-Piercing: The damage of armour-piercing weapons mostly ignores the armour of the target, making them the ideal choice against heavily-armoured enemies. They are often heavier and attack at a slower rate though, making them less efficient against poorly-armoured targets.
Armoured: Armoured units can block damage from any source apart from Armour-Piercing damage.

Strategy
The Bestigor Herd is an expensive, armor-piercing unit that excels at contesting sturdy frontlines. While the Beastmen generally favor wider armies to occupy more enemies and give their monstrous units time to flank, the Bestigor Herd is stellar against factions that struggle to stop mobile units in the first place, like the Dwarves or Lizardmen. It just so happens that these races also have naturally high armor, making the Bestigor Herd a niche counter against these durable foes. It should be noted that these boys have an atrocious melee defense stat and will melt to armor piercing damage. Take care not to get this pricey unit stuck in a bad match-up.
Faction  : Beastmen
Category: Beastmen melee infantry
Attributes: Hide (forest): This unit can hide in forests until enemy units get too close.

Warhammer: History and Geography of Vale of Woe


The Vale of Woe, also known as Gash Kadrak by the Chaos Dwarfs, is a great valley north-west of the Chaos Dwarf capital, across the vile waters of the River Ruin. Those captured by the Chaos Dwarfs and spared death can be assured of one of two fates. Either they will spend the rest of their days in the hellish mines of Gorgoth, or they will toil endlessly in the quarries of Gash Kadrak, beneath the merciless whips of Hobgoblin slavemasters.
The Sneaky Git Hobgoblin tribe lives east of Zharr-Naggrund in the mountain clefts of Gash Kadrak.

Sunday, August 18, 2019

Warhammer: History and Geography of Tlaxtlan Faction


Tlaxtlan is a minor Lizardmen faction introduced in Total War: Warhammer II.
Tlaxtlan, the City of the Moon, also known as the Revered Abode of Lunamancers, and the Fourth City was built and named when but a single moon orbited the world, not the two that can be seen today. The temple-city is the destination for those Slann Mage-Priests who specialise as astromancers and prognosticators; their observations of the moon and stars made for stunningly accurate predictions of future events. With the Great Catastrophe, however, the second moon of pure Chaos came into being. It is not subject to the universal laws held in such high regard by the Slann, for it orbits according to no fathomable pattern — a source of unending consternation to the Slann and Skink Priests who still look to the stars to read the future. The Slann Mage-Priests of Tlaxtlan, and their Skink Priest attendants, have long pondered the impossible conundrum that is the Chaos Moon. They have dedicated much energy towards pushing it out of the world’s orbit, directing meteorites to strike it and hundreds of other ploys, yet still the fell moon plagues them.

Layout
At the center of the city of Tlaxtlan is the Great Temple of Tlazcotl, the residence of the great Mage-Priest Lord Adohi-Tehga of the Second Spawning. Surronding the temple are the Four Blood Shrines of Sotek, a site where great mass sacrifices were made to satisfy the Serpent God's eternal thirst for blood. To the western portions of the city lies the Temple of Tepok, where a great cadre of priest have been incanting a spell for nearly 1,000 years. To the south-western corner lies the great Dome of Haunchi, where many Slann often go to meditate.
To the north-west lies the Pyramid of Tzunki, where several great spawning pools are located. South of the central Temple lies the great Statue of Tlazcotl, as well as the Mortuary Shrines where interred Relic Priest are kept hidden and safe by an entire regiment of Temple Guard and mortician-priests. This is also the place where a great Engine of the Gods, known as the Guardian, resides and protects the cities southern entrance. Directly east of the central Temple lies the Ziggurat of Quetli, where the Slann often congregate in order to summon forth a protective barrier for the city. Further east lies the Temple of Itzl and the Corral-Arena, where great beast of the jungle are often indentured into service. Finally to the north lies the great Barrios of the Skinks, where it is said that more than 10,000 toil for the city every day.

Known Slann Inhabitants
Lord Adohi-Tenga
Lord Tecciztec
Type: Minor faction
Category: Lizardmen
Campaigns: Eye of the Vortex, Mortal Empires
Inhabitants: Slann, Saurus, Skink, Kroxigor
Type: Temple-City
Location: Central Lustria
Population: 10,000+
Allegiance: Lizardmen Empire
Industry: Unknown (possibly some Trade)

Warhammer: History and Geography of Nordland Faction


Nordland is a minor Empire faction in Total War: Warhammer.
"Living under the threat of Norscans all the time, it does something to the Nordlanders. They're half-Norscan themselves."

The Grand Barony of Nordland is a major and late-founding Imperial Province that lies directly within the northern shores of the Empire of Man. The lands of Nordland did not truly exist during the founding of the Empire, for the Was Jutones of both Nordland and Westerland refused Emperor Sigmar's invitation to his Empire. It wasn't until the late 4th century that the Was Jutones were finally subjugated and forced into the Empire as a new Province by Emperor Sigismund II.
Since its incoporation as a province, Nordland is famous for housing the Imperial Navy and its heavily tolled coastal roads, which provide both safe passage for rich merchants heading towards the city of Marienburg and the main source of income that funds it's economy. Many sea fortresses and watch-towers line the coast of Nordland, as raiders from across the Sea of Claws are an all too common threat that can't be ignored without dire consequences.
The State Troops of Nordland, including the Nordland Marines, wear the distinctive blue and yellow uniforms of their province. The provincial banner on the other hand, bears a depiction of a Sea Eagle clutching a shield with an image of an Imperial warship, the symbol used as the coat of arms by the Elector Count Theodoric Gausser. Traditionally the Elector Count of Nordland is also the Prince of Marienburg as well, and this has been a point of contention since the city has seceded from the Empire in 2429 IC. Other often-seen emblems includes the Imperial Cross, various ships, anchor or fish symbols, and the five-pointed crown of the sea god Manann.

Geography
"What kind of ruler is he that controls less than half of his province..."
—A Reikland Noble
In law, the length of Nordland's territories extends from the Ostland border, all the way to the edge of The Wasteland, and north from the Great North Road to the shores of the Sea of Claws. The Elector Counts of Nordland have accumulated an impressive collection of titles and claims over the millennia, which if enforced, would make them rulers of the entire northern portions of the Empire. Reality has a way of foiling the most grandiose ambitions, however, and the Count's rule extends to barely half of the lands he claimed.
Two great forests blankets the Norland coast, leaving Humans to exist in pockets carved out of the solid woodlands and along the barren shoreline. The eastern section of the Province includes the edge of the Forest of Shadows, which dominates the majority of Ostland. It extends as far inland as the Erengrad-Middenhheim road, crossing north of Beeckerhoven and finally ending on a banks of the River Salz. The Forest of Shadows has a dark, and dreaded reputation in Ostland, and that reputation has carried over to the people of Nordland. Predatory giant spiders are known to lurk deep in the forest, while Beastmen and Chaos mutants have been seen in increasing numbers since the Great War had began. Lumbering parties rarely travel far into the woods anymore, unless accompanied by a regiment of armed soldiers. The increase danger has led to a fall in timber harvest, hurting the local economy and leading to rumblings that the Count is not doing his job.
West of Salzenmund and the Silver Hills lies the Laurelorn Forest, which stretches west to the borders with the Wasteland. Technically a part of the Count's domain, the Laurelorn is in truth a wholly independent realm. Its rulers are the reclusive Wood Elves of Laurelorn, the descendants of the High Elves who chose not to leave the Old World at the end of the War with the Dwarfs. By agreements with the Elector Count of Norland, the Elves would allow Imperials to settle the area between the Rivers Salz and Demst, which enters the Sea of Claws at Hargendorf. The agreement strictly limits numbers however, and the Elves must approve before any new settlements are made. This they have been loath to do, placing restrictions on what the settlements may harvest from the forest.

The human chafe under these restriction, and the nobles have pressured Grand Baron Theodric Gausser to demand a re-negiotiations. Impatient as ever, some humans have made illegal settlements in the area, which the elves have threatened to remove by force, if need be. Some observers fear a coming clash between the Elector Count's knights and the warriors of Laurelorn, but the recent war has held Salzenmund hands, and forced both parties to stand down until after the greater threat has been resolved. There are still worries however, that the elves might see this as a time to assert their rights upon the Imperials whilst they are at their weakest.
Beyond the River Demst is the core of Laurelorn, a place Nordlanders call "The Witches Woods" out of their superstitious fear of the Elf Queen. Imperials are forbidden to cross into it under pain of death: even the Elector Counts of Nordland are under this ban. What lies within the Witches Woods is unknown: some have speculated that the Elves have no capital, living in nomadic life under the trees, whilst others believe it to be the home of the Elf Queen herself. Old books, on the other hand mention a nameless city of glass deep in its heart, a place that glows with its own light. Whatever the truth, it is certain that nether creatures of Chaos nor Greenskins raider last long once they enter the Forest, for the elves defend their home savagely against all comers.
The Coast of Nordland is an often desolate place, where a hard people eke out a living from the sea. The whole coast is frequently blanketed by thick fogs and lashed by storms in fall and winter. This has made the Nordland coast a tough home for the Imperial Fleet, but since Marienburg seceded from the Empire the Ocean fleet has had no choice but to base itself here. The Fleet's primary anchorage is in the growing Town of Dietershafen, which uses the provinces ample timber supply in a burgeoning shipbulding program to combat the Sea Raiders from the north.
From the westernmost settlements at Hargendorf east to Neuses Emskrank, the shore comprises sandy lowlands, often interrupted by marsh and bog. West towards Norden, the shores become more rock and covered by shingle as it rises to the coast of hills and Ostland. Here on the Drosselspule Bay, fishermen harvest vast numbers of herring and cod, most of which is salted and exported south. Wreckers are still common along the Nordland coast, as some people supplement their meager incomes with the pickings of ships they have led to their deaths.

Inhabitants
"Nordlanders are real woodsmen, alright, but they’re dumber than Snotlings when they’re on the water!" —A Marienburger mercenary
The people of Nordland are descendents of the ancient Was Jutone tribe. Close brothers to the Udoses and Was Jutones tribe of Ostland, the Nordland branch of the tribe eventually became estranged from the more easterly settlements of their peoples. Eventually the early Nordlanders fell in battle, becoming vassals of the belligerent Teutogens, and frequent victims of Norscan raids. During the chaos that reigned in the aftermath of the Great Plague, much of Nordland's coast was invaded and colonised by the Norscans, leading to a mingling of the tribal bloodlines. Emperor Mandred Ratslayer, faced with graver threats elsewhere, had little time to answer the pleas of the Nordlanders, much to their horror.

As time passed and populations mixed, the Nordlanders adopted many of the customs of their Norscan cousins. Courts frequently resort to trial of combat, the contest taking place on a white sheet pegged to the ground. The first person to stain the sheet red with his blood is declared the loser and the guilty party. Older houses often have runes carved into their doors and window frames for luck and spiritual protection, and along the coast the longhouse style is still common. At feasts and gatherings, Norscan bragging contests have evolved into more genteel storytelling events, with each speaker trying to outdo the last.
So great is the Nordlanders love of stories that they have become famous around the Empire as great storytellers. The folk of this province are said to be amongst the loudest and frankest of all the empire. They seem to lack any subtlety, tact, or common sense. Several local legends involve heroes who blurt out the truth at the vital moments, thus saving the day. Other provinces point out this is because Nordlanders are too stupid to lie. At their best Nordlanders are solid, straightforward, and honest folk, looking down upon (while lacking the guile of) the mealy mouthed words of politicians, poets, and soft Reiklanders.

At their worst, Nordlanders are churlish, uncouth, thoughtless speakers. Even the merchants of 
Nordland have this blunt approach, though they seem to be fine with double-dealings. Indeed they have found that shouting the final price has a profound effect upon merchants used to the subtleties of barter and negotiation. Many provinces point out that this is because of their mongrel Was Jutone, Teutogen, and Norscan Bloodlines. This mixed of heritage has been a source of Nordlander shame for many generations. Modern Imperials look on Norscans with a mixture of admiration and fear, seeing them both as powerful warriors and wild, uncivilized barbarians, not to be trusted around one's daughters or sheep. A popular Imperial saying runs "Character is in the blood", meaning the ancestry determines character.

Thus the Nordlanders are often regarded as "Not quite like us" rougher and more uncouth even more so than the wild and hairy Middenlanders. Another case of discomfort among Nordlanders comes form their current fashion among nobles especially in the north, for tracing ancestry back to one of the founding tribes. The purer the background the higher ones status climbs, and the summit is the tracing of a lineage back to one of the founding chiefs. Alone amongst the provinces, the Nordlanders ancestors were conquered by outsiders, which is a source of embarrassment for status-conscious nobles, particularly when dealing with arrogant Middenlanders and Stirlander bumkpins.
To compensate, most Nordlanders are more vocally and demonstratively loyal to the Empire and the Cult of Ulric than almost anyone else in the empire. Their efforts ring hollow to some, while others see them as examples of duty and patriotism. Whatever the motive, there is no doubting their bravery in battle. When in an army with troops from other provinces, Nordlanders are rash in their desire to close with the enemy. At the Battle of Frote in 2421 IC, the Nordland pikes were so anxious to come to grips with the forces of Chaos that they charged before an order was given, leaving them isolated on the battlefield and their own army's flank exposed. Since then imperial generals have been quietly advised to treat the Nordlanders "as they would a hound on a leash" - to keep them under control.
Renowned hunters and foresters, the Nordlanders woodland skills are so strong that even Hochlanders and the folk of the Talabec will grudgingly admit that they are "not too bad". Certainly Nordlanders are close to the land: the province has one of the largest communites of Rhya worship in the North of the Empire centred around the clannish villages south of Hargendorf. The Worship of the Harvest Mother without her consort Taal, is considered particularly dangerous in some circles of thought. Talabeclanders in particular are dismissive of this "women worship". They whisper that the Elves join the Humans for their religious rites at old stone circles deep in the woods, though speculation is rife, so no-one knows what really goes on in these ceremonies. The Elector Count is not comfortable with this, and is considering sending investigators to determine if the people of the Demst Vale are planning a revolt. A Nordlander's accent is one of the most distinctive of the Empire. Their speech is very harsh and fast, almost barked out rather than spoken.

Place of Importance
Salzenmund - The capital-city of Nordland and the seat of Count Theodric Gausser.
Neues Emskrank - A formerly bustling port-town, Neues Emskrank has since fallen into hard-times and regress backed into a primitive fishing village.
Schuten - Located between Beeckerhoven and Norden on the road to Erengrad, the village of Shoten is a popular spot for travelers and merchants travelling along the coast of the Nordland.

Warhammer: History and Geography of Barak Varr Faction


Barak Varr is a minor Dwarfs faction in Total War: Warhammer.
"Labouring hard with a shovel in the darkness, stoking a massive boiler and bathing in the heat. Life on board an Ironclad, eh? Just like being at home."
—‘One-eye’ Morgim, Sea Engineer aboard the Legend of Grimnir

Overview
The Hold of Barak Varr is small in comparison to the strongholds that tunnel deep into the Worlds Edge Mountains, but the Dwarfs of the Hold enjoy a relatively cosmopolitan lifestyle, and are less dour and introverted than other Dwarfs. Not only is it one of the few strongholds that has remained open to traders from other nations, but the Dwarfs of Barak Varr are renowned for their hospitality. It is said that a Dwarf breakfast is a feast large enough to fill the belly of even the plumpest Halfling.
Dwarfs have a strong dislike of water and the Dwarfs at Barak Varr are unusual in that many of them become sailors. Even so, they still do not relish setting foot on the flimsy wooden ships used by men and Elves. Instead they put their faith in huge iron vessels driven by paddles and powered by steam boilers located deep within heavily armoured hulls, the arcane secrets of which are kept by the Sea Engineers Guild.
When traders of every realm, from Araby to Lustria, gather together at Barak Varr, they know that they can expect the legendary hospitality of the Dwarfs to refresh them on their arrival. Within the Hold there are many highly regarded establishments providing fare as diverse and impressive as any city in the Old World. It is a major trading centre, where bargains are made between merchants from many lands. This is reflected in the market area of the Hold where a visitor can buy anything, from fine Araby silks to exotic Lustrian statues, and from Halfling-mixed spices to fertility charms from the Southlands.
Tunnelled into the cliffs, the stronghold is almost impervious to attack by land. More than one nation has tried to assault Barak Varr by sea in the past, but the immense firepower of the Dwarf fleet has always driven away enemy armadas. Combined with the many cannons whose barrels bristle from revetments along the cliff face, an enemy fleet has to be very brave to approach the stronghold. Although it is strictly located in the lands of the Border Princes, this is diplomatically ignored by the Dukes and Barons who hold sway over the area, as the Hold protects them from invasion. This generosity they favour the Dwarfs with also extends to the Dwarfs’ free passage along the many trade routes that lead through the Border Princes. If truth be known, the Dwarfs inhabited the Border Princes long before any other race laid claim to the land and probably constructed the roads themselves. It is in fact the Dwarfs who put up with the presence of men in their ancestral realm purely because there is very little mineral wealth to be mined there.
The current King of Barak Varr is Byrrnoth Grundadrakk. He is known for maintaining traditional Dwarf values in the face of an ever-changing world and during his reign he has done his best to maintain strong links with the Holds in the Worlds Edge Mountains.

Population
Like other Dwarfholds, the population of Barak Varr reached its zenith during the Golden Age. Although it has declined to about a third of its former size, this decline is proportionally less than those experienced in the other Dwarfholds of Karaz Ankor. Barak Varr has provided shelter for many thousands of refugees from the Goblin Wars, and more recently it has become a staging point for expeditions into the Dragonback Mountains to recover lost treasure. Compared to the dangerous Badlands and volatile Border Princes surrounding it, Barak Varr is an island of stability and order.

The voyagers of Barak-Varr
Barak Varr is home to a part of the Engineers Guild known as the Sea Engineers. This organisation specialises in building the great ironclad ships for which Barak Varr is famous. There is something about such vast machines that fascinates the more megalomanical engineers and there is nowhere else in the Karaz Ankor where such engineering feats are possible or required.
Dwarfs are not generally fond of the sea; it is, after all, a very different environment to their mountain holds. Many regard it as being the domain of the Elves and as such no place for proper, right-thinking Dwarfs. There is certainly no record of Dwarfs taking to sea in vessels powered by oar and sail as they have no natural talent as mariners.
The creation of steam engines large enough to power iron vessels changed all that however. By making iron float and by directing their vessels without dependence on tide or wind the Dwarfs feel they have conquered the sea and proven the dominance of earth over water. Moreover they have, to their own satisfaction, proven that anything the Elves can do, they can do better.
There are relatively few Ironclad vessels in existence and those that there are can be divided into broad categories. The typical Ironclad is the equivalent of other races’ galleys and ships of the line in size. It is a broad category, however, and every ship is a unique creation that is testament to the skill of the engineer that built it. Monitors are smaller than Ironclads and are well-suited to patrolling rivers and inland lakes as well as oceans. They carry less fuel than Ironclads so cannot steam so far without refuelling. Monitors are rarely seen outside the Black Gulf and the Tilean Sea, whereas Ironclads can reach Lustria when fully provisioned. Dreadnoughts are even larger than Ironclads and each is a veritable floating fortress, complete with massive turreted cannon, far larger than anything seen on land.

There have been very few engineers skilled enough to build a Dreadnought and the sheer cost precludes them being built in numbers. The greatest Kings of Barak Varr have marked their reigns by commissioning a Dreadnought and each one is a mechanical marvel unparalleled in the world. The credit for designing the first Dreadnought belongs to the legendary Engineer Hengist Cragbrow and every one built since has owed something to his vision. Equally rare is the Nautilus. This is a ship actually capable of travelling beneath the waves. The first Nautilus was built by Cragbrow’s one-time apprentice, Mungrun Steelhammer. Steelhammer was determined to make a name for himself and, unable to match the scale of his Master’s creations, built something completely different instead. Other Nautiluses have since been built but in many ways it was an invention that was ahead of its time then and is still ahead of its time now.
Steam-powered vessels opened the world’s oceans to Dwarf trade and ensured that wherever you go in the Old World and beyond there is a good chance you will find Dwarfs, curious to hear news from the Worlds Edge Mountains and eager to taste thick, Dwarfish ale again.
Ironically the Dwarfs’ ability to traverse the world’s oceans owes much to the Elves. No Dwarf would admit this, but without accurate charts it does not matter how powerful one’s ship is. Within Barak Varr the Dwarfs maintain their Book of Charts. Whilst it might originally have been a single tome it is now more of a library. Many of the charts therein have been bought from Tilean merchants quite properly but the earliest maps, the ones that made seafaring possible, are believed to have been looted from the Elves during the War of Vengeance. These charts have spared Dwarfs the irksome task of exploring; instead they have always known where they are going.
An example of this is the aforementioned Mungrun Steelhammer. His last ill-fated voyage was made in concert with Estalian privateers. Mungrun accompanied one of their expeditions to Lustria in his Nautilus. Together they hoped to explore and loot the fabled sunken city of Chupayotl. The Estalians had searched for the city for generations without success, but found it with Mungrun’s help. Clearly Mungrun had access to charts that showed the course to the city. The tragedy of Steelhammer’s last voyage is that only one of his crew ever returned to Barak Varr.
30 years after the expedition departed a Dwarf was freed from the oars of an Arabyan galley, his mind long gone. He was recognised by a kinsman as being one of Mungrun’s mariners. All he would talk about was great, black eyes and webbed claws. Dwarfs will dare much for gold however, and despite this salutary tale it is only a matter of time before another great Dwarf mariner follows in Steelhammer’s wake.

Military
Any enemy approaching Barak Varr will first be confronted by the armies of the Border Princes. These warlike lords are fiercely protective of their domains and can be expected to mount strong resistance. Even if they are overcome then there is no way into Barak Varr that can easily be assaulted as the approaches run through tunnels well set with thick gates, cunning traps and solid defences. Approaching from seaward is even more hazardous, one must face both the Dwarf fleet and the most formidably gunned defences in the Old World.
Because of this, the Throng of Barak Varr is rarely mustered to fight invaders, as there is, after all, little for them to defend that is near at hand. Barak Varr’s primary interests are the sea lanes, along which trade is conducted, and the nations that engage in trade. The army of Barak Varr is therefore most likely to be seen well away from its own lands, protecting the wider interests of the Hold. The Throng of Barak Varr has fought in Tilea and Estalia, bringing those merchants who dare to deal dishonestly to justice. Their banners have flown in Araby when rogue Pashas have attempted to fill their treasuries through piracy and in Khemri where the Dwarfs reason the dead have no use for the gold that lies in tombs beneath the sands. When distant outposts like Skeggi in Lustria have been threatened the only help they can expect is from Barak Varr, as a friendly port in those waters is almost as valuable as gold (almost!). In all these cases the army is transported by the fleet, a feat made easier as the Dwarfs that make up the Throng are in the main the same Dwarfs that crew the fleet.
Lords and Heroes
Barak Varr armies contain all the lords and heroes usual to normal Dwarf armies. There are some differences in the frequency that they appear however. Slayers are normally drawn to the Troll Country, as few see the benefit of having to travel by sea to find a Troll when there are so many close at hand! Consequently, Daemonslayers and Dragonslayers are much rarer in the armies of Barak Varr. The Hold has always been home to that branch of the Engineers Guild who specialise in building sea vessels, the Sea Engineers. Indeed, many of the great clans of Barak Varr owe their prestige to an ironclad vessel, designed and built by an ancestor, which they continue to proudly operate. Also the Hold makes tremendous use of cannons both at sea, and in its own defences, so Engineers are a common sight in its armies, eager to test their creations in action.
All Dwarf Holds have ancient Anvils of Doom, but that of Barak Varr is rarely taken to battle as it is kept in a great forge overlooking the harbour from where its runes can be used to repel invaders.

Standing Army
The mainstay units of Dwarf Warriors, Quarrellers and Thunderers are all present in Barak Varr armies. Frequent fighting from ships makes missile weapons very popular. Though there is a slight preference for handguns over crossbows, crossbows are not only cheaper but more reliable in wet weather, making it unlikely that crossbows will ever be completely supplanted on ship.
Barak Varr’s location makes Rangers and Miners a rare sight in its armies, this is not to say they don’t ever occur, just that any such regiments will normally be passing through from elsewhere for a particular reason. A regular sight in the livelier taverns of the Hold are the Skrataz, a loose group of prospectors who eagerly follow up any rumours of gold and silver in distant lands, often without consulting the masters of those lands; “If they wanted it, they would have already dug it up themselves” is used as the justification. The Skrataz will sometimes find themselves in the Throng of Barak Varr, normally when it is in their interest or when they are given no choice.
The sea gate symbol of Barak Varr is used on shields and banners but not exclusively. Within the Hold different clans trace their lineage to the great Ancestor Gods Grimnir, Grungni, Valaya or to other, lesser Ancestors and will use their symbols instead. Additionally there are many Trade Guilds that member clans take great pride in being part of and display the symbols of accordingly.
Because Barak Varr is a thriving port there is a wider range of dyes and textiles available than anywhere else in the Dwarf realm. As a result there are no dominant colours in the Throng. Rare and exotic fabrics like silk are far more attainable and are excellent for demonstrating a warrior’s prestige. The Dwarfs of Barak Varr are rightly proud of their wealth and are loath for it to be out of their sight. Rich clothing and jewellery enables them to keep their hoard close to hand where they can enjoy it and provides them with the resources to do their own trading when the opportunity permits. A common sight on Barak Varr Dwarfs are arm rings of silver that can be used as currency virtually anywhere by the simple expedient of cutting chunks off one of them with an axe.


Specialist Army
Just as Daemonslayers and Dragonslayers are a rare sight in the Throng, so are units of Giantslayers and Trollslayers. Occasionally a band of such individuals may pass through while seeking a particular legendary monster to confront, but such sightings are uncommon and normally have a story attached to them. King Byrrnoth, like all Dwarf Kings, maintains a guard of Hammerers. The commander of this regiment is responsible for the sea gates and bears the ceremonial keys of the Hold. They are the eyes and the ears of the King and are entrusted to deal with any disturbances in his name. The appearance of a Hammerer will normally quieten down any Dwarfs in a dispute and they have many ways of calming unruly visitors. They are so tied to the security of Barak Varr that they only take part in expeditions led by the King himself. Wherever there are Dwarfs there are Longbeards and the Longbeards of Barak Varr are amongst the most enthusiastic followers of the King, recognising in him the qualities of a true Dwarf. They are, if anything, more ostentatious than the rest of the Throng as visitors to the Hold are not always aware of the respect rightly owed to wealth. Barak Varr Longbeards often have richly inlaid armour, helmets and weapons as a consequence.
Unknown to many there are Undgrin routes from Barak Varr to the holds in the Worlds Edge Mountains. These are vital to the Hold but are so long that they cannot easily be kept in the best condition. A former Sea Engineer by the name of Knut Krakkerson operates a steam-powered caravan that plies the tunnels and helps keep trade moving. Ultimately, however, it is the work of the Ironbreakers that ensures that Barak Varr remains the Dwarfs’ gate to the world. They diligently patrol the Undgrin and aggressively hunt down any Goblin, Skaven or other creatures that they catch sight of. The Ironbreakers include many of Barak Varr’s finest warriors and no major expedition would be complete without a regiment of them. In many ways the presence of the Ironbreakers determines whether a Throng represents the King himself or is merely a private venture.

Artillery
When it comes to artillery, Barak Varr is exceptionally well-supplied. In particular they favour cannons and some of the largest pieces in the Old World can be found in their coastal batteries. The needs of the fleet mean there is no shortage of Dwarf gunners and there is a keen rivalry between different clans over who possesses the most accurate cannon. Grungni’s Hammer is the best known. It is at least nine centuries old and is the pride of the Halfarnason clan. It is said that one shot from this great gun sent a Dark Elf Black Ark to the bottom of the sea from a range of a mile and a half, a feat no one has bettered. Grudge Throwers and Bolt Throwers are still evident but are regarded as being a little old-fashioned. Above all else, Dwarfs are practical and the ability of Grudge Throwers to drop their iron-bound rocks through the decks of enemy vessels is greatly appreciated, as is the way that Bolt Throwers can bring down high-flying creatures with greater accuracy than cannon.
When fighting foes equipped with wooden vessels, Flame Cannons are extremely useful and any Engineer who has built one is always welcome in Barak Varr. By comparison Organ Guns lack the power to penetrate the hulls of enemy ships and are a little rarer. Whilst Barak Varr has many possible uses for Gyrocopters there are no Engineers currently resident who have mastered the technique of building them. In all probability this is because Barak Varr is best known for Engineers who want to make huge engines to power the largest ironclad vessels, not those who are interested in small, lightweight engines. That said, there are Gyrocopters, but these are easily lost in any mishap over water and are thus a rare resource.

One area in which Barak Varr differs significantly from other Dwarf holds is in its use of Dogs of War. It is a major port and sellswords regularly pass through. Long Drong and his Slayer pirates are frequent visitors to stock up on rum and powder whilst Vespero's Vendetta sometimes accompany Tilean merchants as bodyguards. As many of the conflicts that Barak Varr gets embroiled in are related to trade it has become acceptable for the richer merchant clans to finance their own armies. As evidence of this, the Throng that stormed the lair of the Estalian pirate Alphonso Garracha included more mercenaries than Dwarfs, including the renowned Daddallo and his Birdmen of Catrazza.
It is not unheard for there to be Dwarf mercenaries in the service of foreign princes. Many of these mercenary bands come from Barak Varr itself, the best known of them being the Company of Torston Treehaka.
Type: Minor
Category: Dwarfs