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Sunday, September 29, 2019

Warhammer: History and Geography of Karond Kar


Karond Kar is a minor faction of Dark Elves, introduced in Total War: Warhammer II.
Karond Kar, the "Tower of Despair," also known as "Slaver's Gate," can be counted the bleakest of all refuges. The citadel stands sentinel on the edge of the Sea of Chill, perpetually battered by gale-force winds, icy rain and tidal waves the size of mountains. Its folk can therefore be counted amongst the hardiest of a hard people. Indeed, they have become so acclimatised to their frozen conditions that more temperate climes cause them a measure of discomfort.

Karond Kar is known as Slaver's Gate for a reason, for it is here that the great reaving fleets bring their living cargo. Countless thousands die as they cross the wide seas to Karond Kar, stifled and suffocated in the holds of slave ships or tortured to death for the amusement of the black-hearted crews. Those are the lucky ones. When the survivors are finally unloaded onto the ice-wreathed docks, they soon find that their torment is just beginning. There is no escape from Karond Kar.
From the docks, the slaves are brutally driven forth amidst jeering crowds, beaten onward by lash and scourge. Those that stumble are trampled; those who slip their spiked chains are flayed, then cast bodily into the icy ocean. Both forms of death are much appreciated by the maddening spectators, who throw rocks to trip the panicked slaves and send servants to break the chains whilst the captives are still dock-side, in the hopes of inciting even more violence.

The slave markets are vast, and those captives that make it to the wide open plazas beyond the docks are roughly examined and divided by age and gender, destined to labour in mines and quarries or drudge in the dungeons and kitchens of Naggaroth. Overlooking the markets are the slave traders' palaces, slab-sided mansions decorated with the scrimshawed bones of perished slaves.
Night and day, Karond Kar echoes with tortured wails, for its sorcerers delight in binding together their captives' souls to their mortal remains. Trapped between life and death, these wretches haunt the streets of the Slaver's Gate, filling the dreams of their tormentors with delicious images of suffering and pain.

The traders themselves seldom leave the comforts of their opulent homes but can be occasionally lured into the rain-drowned plazas by news of a particularly impressive bounty. A captured High Elf is the most valuable of prizes, and a wealthy slaver will gladly trade much of his remaining stock -- or even members of his own family -- for the opportunity to bring such a sweetmeat before his patron's tender mercies.

For more commonplace cargoes, slavers hold audiences and auctions within their chambers, playing off the greed of Corsair captains to ensure a healthy profit. The slavemasters drive a hard bargain, and no fleet leaves Karond Kar with wealth equal to its expectations. However, no captain will challenge the terms of a trade once it has been completed, for they know that Assassins aplenty lurk in the crowds, waiting silently for the slavermasters' commissions. Better to leave Karond Kar with a light purse, they reckon, than to never leave at all.

Type: Minor faction
Category: Dark Elves
Campaigns: Eye of the Vortex, Mortal Empires
Inhabitants: Dark Elves
Type: Fortified Port-City
Location: Eastern Naggaroth
Population: Unknown
Allegiance: Hubris Rakarth, Malekith
Industry: Trade, Slavery, Piracy

Warhammer: History of Lothlann


Lothlann earned his nickname 'the Brave' at the Battle of the Creaking Yew. Here he took up the battle banner from the slain Athryn the Strong when the Elves were in desperate battle against the Skaven. When the Elves saw the banner rise again with Lothlann bravely galloping among the foe hewing left and right, they surged forward like an irresistible tide. Thus they utterly defeated the ratmen, scattering them in headlong rout through the forest to become the prey of wild beasts during the hungry winter that year. Since then Lothlann has had the honour of bearing the sacred banner of Athel Loren.

Magic Items
The Battle Standard of Athel Loren: The Battle Standard of Athel Loren is woven from the hair of countless Elven maidens who sacrifice some of their golden, silver or russet tresses as strands to be woven into the banner. With each generation more strands are woven into the banner making it more magnificent and more enchanted than before.

Wednesday, September 25, 2019

Warhammer: History and Geography of Black Sepulchre


The Black Sepulchre is the underground temple that connects several Gardens of Morr within the Imperial city of Altdorf via a network of elaborate catacombs.

History
Long ago, some of the dead of Altdorf were buried in a network of underground passages beneath the city’s Gardens of Morr. These catacombs survive to this day, filled with the bones of the long dead. Rumour has it that their most valuable possessions were buried with them, and some treasures are still to be found in the catacombs. This tempts many a brave or desperate adventurer down.
The catacombs link up several important Gardens of Morr within the city, including the haunted cemetery of Old Altdorf. Stories say that there is an underground temple, the Black Sepulchre, at the heart of the catacombs. The complex is said to be looked after by a secret order of Morrite Priests who, they say, never see the light of day. They spend their entire existence patrolling the catacombs and keeping the dead quiet. This is fanciful but it shows the sort of reputation that Morrites have that this is easily believed.

Wednesday, September 18, 2019

Warhammer: History of Rathiel Whitebow


If there is a better archer in the Old World than Rathiel Whitebow, that archer has kept his identity a secret. The elf is a master of the longbow with few peers even amongst his own kin. He has made the weapon the focus of his life, neglecting family, friends, or any other loyalty.
His all-consuming arrogance is such that he will never refuse a challenge of his skills. He will settle for mere target shooting but prefers a duel of arrows. Because of this, Rathiel has killed at least a half dozen men and elves over the last few years and wounded far more. This has made his reputation as a highly dangerous outlaw.

Rathiel is on a quest. He is searching for a legendary magical bow known only by the cryptic name The Song of Storms. Whether this weapon is real or simply a product of Rathiel's obsession is difficult to say. What is certain is that Rathiel broke into a bookseller's shop in Brionne and since then has been seen trekking towards the Border Princes. His exact destination remains uncertain to anyone but himself.

Sunday, September 15, 2019

Warhammer: History of Brothers of Handrich


"The citizens of the Empire rightly view the Cult of Handrich as an honorable, charitable group with the best interests of the people at heart. This is why we employ the Brothers of Handrich—to keep distasteful things out of sight of the people and keep His name unsullied and pure."
—Gustav Stuttor, Priest of Handrich
Each Cult of the Empire has its own sects, knightly orders, and Templars to protect its interests and defend the righteous from harm. Relatively new, the Cult of Handrich does not yet have its own publicly sanctioned religious warriors. However, the Cult does have a semisecret branch of dedicated individuals that are used to help enforce the decrees of the Cult and further its business. Average citizens call them thugs, enforcers, or “heavies.” The Cult refers to these trusted individuals as the Brothers of Handrich.
The Brothers of Handrich are people trusted by the Cult whose skills, contacts, position, and even physical stature are considered useful. In short, they are exactly what the average citizen thinks they are—muscle. Talented muscle, however. The Brothers of Handrich do the dirty work for the Cult, putting pressure on burghers and politicians, protecting precious shipments, and busting heads as needed. Because the business of the Cult extends into almost every type of commerce and all throughout the Empire, the Brothers of Handrich can find themselves travelling great distances and dealing with all types of people on behalf of the Cult—often making a profit on the side.

Purpose
The vast majority of the Brothers of Handrich are used as heavy enforcers of the Cult, doing the dirty work that helps maintain a respectable face for the public and to further the goals of the Cult. They intimidate rival businessmen or Cultists, break the legs of those who are late with payments, and, when absolutely required, kill people who, in the eyes of the Cult, need killing. Some Brothers are employed for their special skills, such as simple accounting, forgery, breaking and entering, and the like. Finally, the Brothers are also used as deterrents, with certain members being assigned as bodyguards to Priests. The high-pressure demands and cutthroat (sometimes literally) lifestyle of many Priests of the Cult put them in situations where the presence of some muscle helps ensure safety.
The Brothers strive to keep their ties to the rest of the Cult secret from the outside world. Acting under fronts as legitimate business ventures, trade guilds, or even straight out thieves’ guilds, the Brothers do the work asked of them by the Cult. The Brothers take this oath of secrecy extremely seriously and it’s a sure death sentence for any Brother who willingly divulges the presence or agendas of a ring of Brothers.

History
The Cult of Handrich itself is a relatively new Cult, without the millennia of history and conflict that belongs to the other faiths. The Brothers of Handrich can also be considered new, having formed rather organically as the Cult brought in outsiders to assist them with matters of violence. At first, there were no restrictions as to what kind of help a Cultist could employ as muscle, but over time, as profits rose and agendas solidified, the Cult of Handrich realized that it must organise these disparate groups to bring them in line with the motives and methods of the Cult
In 1987 IC, the Priests of Handrich in Marienburg convened and set to the task of organising their membership. The Cult was divided up into two “rings,” the inner ring composed of the actual Priests and Cultists, and the outer ring, which was the term utilized to described individuals and groups friendly to the Cult and its agendas, but otherwise not affiliated. During the meeting, known as the “Assembly of Brothers,” the Cult created the Middle Ring, composed of close companions and servants of the Cult who were not otherwise full Cultists or Priests. Thus the Brothers of Handrich were born.
Throughout the subsequent years, motions have been passed to both expand and reduce the influence and power of the Brothers of Handrich. Some Cultists feel that the Brothers represent the true, beating heart of the Cult, with its drive, competitive spirit, and first-hand knowledge of market forces. Others believe that the Brothers claim too much profit and opportunities best utilized by the rest of the Cult and think that the Brothers should be reined back or removed altogether. This constant back and forth ensures that membership in the Brothers of Handrich is dynamic and interesting, but definitely not for the faint of heart.

The Brothers Today
The Brothers of Handrich is currently undergoing a boom in growth, power, and influence. As the burghers of the Empire grow and expand their reach, so to do the Brothers, piggybacking on their success. The Cult is also expanding, setting up new Temples and establishing business ventures in increasingly far-flung portions of the Empire and even beyond. The Cult sends envoys to new locations in order to set up new Rings of Brothers, setting the stage for the eventual creation of a Temple of Handrich.
With the Cult of Handrich taking a more aggressive hold on trade and commerce in the Empire, the Brothers find themselves getting involved in bigger schemes all the time. Every new discovery of resources, technological advancement, or piece of land reclaimed from the Greenskins represents additional opportunities that the Brothers are more than willing to embrace.
The biggest threats that the Brothers encounter are the thieves' guilds who consider the Brothers to be nothing more than interlopers, the meddling of the Cult of Ranald, and conservative citizens of the Empire who consider the Cult of Handrich (and thus the Brothers) to be a backhanded assault on the traditional way of life that the Empire has engaged in for untold centuries. To help grease the wheels of commerce, the Brothers utilize the time-honoured method of carrot (money, influence, and favours) and stick (or hammer, axe, or firearm pressed into the stubborn person’s face).

Structure
In order to understand the structure of the Brothers, one must first understand the structure of the Cult of Handrich. The Cult is divided up into three different tiers, or “rings.” The Inner Ring includes the full Priests of the Cult and has further degrees of delineation that are not revealed to outsiders. The Outer Ring refers to friendly businessmen and those who owe favours to the Cult, but do not put themselves in harm’s way for it. The Cult internally refers to the Brothers as the Middle Ring.
Every Brother of Handrich is tied to a particular Temple, which hires certain personnel depending on their particular needs at the time. Brothers either work in small crews, which have a degree of autonomy or are assigned to specific Priests to do their bidding. A Priest of Handrich strives to have control of his own rings of Brothers, and is ultimately responsible for their actions. A Ring that gets out of hand or endangers the activities of the Cult must answer to its Priest, who must in turn answer to the Inner Ring of the Cult. Punishment for poor performers can be extremely harsh and most Priests keep constant tabs on the Rings that they control and place serious pressure on the High Brothers responsible for their day-to-day operations.
Crews of Brothers vary in size, but usually comprise between four to eight members. The Brother who controls the crew and directly reports back to a specific Priest is typically known as the “High Brother.” High Brothers control their crew tightly, constantly on the watch for signs of disloyalty or for Brothers who try to skim too much from the top.
To help maintain a line of deniability, the Brothers never refer to themselves as such with outsiders and maintain the front of some sort of other venture, such as a “normal” thieves’ guild, a union of workers, or a regular business guild. Other Rings put up the front as political agitators or members of a completely different Cult to further muddy the waters and to get them into places otherwise denied by the Cult of Handrich. Communication between a ring of Brothers and their handlers is done through messengers, clandestine meetings, and secret codes.
Once inducted into the Brothers of Handrich, a Brother finds himself running errands, busting heads, and doing other things of a questionable nature. After a few years of proving himself as a solid earner for the Ring, the Brother is usually granted additional, highly lucrative jobs to bolster his earnings and further solidify his ties to the organisation. Each Brother strives to attain the role of High Brother, controlling his own band of Brothers and putting his own agendas and moneymaking ventures at the top of the list.

Outside the Empire
The Brothers travel far outside the borders of the Empire on the behest of the Cult. As business is conducted and agreements are reached, the Brothers also help establish additional Rings in the cities of foreign lands. The Brothers are particularly numerous in Tilea and the Border Princes, where they blend in seamlessly with the large population of criminal groups, guilds, and nebulous partnerships that thrive in those lands.
The Brothers are rare in Kislev, both due to Handrich's relative obscurity there and the insular manner of Kislevan criminals, making it difficult for outside groups to gain many inroads. Bretonnia hosts a fair number of Rings of Brothers, mostly in the larger cities and villages closer to the Empire. Couronne and Bordeleaux boast anywhere between four and six Rings of the Brothers of Handrich, although these relatively new groups are struggling to stake their claim among the businesses and criminal organisations that are resentful to these foreign interlopers.

Goals and Motives
The goals of the Brothers of Handrich work in tandem with the rest of the Cult—make a profit, expand business ventures, reduce (or remove) the competition, and keep business ventures safe from harm. Brothers join up to gain access to the Cult's influence, power, and coffers, and some do so with hopes of being admitted as a full-fledged member of the Cult. One thing is for certain, however: they are in it for the coin.
Every Brother strives to find the big score that will allow him to retire or, for the more devout, allow him to join the ranks of the Cult of Handrich as a member of the Inner Ring. Brothers watch and maintain the businesses that are under their control—extorting money where needed, protecting “clients” from the predations of criminals or opposing Cults (particularly those of Ranald), sending important missives, or protecting cargo. In doing so, they receive a cut of the action and are always on the search for more and more opportunities.
As most Brothers are not part of the Inner Ring, they are not considered Priests or even full-fledged Cultists (although many eventually become one). Because of this, the one job that Brothers are not tasked with is spreading the word of Handrich, which is left to Priests to administer. Most Brothers are relieved that they do not have to perform this chore.

Symbols and Signs
The Brothers utilize the same symbols and signs as the Priests they work for, most notably the gold coin and the sign of the crossed fingers. When hired on by the Cult, a Brother is given a special gold coin that represents Handrich—one side is blank, but the other is etched with subtle notches, whorls, and letters, each of which has its own meaning. When a Brother wishes to get his point across to a stubborn “client,” merely flashing this special coin is often more than enough to make the target realize what he’s up against.
Each Temple has its own special symbols that are used on the backs of the holy coins, typically to show a Brother’s rank in the organisation, special favours due to him when travelling to other Temples, and other special merits, as well as the Brother’s own unique sigil. For example, the main Temple of Handrich in Marienburg carefully notches the edge of a Brother’s coin like hours on a sundial, each indicating a notable favour the Brother has done on behalf of the Cult.
The more notches on the back of the coin, the more likely that a Brother is to be inducted as a full Priest. Other etchings include a square, meaning the Brother is to be granted shelter and complete assistance if chased by the authorities. The extremely rare “V” etching indicates the Brother is part of the cadre tasked with serving and protecting the High Priest himself. A Brother that loses his coin is either released from service or severely punished for the infraction, including a high fine and a heavy tax on his pay until his patrons deem him ready to return to full service.
The coin also serves as a token for voting or as a literal bargaining chip—a Brother who gives his coin to another is showing the ultimate sign of trust or is indicating that should he fail in a given task, his life is forfeit. Many Brothers of Handrich also get tattoos of these symbols placed on their bodies—inner bicep being the most common location, as it is readily hidden, but also easily shown when the situation demands it. When the Brothers choose to leave some sort of sign behind as a warning to others or to show that someone is marked as an enemy of the Cult, a simple circle symbolizing the blank coin of Handrich is painted on doors (or carved on a body) left behind for others to find.
Like the rest of the Cult, the Brothers make extensive use of body language and hand signals that are used in their conversations, especially when they believe they are being overheard by the competition or authorities. Dozens of secret handshakes exist that are used to show status, distress, or warnings, some of which are specific from temple to temple.
Some gestures, however, are universal. For example, crossing the ring and little finger on the left hand indicates the presence of a Cultist of Ranald nearby. During negotiations, smiling while rubbing one’s chin with the back of the hand is a way of indicating to fellow Brothers that the other party is lying. A Brother who taps his fingers together, but not his thumbs, is signalling that he believes the conversation is being overheard and that discretion (or lies) should be employed. Lastly, when a Brother believes he is dealing with a Brother he doesn’t know or a Cultist of Handrich, he uses the crossed-finger sign of the Cult, with the tips of his thumb and little finger on his right hand touching as a further cue that they are not full-fledged members of the Cult, but should still be accorded the respect they deserve.

Membership
To the outside observer, the Brothers of Handrich are made up of brutish thugs and cold-blooded killers. In essence, this is true, but unlike the thieves’ guilds to which they are compared, the Brothers are picked as much for their ability to keep a low profile as for their willingness to break legs if needed. In order to be successful, Brothers must show business acumen and an understanding of the “big picture,” with the understanding the short-term gains do not always translate to profit later on. The Cult prefers to work with Brothers with few outside ties or loyalties and is content to leave most Brothers to their own devices, calling upon them only when something requiring anonymity or a heavy hand is required.
The average Brother falls into one of four different categories. The most common is the enforcer. This Brother is hired on for his strength, prowess with weapons, intimidating manner, or preferably, all three. He’s willing to engage in whatever type of violence is required, but the Brothers avoid bringing in truly sadistic people, as they usually prove too difficult to manage. Some of these Brothers specialize in hurting people, but not necessarily killing them, simply because of the belief that a dead man is a lost revenue stream, while a scared man pays as regular as clockwork
The second type of Brother is someone directly involved in business. This includes burghers, dock foremen, guild leaders, and the like. These Brothers are obviously chosen for their business acumen, contacts, and ability to be discreet. They allow the Brothers to piggyback their own shipments with caravans, act as intermediaries between other groups, and start new entrepreneurial ventures on behalf of the Cult. They also launder money, set up false fronts and fake businesses, or fix prices as needed.
The third type of Brother is best known as “the specialist.” This is a person with some specific skill in high demand by the Cult. This includes cat burglars, forgers, interrogators, litigators, and other occupations that require education, special training, or both. These Brothers are used sparingly and given the most leeway in their approach, as the Cult is aware of their scarcity and try to keep them in good graces. They are also rarely used for “general work” and, unless their given trade is dangerous by nature, is unlikely to be put in a position where violence is possible.
The last kind of Brother is the rare wizard or person with magical talent that is willing to work for the organisation. Unlike many other Cults, the Cult of Handrich (and thus the Brothers) has few objections to consorting with wizards, seeing it as just another client-patron relationship. The Cult is willing to overlook a wizard's eccentricities, even a few blasphemies, as long as the job they are involved in is completed to the Cult's satisfaction. Persons with magical ability are highly sought after by the Brothers and are well paid with both money and favours for their services.

Recruitment
Considering the dangerous line of work that most Brothers find themselves in, turnover is high and temples are constantly on the search for new members to fill spots in their ranks. The leader of a crew keep an eye out for street youths that show potential as well as businessmen that are favourable towards the Cult. These potential individuals are then watched from afar, as the Brothers ask questions and do research into the mark’s character, exploits, and personality. Particularly flashy individuals or those seeking the limelight are usually avoided for recruitment, unless they possess in-demand skills or have highly sought-after contacts.
Once a person has been marked as a possible inductee, he is approached by a High brother under the guise of a “regular” organisation, such as a thieves’ guild or a burgher in need of some special assistance, and tasked with doing some property damage against a competitor or threatening a stubborn vendor who refuses to give payment. If he proves his worth, he’s brought back in for a formal induction ceremony.
The inductee is brought before the rest of the Ring and made to get on his knees while the others surround him in a circle, representing the structure of the Cult. The Brothers pull out knives and point them at the inductee, who then recites his oath of loyalty. Each Brother then draws his knife along the arm of the inductee, drawing a little bit of blood. This blood is spilled into a bowl that contains the coin that he'll carry to show his membership into the ring (see Symbols and Signs above). He then rises as a full member of the Ring, taking the bloody coin as a sign of his inclusion. The Brother is then given a list of his particular turfs and territories for which he is responsible in generating income.

Member Benefits and Responsibilities
Once a person has been accepted into the Middle Ring of the Cult, becoming a Brother of Handrich, he can expect life to be both profitable and dangerous. As long as a Brother does his best to keep the Cult free from blame or inquiry, he is granted tremendous latitude to do what needs to be done, and most are allowed to conduct their daily lives as they see fit until called upon by the Brothers to perform some task.
The Cult of Handrich pays the Brothers well for their work, as well as granting particularly juicy contracts, business leads, and the removal of competitors. Although details vary, it's typical for a Brother to receive the equivalent of half a month’s pay or more on top of their regular wage for whatever the Brother does on the side. If a Brother does particularly well for the Ring and the rest of the Cult, they can expect additional windfalls. In the eyes of most Brothers, moving to the Inner Ring and becoming a full-fledged Cultist, and hopefully a Priest, is the ultimate goal, gaining access to the Cult’s tremendous power, wealth, and influence.
The main responsibility of the Brothers of Handrich is loyalty. A Brother must be willing to drop everything and do what is asked when called. Requests by the High brother or the Priest that manages it can also be dangerous, timeconsuming, or even bizarre. For example, a Brother who specializes in forgery may be asked to first bluff or infiltrate their way into a Burgher’s home in order to copy a given document and leave the fake behind. An enforcer might be asked to corner and persuade a minor official or kidnap the only heir of a business consortium. Other tasks might seem nonsensical at the time, such as standing at a street corner at noon carrying a red feather, or traveling to a distant city only to return immediately upon arriving there.

Secrets of the Brothers
"They are useful tools, to be sure. However, like all tools, over time they can become damaged, untrustworthy, and even dangerous. Worn out things should be replaced from time to time."
—High Priest Goundenkruin
Because the Brothers inhabit the Middle Ring of the Cult’s hierarchy, they are privy to many of its plans, but are also shut out from the bulk of its secrets. The Cult looks at the Middle Ring (the Brothers) as both a breeding ground for potential full Cultists as well as a pool of expendable assets to be used and cast aside as needed. Also, because the Brothers work the alleyways and are on the “front line,” they come in contact with criminals, strange events, and even blasphemous things on a daily basis. The Cult strives to keep themselves distant from the dirt and distasteful happenings of the underworld and the activities of the Brothers of Handrich.

Everyone is Expendable
Considering the seedy background that many Brothers come from, few should be surprised to know that their ties to the Cult of Handrich could be severed at any moment and with little reason. The whole purpose of the Brothers is to provide a ready source of leg breakers, bodyguards, extortionists, and other unsavoury types for the Cult, all the while allowing the Cult to keep their own hands as publicly clean as possible. The Cult of Handrich also sees this as a way to winnow out the weakest members, leaving only the best for induction into the ranks as full Priests. In the Cult’s eyes, a smart and loyal Brother should never find himself in a situation where he has to be cut off from the Cult or to be stupid enough to be caught in the first place. The Cult is powerful enough that disgruntled ex-Brothers find bringing revenge against their former comrades is nearly impossible—at worst, a Ring of Brothers could be exposed and brought to ruin, which is considered a small loss by the Cult as a whole.

Rise of the Middle Class
The members of the Cult of Handrich are dedicated to giving praise to their God and making a tidy profit in the process. As a Cult focused on business affairs, its members consider the rise of all businessmen as paramount to the Cult’s success. While this seems positive on the surface, there are those in the Empire that consider the increasing influence and power of the middle class to be a threat to the very existence of the land. Ancient laws, feudal arrangements, and a clear delineation between the ruling class and the masses of common folk beneath them serve as the glue that has bound the Empire together for millennia. The Cult of Handrich’s active support of the middle class puts coin in the pockets of common folk with the ambition, entrepreneurial spirit, and cutthroat instincts to survive. Many noblemen lay awake at night at the thought of the unwashed masses and lowborn upstarts chipping away at their fortunes and encroaching on old business pacts and business arrangements.
Although it is rarely spoken in the Inner Rings of the Cult of Handrich and never with outsiders, one of the goals of the Cult is to create a healthy and vibrant middle class with the wealth, status, and influence to dictate their own rules and to do away with outdated and antiquated laws and business practices that keep a Cultist of Handrich from doing his best and reaping vast sums of money. To some people, this smacks of heresy, as it basically means the complete overturning of the Empire and its method of governance.
Most of the Brothers are kept in the dark to this inner secret of the Cult, but those who look hard enough can see patterns in business dealings that indicate a slow, deliberate sea change occurring throughout the Empire. It may take centuries for such change to break through the calcified systems and thinking of the Empire, but the Cult is nothing if not patient.

Mark Your Territory, Keep Your Cut
Unlike many secret societies, the Brothers of Handrich are blatant about their purpose—to make money. Because every Brother has his livelihood dictated by the whims of the Cult, its up to him to take advantage of every angle to make a profit. If he doesn’t continue to make his cut to bump up the ladder, he’ll find himself out of the Brothers and possibly laying in an alleyway with his throat cut. Every Brother has his own schemes, running extortions, rackets, and even legitimate business ventures, which he keeps secret from his comrades. Strangely, this is considered admirable by the Cult, since it both creates a steady stream of income and fosters the skills and sense of competition that Handrich considers important in his Cultists and servants. The reason Brothers keep these side ventures secret, however, is that once one of them is discovered by the Cult, it is considered fair game for a “tax”—partially to help fund the Cult and partially to punish a Brother for his sloppiness in allowing his sources of income to be found out. Most individuals accept this game of cat-and-mouse as part of the business of being a Brother of Handrich, but some grow weary and resentful of the subterfuge and hypocrisy.

Changing Fortune First Hand
One of the reasons that the Cult of Handrich seeks out talented individuals with a bent for magic is to expand their own fledgling school of arcane knowledge. The Brothers often serve as a test bed for ways to bend the rules in a way that Handrich finds pleasing. Knowingly or not, a few blessed Brothers are able to channel the power of their God to casts spells that shift fortune in their favour. High brothers are charged to keep an eye out for Brothers that seem luckier than average or who land deals that seem
Improbable, even impossible. The full Priests of the Cult usually watch these individuals with greater scrutiny and elevate them into the Inner Ring for additional training and insight into the mysteries of Handrich, sometimes without their consent. The Cult is particularly interested in magically talented Brothers with visions of prophecy—if the Cult can see into the future and get insight into how the winds of the market blow, they will make more money and further the Cult’s agendas. Brothers with this gift often find themselves living life in a gilded cage: pampered and protected, but never allowed to leave the Cult—alive...

Allies
One of the main purposes behind the Brothers of Handrich is to serve as fronts for the activities of the rest of the Cult. Because of this, they have many contacts, both in the legitimate business world and among criminal groups. Depending on the Ring, a group of Brothers may have connections with street gangs, craft guilds, ship crews, officers of courts, or anyone in between. Some rings travel far and wide on behalf of the Cult and have contacts in cities and towns distant from their home base. These allies can be almost anyone, from Roadwardens receiving payment for their services to city guards and the like. Brothers are required and expected to make as many friendly contacts as possible for their rings, because it’s never known when and where a favour must be called in.
Of course, as part of the secrecy that they take so seriously, the Brothers rarely if ever let their allies know the true nature of their relationship, so most individuals friendly to the Brothers do not know exactly with whom they are consorting. This secrecy also has the advantage of letting the Brothers keep any eye out for prospective new members without the mark being any the wiser.
This set of circumstances means that Brothers can find themselves in unusual alliances that may, on the surface, seem counter to the Cult’s agendas. Business is business, as the Brothers say, and as long as the alliance works out and Cult secrets are not divulged, then it is allowed to form without any fuss.

Enemies
Not surprisingly, the Brothers of Handrich have continuous run-ins with regular, mundane thieves’ guilds, many of which consider the Brothers to be nothing more than a rival criminal organisation. Indeed, much of the activity of the Brothers involves taking a direct approach to thwarting these groups from subverting the agendas of the Cult of Handrich. The Cult sees the Brothers as perfect weapons by employing the “fight fire with fire” approach and allow the Brothers a tremendous amount of leeway in infiltrating and destroying thieves’ guilds that cut into the Cult of Handrich’s business.
Because the Brothers serve as a buffer between legitimate authorities and the Cult of Handrich, they are typically the first to come under the scrutiny of city watches, Imperial investigators, and Templars of other Cults who have suffered losses due to the Brothers’ activities. The Cult sees this antipathy as a natural part of doing business and make heavy use of bribes and threats to keep nosy (or greedy) magistrates, sheriffs, and constables out of the Brothers’ business. Part of the Brothers’ duties involves dissuading these individuals from getting interested in the darker side of the Cult of Handrich’s activities.
If the Brothers have anything close to a mortal enemy, it is the rival Cult of Ranald. Many of the business ventures of the Brothers overlap those of the Ranaldans and the two groups have had a simmering cold war for generations. Despite the similarity of their methods, the Brothers still consider themselves a legitimate arm of a legitimate Cult of Handrich and are extremely vocal in their desire to see the Ranaldans wiped out. The Priests of the Cult of Handrich do their best to keep things from getting out of hand and so far the rivalry between the Ranaldans and the Brothers remains at the level of gang warfare. However, the Cult has little compunction about allowing a ring of Brothers to expose or wipe out a cell of Ranaldans if doing so poses little or no threat to the Cult as a whole.

Warhammer: History of Hotek


An outcast priest of Vaul, Hotek secretly forged weapons for the legions of Nagarythe during the Elven Civil War, using the magical Hammer of Vaul, which Caledor had used to make weapons for Aenarion. When he was discovered, Hotek fled and sought sanctuary within Nagarythe. Aided by renegade sorcerers, Hotek used the Hammer of Vaul to construct a suit of armour for the crippled Malekith; although his body had been all but broken, the prince of Nagarythe had clung to life. Bitterness and anger had fuelled Malekith's will, sustaining him through the long years of agony that he had endured. The burning would never stop, and so Hotek fused his newly forged armour directly to Malekith’s body. Clad in a rune-etched skin of black steel, Malekith could once again lead his armies.

Renegade and turncoat though he was, Hotek was no fool. He knew that he lived only at Malekith's fickle pleasure, and so created for himself an armoury of defenses--both magical and mundane--with which he hoped to blunt the Witch King's wrath long enough to escape. Ultimately, Hotek did not perish at Malekith's hand, but was poisoned at Morathi's order. His armoury was broken up soon after, the scattered pieces changing hands with the ebb and flow of patronage and power.

Saturday, September 14, 2019

Warhammer: History and Geography of Cavaroc Faction


Cavaroc is a minor Wood Elf faction in Total War: Warhammer.
Cavaroc, the Skymark Reaches, is a High Realm of Athel Loren, ruled by Lord Edrael of Equos. It is the land of the meadow glades, the sparsely-wooded grassland plains that lie on Athel Loren's south border. The Elves of Cavaroc are horsemasters as fine as any in the world, and the first to march when the war-horns are sounded. They are swift to act, and swift to anger as well — if ever the Elves of Athel Loren overreach themselves in some matter of war, it is all but a certainty that the Glade Riders of the Skymark Reaches will be found at the head of that mad charge.
It is little wonder that the Elves of Cavaroc are brasher than others in Athel Loren, for their plains are always the first lands assailed if a greedy Bretonnian duke seeks to expand his territory. In the past, they have countered this threat by terrifying the humans into submission, but have since turned to the subtler means of substituting many of the Damsels of Quenelles with shapeshifting forest spirits who then sabotage the Duke's plans from within...
Type: Minor
Category: Wood Elves
Campaigns: The Season of Revelation

Warhammer: History and Geography of Modryn Faction


Modryn is a minor Wood Elf faction in Total War: Warhammer.
Modryn, the Night Glens, is known collectively as a High Realm of Athel Loren, ruled by Lady Morlanna & Lord Arias. It is a land that lies ever in shadow. Sunlight never reaches these glades, and the only light is that emitted by the flickering spite-creatures that quarrel and frolic as they flit through the upper branches of the trees. Shaped by the perpetual gloom, the Elves and spirits of the Night Glens are spiteful even by the standards of Athel Loren. They practise magics and customs that are forbidden in other realms, and worship gods most other Wood Elves shun.
It was not always this way. The Night Glens could once have been accounted the brightest and most glorious of all Athel Loren's realms, and its inhabitants amongst the most welcoming. All of that changed during a dark time in Athel Loren's history, when a darkness in Ariel's spirit spread throughout the forest. In time, the Mage Queen restored the balance in her soul, but the Night Glens never recovered.
Type: Minor
Category: Wood Elves
Campaigns: The Season of Revelation

Thursday, September 12, 2019

Warhammer: History and Geography of Shrine of the Wolf


On a country road ten miles north of Altdorf lies an obscure shrine. It is a small stone tower not more than ten feet square and four storeys high. It tapers as it rises and ends in a tiled belfry. The bell is gone, however, and hasn't been there for hundreds of years. On the ground floor is a wooden altar supporting a small, wooden statue of a wolf, and carved into the wall behind it is the simple legend: Sigmar and Ulric. According to local legends, the place commemorates the site where Sigmar was said to have met with Ulric himself in wolf form. He fought the wolf to a standstill and, depending on which version of the story you believe, either Sigmar was impressed by the wolf's bravery and agreed to spare it, or the wolf was impressed by Sigmar and agreed to spare him. However, both versions of the story are obscure these days. Locals who call it anything at all call it the Shrine of the Wolf.
As can be seen from the state of the place, hardly anyone visits here anymore, and few of them leave offerings. There is no one to look after the shrine. Although the building belongs to the Cult of Ulric, it surprises few that it remains untended.

Warhammer: History of Coursers


Not all mounted warriors can afford the steep price of a heavy warhorse, instead turning to lesser steeds. Light Warhorses, also known as Coursers, though smaller, are trained for combat just like Destriers, not fleeing from the scent of blood or sounds of battle.

Warhammer: History of Crooked Fingers


Surprisingly the least prominent sect within the Cult of Ranald, the Crooked Fingers are the true thieves, cutpurses, and conmen that view Ranald almost exclusively as the God of Thieves and Liars. They focus on taking what they want, when they want. Their code of honour is similar to those of other thieves—everyone gets a portion from jobs, you don’t rat out your partners, and, in the end, it’s every man for himself.

Wednesday, September 11, 2019

Warhammer: History of Kerillian


"I count every kill I make, why? The reasons are my own."
—Kerillian
Enigmatic and sharp sighted, Kerillian is a Waywatcher who walks the lands of men, after having left her post as a guardian of the Wood Elves ancient home Athel Loren. The reasons why she keeps to herself. Using her exceptional skills with a bow and blade to take down anyone perceived as a threat, she is as likely to kill you as she is to begrudgingly acknowledge your presence. Kerillian regards the human race as nothing more than clueless children, and treats them accordingly, most often drenching her answers to their naive questions in patronising sarcasm. Unfortunately for her, Wood Elves are rare in human lands, and even if many recoil in fear, she is regarded as a curiosity and approached more frequently than she would prefer by foolish humans attempting to interact.

History
Even for a Wood Elf, Kerillian’s sight was sharp, able to pick off a ladybird eating a leaf at a hundred paces if she chose to. But this gift, coupled with a natural curiosity also turned into a curse when she saw something that no mortal was meant to see. One autumnal night, when both moons rode high in the sky, Kerillian spotted a Spellsinger as he meandered under the boughs. The Elf mage was no trespasser and so there was no reason Kerillian should have kept track of him, and yet she did.
Her curiosity piqued. The Waywatcher followed the mage from above as he walked deeper into the forest… and put her on a path that would change her fate forever.

Equipment
Waywatchers like to keep their distance while fighting, picking off enemies before they even realize they are in any danger. They are exceptionally skilled with a Bow, and often use different styles of arrows to efficiently take down their foes before they come within arm’s reach. If any of her enemies are lucky enough to avoid an Elven shaft between the eyes, Kerillian will swap to her Double Daggers and swiftly hack, stab and slash a path through them, leaving a trail of bloody corpses in her wake. Occasionally, Kerillian will opt for a more strength focused approach to her fighting, picking up one or even two Short Swords and taking down multiple foes in one mighty slice.
Bodkin Arrow: When armoured enemies ask questions, the Bodkin Arrow is Kerillian's answer.
Swiftshiver Arrow: Fast and light, Swiftshiver arrows allow Kerillian to lose a barrage of arrows and empty her quiver in mere seconds, causing mayhem and bloodshed among the enemy ranks.
Hagbane Arrow: Arrows dipped in highly potent poison, affecting anyone in contact with the noxious fumes. Trueflight Arrow: Every shot counts, and the Trueflight Arrow always finds its mark.
Summary
Kerillian is one of the five playable Heroes in Vermintide 2. In official media, she is always seen with her face covered, wearing a cloak and usually wielding a longbow.
Enigmatic and sharp-sighted, Kerillian is a Wood Elf with little affection for others. She left her post as a Waywatcher in her ancestral home of Athel Loren, for reasons that are her own. Using her exceptional skills with a bow and blade to take down anyone perceived as a threat, she is as likely to kill you as she is to begrudgingly acknowledge your presence.
Kerillian has little patience to teach others, mainly focusing on her own path and improvement. Like all elves, Kerillian regards humans as nothing more than clueless children, and treats them accordingly, most often drenching her answers to their naive questions in patronising sarcasm.
Based on which career the player chooses in-game, she is seen as a Waystalker, resolved to perfecting her existing Waywatcher skills, a Handmaiden, who has whole-heartedly devoted herself to Isha, or a Shade who has embraced her role as an exile.

Official Description
Like all wood elves, Kerillian feels the pull of both light and dark. First as a Waywatcher, and now as a more experienced Waystalker, she has kept those aspects in balance. Indeed, Kerillian’s reason for journeying to Ubersreik was an attempt to help her reclaim her moral poise. Thus Kerillian is mercurial at best, at once resentful of the path she has been called upon to walk, and grateful for the chance to make amends. But who knows how little it may take to topple her from that path?

Tuesday, September 10, 2019

Warhammer: History of Guard of the High Mistress


Only Imentet, as Neferata's favoured, had been granted a permanent bodyguard. These were fearsome wights bound to service at the Silver Pinnacle. Although they had never set foot in the sand-swept lands of Nehekhara, their bat-winged helms and shields bore the royal gold and turquoise of ancient Lahmia. It was said that many of the valiant princes and courtly knights who doted upon Neferata and her handmaidens filled the ranks of these undead warriors.

Warhammer: History and Geography of Isle of the Dead


The Isle of the Dead is a small landmass at the centre of Ulthuan's Inner Sea. It acts as both a cemetery and the focal point of the Great Vortex, into which all magic is siphoned to prevent the sinking of the continent.

It is not a true island, but rather an archipelago of waystones whose arrangements are laid in symbols of mystical significance. These menhirs vary greatly in size — some are scarce a dozen feet tall and slim as an Elf, whilst others are as tall as mountains and nearly a mile in girth. Without the latent spiritual energy contained within these waystones, the conjuration of the Great Vortex would have been impossible. The Isle of the Dead exists outside time, beyond the reach of the physical world — its black-robed guardians keep a grim watch to ensure it remains that way. If an intruder were to be allowed upon these haunted shores, he would find the archmages of old, caught like flies in amber, still chanting their ages-long spells to preserve the balance of the world.

Monday, September 9, 2019

Warhammer: History and Geography of Worlds Edge Mountains


The Worlds Edge Mountains are the greatest range of mountains in the world, stretching out from the Chaos Wastes and extending into the Southlands. Thus, they form a natural barrier between the Old World and the Dark Lands. In the distant past, the Worlds Edge Mountains were at the heart of the great Dwarf Empire of ancient days, and even now, many great Dwarf holds and fortresses may be found amidst this towering range of peaks.

Geography
The Worlds Edge Mountains are considered the largest mountain range in the whole world. The mountains reach from the most northern parts of the Empire and Kislev, to as far south as the jungles of the Southlands. The whole mountain range is said to be the main barrier for any race to cross if they are to invade the lands of the west, such as the Old World and Araby. It is also the strongest barrier for the Greenskin race of the Dark Lands and beyond from invading the lands of the Empire, but much of it is due to the stout and valiant defence of the Dwarfs of the Karaz Ankor. It is said that the Dwarf empire reached the entirety of the whole mountain range, from the most southern hold of Karak Zorn, to the lost northern hold of Karak Dum. The first Dwarfen settlement started in the south, then they followed the veins of minerals all the way to the mountains bordering the current Empire.
The mountains are also said to split into several smaller ranges that branch out of the mountain range, to that of the Black Mountains that act as the Empire’s southern borders to the Border Princes and the Grey Mountains that act as the western border that separates the lands of Bretonnia and the Empire. The range continues on more north until it splits in the lands of Norsca, and the other connecting to the Mountains of Mourn.

The Dwarfen stronghold of Zhufbar is home to a nest of Fire Dragons sealed into an abandoned hall named to The Dragon's Hall, or Khaz Drakk in Dwarfen, which leads to the River Aver.

Warhammer: History and Geography of Sea of Chaos


There are many reasons not to make the journey to the lands of the Norsemen. It is difficult, dangerous, and rarely worth the risk. To the north and west, the Sea of Chaos laps against its rocky shores. In these haunted waters, strange creatures swim, monsters spawned by the Winds of Chaos blowing south from the unstable lands beyond the Chaos Wastes. Massive ships crewed by the corrupted, mastered by Chaos Champions, prowl the seas in search of coveted artefacts and attack any ship they encounter.

To make matters worse, the Black Arks of Naggaroth roam the waters to harvest slaves for sacrifice on their bloody altars. And who can really predict the odd storms that erupt unexpectedly with no sign of warning, lashing the sails and capsizing ships with their violent intensity?
If you want to learn more go to Warhammer: History and Geography of Karak Ziflin Faction

Sunday, September 8, 2019

Warhammer: History and Geography of Dragon Spine Mountains


The Dragon Spine Mountains collectively form a volcanic region within the High Elf Kingdom of Caledor made famous for the great beasts that dwell within. Upon the blazing black island at the very tail of the Dragon Spine sits the great shrine of Vaul, god of smiths.
The black slopes of the Dragon Spine Mountains of Caledor are often shrouded in steam from the many volcanic peaks of the region. The mountains' shoulders have been built up over many thousands of years by deposits brought up from the world's fiery core. According to Elven legends it was the very gods who dug deep beneath the earth's crust to find the secret gems and minerals that are concealed there. Today the mountain sides are studded with veins of wondrously coloured minerals, precious stones and metal ores, many found only in this part of the world. These gems are prized by both Elf and Dwarf craftsmen, and many have magical and unusual natural properties. The Elves themselves do not mine for gems or minerals, but harvest the exposed slopes for stones loosened by erosion and by the occasional tremors that shake the mountains around Vaul's Anvil. This is the largest of the volcanic mountains of the range, the legendary seat of the Elven god of smiths. Under its steam-clad slopes can be found the world's sole vein of the metal known as ithilmar.
If you want to learn more go to Warhammer Lore: History of Tiberius Kael

Warhammer: History of Age of Three Emperors


The Age of Three Emperors or the Time of Three Emperors, and sometimes called the Age of War or the Dark Ages was a centuries-long period of civil war which engulfed and divided the Empire of Man. It began technically in 1547 and ended officially with the election and crowning of Magnus the Pious in 2304.

Origins
The assassination of Mandred Skavenslayer in 1152 lead to a serious political crisis: the Electors simply couldn't agree upon a successor and failed to choose a new Emperor. The absence of a central and unifying authority inevitably led to political turmoil as the provinces became full sovereign states in all but name. The rivalry between the powerful Elector Counts slowly increased as the more ambitious among them tried to gather support, each believing that he should become the next Emperor. During this period, several feuds, including one involving the Graf of Middenheim, turned violent. However, they seemed to be minor events not on the scale of a civil war.
The Count of Stirland, a pawn of the Cult of Sigmar, managed to get himself elected in 1359. His fiercest rival, Countess Ottilia of Talabecland then consulted with the Ar-Ulric, claiming to have evidence that the Cult of Sigmar had been founded by a madman, that Sigmar was not a god but a king blessed by Ulric, and that all Sigmarites were heretics. Tired of the influence wielded by the Cult of Sigmar, the Ar-Ulric readily agreed with Ottilia and moved the center of the Cult of Ulric to Talabheim. With the support of both the Ar-Ulric and the Cult of Taal, Ottilia accused the Count of Stirland of bribing several Elector Counts and denounced the whole election as a sham. She then proclaimed herself Empress Ottilia I in 1360. Her first move was to outlaw worship of Sigmar in Talabecland. Civil war was inevitable.
Stirland, determined to crush this challenge to his authority, invaded Talabecland at the head of a powerful army. In the ensuing Battle of the Talabec he suffered a humiliating defeat at the hands of a severely outnumbered army led by the Countess. This major defeat cost him most of his political support
For the following nearly 200 years the Empire was effectively divided among two feuding rulers:
The Elected Emperors, who took the pretense of election, but were really just chosen by the Grand Theogonist. Most resided in Nuln, but at least one (Frederick III) held court in Altdorf.
The Ottilian Emperors, hereditary successors of Empress Ottilia I. They resided in Talabheim.

Time of Three Emperors
The situation worsened in 1547. Count Siegfried of Middenland was led to believe that he could be elected Emperor when the Ar-Ulric agreed to support him after a falling-out with the Ottilian Emperor. However, at the electoral council, not everyone agreed, and they made themselves quite clear when they aimed a crossbow at his chest as he attempted to cast his vote for himself. Enraged, he proclaimed himself Emperor upon his return to Middenheim; the ensuing line of claimants became known as the Wolf Emperors. Siegfried immediately declared war on Frederik V, the Ottilian Emperor at the time. Meanwhile, Frederick declared war on the Elected Emperor.
The civil war had religious aspects; the Ottilian Emperors were supported by the cult of Taal and openly hostile to the cult of Sigmar. The antagonized Sigmarite cult supported the Elected Emperors (the Grand Theogonist was sometimes known to crown himself Emperor). The Wolf Emperors were usually staunch followers of Ulric and through a political agreement gained the full support of the cult of Ulric.
During the Time of Three Emperors, a massive decentralization of power occurred. The Elector Counts and self-proclaimed Emperors were not just fighting each other for the upper hand, but also had to spend much of their time quelling rebellions in their own lands and fending off invasions from monstrous armies such as Orcs, Beastmen, and Undead. Desperate war-refugees fled to the safety of the fortified cities which increased in size, population and importance. Increasing populations meant numerous recruits and larger taxes, and the burgomeisters of the more important cities were able to slowly but steadily increase their autonomy. Some cities even began to recruit and equip their own troops.
Even lesser provinces were able to assert their power. In 1550, western Middenland, under the control of the von Bildhofen family, broke off from the control of Middenheim. They were given the Drakwald Runefang by the Elected Emperor in return for their support. However, it's unknown how the Runefang disappeared from the vaults of Middenheim and ended up in the hands of the Emperor in Nuln
There were also outside invasions that contributed to the gradual decline of Sigmar's Empire. One of them happened in 1705, when Gorbad Ironclaw, an Orc warlord, united several tribes to create a massive Greenskin army. He led them across Black Fire Pass, and ravaged Averland and The Moot. He was later met in battle by Eldred, Elector Count of Solland. Though the battle initially went well for the Sollanders, Eldred and his men knew the day was lost when they saw on the horizon a contingent of Goblin Wolf Riders and Orc Boar Boyz. While most of his army was fleeing, Eldred and his closest companions advanced in a final attempt to slay Gorbad. The bravery of the soldiers that day was unmatched, but none were so brave as Eldred himself, who faced the Orc in single combat. Eldred was no match for Gorbad, however, and he was brutally killed. After this victory, Gorbad marched north. He was finally defeated at the gates of Altdorf where a massive battle took place. While Gorbad was defeated, Sigismund IV, the Elected Emperor at the time, was killed by a wyvern.
Even after his defeat, Gorbad's invasion had a major effect on the Empire. The province of Solland was gone, and its lands all became part of Wissenland. The Runefang of Solland was taken as trophy, and not retrieved for centuries.
Around 1750, there were briefly four Emperors. When Horst the Cautious, the Ottilian Emperor at the time refused to attack an invading army, the city of Talabheim revolted and crowned Helmut II as their own Emperor. However, this state of affairs probably did not last long.

Dark Ages
Collapse was complete in 1979 when the Grand Theogonist refused to acknowledge the election of the infant Countess Magritta of Marienburg. This act ended the line of Elected Emperors. The refusal was ignored by Countess Magritta and she moved to Nuln to found a dynasty of claimants there. The counts of Reikland also advanced their own claim for the throne.
During the Wars of the Vampire Counts, which began in 2010 and ended in 2145, the claimants were:
Ottilia III, Countess of Talabecland, later succeeded by Ottilia IV.
Ludwig, Count of Reikland, later succeeded by his son Lutwik.
Helmut, Count of Marienburg, later succeeded by his son Helmar.
The Wolf Emperors and Nuln Emperors seem to have relinquished their claim for the throne under unknown circumstances.

Ending
The Age of Three Emperors ended in 2304 when Magnus the Pious reunited the Empire after defeating the Warriors of Chaos in the Great War against Chaos. The Empire has been a united county since.

Saturday, September 7, 2019

Warhammer: History and Geography of Clan Mordkin


Clan Mordkin is a minor Skaven faction in Total War: Warhammer II.
Clan Mordkin was one of the many Warlord Clans to fight against the undead legions of Nagash. Inspired by the fearsome sight of the walking dead, and wishing to intimidate any rivals, the Skaven of Clan Mordkin took to adorning themselves with the bones of their foes. Many of the Skaven dyed patches of their fur or else painted their clothing and armour white to resemble skeletons. Even the fur of the clan's Giant Rats and Rat Ogres are dyed to give them a more deathly appearance. To this day, the Skaven of Clan Mordkin remain obsessed with death. They are instantly recognisable for their fearsome appearance and they still frequently incorporate bones and skulls into their armour. Shields, banners and totems are likewise adorned and many of the clan's warriors carry daggers carved from bone.
Many Chieftains and Stormvermin of Clan Mordkin wear a helmet made from the skull of a Giant Rat or even a Rat Ogre. Both the image of a bleached Skaven-skull and the Rune of the Great Horned Rat constructed from gnawed thigh-bones are common symbols of Clan Mordkin.

Type: Minor faction
Category: Skaven
Ruler: Vomeek

Warhammer: History of Battle of Montfort


The Battle of Montfort was the single bloodiest confrontation to occur between the Bretonnian crown and the armies of the Sigmarite Empire. The battle was comprised of forces from Montfort and Parravon, facing invaders from Reikland, accompanied by an army of Mercenaries and sell-swords.

Overview
Atop a shallow hill cowardly Empire cannons pounded at the knights and peasants of the Bretonnian lines, carving great furrows through horse, man and soil with every shot. In the centre of the field knightly warriors of both realms clashed, whilst yeomen and peasants vied with the huntsmen and free companies about their flanks. A thousand men or more had already been lost to death's icy embrace, Imperial General Von Abresicht amongst them, and yet the fire of battle still burnt strongly, seeking to consume all.
The battle continued for many long hours, both sides drawing upon reserves of energy and courage whose existence few men would credit. By the time dusk fell, the ground about Montfort was choked with blood and the screams of the wounded threatened to eclipse the last sounds of the dying battle. Only when reinforcements from Parravon arrived, the Duke himself riding at the head of his household knights, did the conflict finally find resolution. The remaining Imperial forces, hard-pressed by the foes they had fought all day, could not contain these new arrivals and were slowly backed into Axe Bite Pass.
As the Empire lines crumbled, the surviving members of their army retreated. The demoralised Imperials were later hunted down and slaughtered by a small force of Questing Knights led by Tristan the Troubadour. This engagement was soon lauded as the "Impossible Victory" on account of the Bretonnians being vastly outnumbered.

Aftermath
The Battle of Montfort was regarded as the bloodiest in memory, with over six thousand men lying dead on the field at its conclusion. The Bretonnians were sure that Von Albresicht had some grand purpose worthy of him hiring as many Mercenaries as money could buy, and for raising all the Militia regiments he had authority over. Alas, the purpose of his attack was never determined, partly due to the General's own death, but also because the Imperial court was less than forthcoming on the matter.
Date: Around 2520 IC
Location: Castle Montfort, Bretonnia
Type: Battle
Commanders: Folcard d'Montfort
Strength: Several Thousand
Status: Bretonnian Victory
Casualties: Over 6000
Outcome: Imperial army is routed and destroyed, Montfort is saved

Friday, September 6, 2019

Warhammer: History of Battle of Kriegfeld Castle


The Battle of Kriegfeld Castle was a battle unleashed by the Forces of Chaos against an Imperial fortress in the province of Ostland in the year 2512 IC. A massive horde of savage Chaos Warriors from the northern Chaos Wastes surged down through Kislev, putting entire villages to the sword and looting anything that was not nailed down. Striking without warning, the tattooed marauders rampaged southwards, accompanied by an array of Beastmen that were bent only on bloodshed and feasting on the bodies of the fallen. The raiders rode into Ostland, cutting a bloody swathe across the land.
History
The Imperial province of Ostland is a wild land. Its inhabitants are tough and hardy people who are capable of defending their homes from raiders. However this horde was larger than any usual raid and the people of Ostland were cut down murderously before it.
However the noble Kriegfeld family were renowned for their determination and fierceness and would frequently ride forth from their castle to aid their countrymen and hunt down any marauding raiders. The eldest son of Lord Kriegfeld rode from the towering castle of the family with the mainstay of the house guard to fight the marauders, for the Elector Count of Ostland’s armies were several days' march distant. A group of marauders detached themselves from the main war party, leading the defending army towards the north, never committing themselves to a pitched battle. They frustrated the young Lord, striking fast before withdrawing and leading his forces away from the castle. While these forces were occupied, the main Chaotic force struck towards the imposing form of Kriegfeld Castle which was located to the northeast of Bechefen. The Forces of Chaos laid siege to the castle, attacking it in the depths of night. The moon and the stars were obscured by dark sorcery and black winged creatures descended from the skies, pulling the fortress' sentries from the battlements to fall to their deaths on the sharp rocks below. The battle for Kriegfeld had begun, and it would be remembered for years to come for both the tragedy and heroism that unfolded on that night.
The castle guard were sorely depleted and the Lord Kriegfeld and his family, including his wife and eldest daughter, fought alongside the soldiers on the battlements to stem the evil tide that threatened to engulf them. The night was filled with the incoherent screaming of the savage Northmen as they clambered up hundreds of hurled grappling hooks while the huge, hairy forms of feral Beastmen battered at the castle's gates. The besieged defenders fought frantically for hours on end, the frenzied mass of raiders throwing themselves at the walls without fear for their own lives, their souls already promised to dire powers. Dawn provided no respite, for the marauders did not appear to be tiring. Barely able to remain on their feed, the exhausted defenders struggled on, their numbers falling one by one.
The defenders' only hope remained in the famed steam tank, Old Reliable, which had been seriously damaged several weeks earlier. The steel landship had been moved to Kriegfeld Castle and Meinkop, the Old Reliable’s engineer and commander, was awaiting an envoy from the Imperial School of Engineering to come to the castle to tow the great landship back to the Imperial capital city of Altdorf. As the castle was besieged and cries of the dying filled the darkness, the engineer worked frantically on the steam tank, attempting to get the machine in some form of working order. Using the tools and forge of the castle blacksmith who fought valiantly on the walls, the engineer attempted to patch up the steam tank's damaged boiler. Using all manner of improvised implements, Meinkop displayed his considerable skill and innovation by managing to get the steam tank running, even if it was in a ramshackle fashion. Great rotating belts were repaired using sturdy canvas strips and damaged cogs were replaced with roughly-forged metal gears.
After hours of relentless pounding, the Beastmen finally splintered the gates of the castle and the screaming horde of Chaos Warriors swept through the breach alongside the Beastmen. Awaiting them was only a minimal defensive force and the Old Reliable. Lacking suitable ammunition for the tank's steam-powered Volley Gun, the engineer had loaded all manner of debris into its barrels, which fired a spray of deadly nails and stones into the surging horde of Beastmen and Chaotic fanatics, cutting them down in droves. The fallen were trampled to death by their fellows, who were utterly consumed in their frenzy to slaughter all before them. The Steam Cannon on the Old Reliable ruptured soon after battle was joined. Meinkop quickly patched the rupture using a hastily applied bandage of canvas and tar.
With a tremendous blast of steam, the Old Reliable thundered into the marauders, crushing their bodies beneath its bulk and slamming them into the stone walls. The savage warriors clambered over the steam tank, smashing at its damaged armour with their brutal weapons. Belching steam, the Old Reliable quickly reversed its position and sent those clambering over it flying to the ground before powering once more into the breach. The stone gateway was awash with blood and countless bodies had been crushed in the steam tank's wake. Meinkop worked frantically to keep the steam tank operational whilst a cascade of failures threatened to bring the Old Reliable to a standstill.
For the entire day, the Old Reliable managed to hold the castle gates. In brief respites while the enemy was regrouping, the engineer reloaded the steam cannon with debris, ready for the next wave of attack. As night drew near, the marauders stepped up their assault, flinging themselves with ever increasing frenzy against the steam tank and the walls, but to no avail. As the chaos followers retreated after one particularly vicious assault, the Old Reliable, barely intact, powered out of the gates. Meinkop determined to sell his life dearly, for he knew that could not keep the machine operational for long.
The steam tank smashed through the bloodthirsty savages, scattering them before its bulk. A group of hideously malformed beasts attacked the Old Reliable, almost tipping it onto its side and began to tear it apart with their clawed limbs. Still defiant the engineer swung the immense machine around, it’s armoured prow brutally crushing everything it impacted with. Kriegfeld castle was saved from certain destruction by the heroic action of Engineer Commander Meinkop, who was subsequently awarded with a minor title and the deeds to a small estate on the outskirts of Altdorf. As the forces of Chaos surrounded the crippled steam tank, Lord Kreigfeld’s son returned from the north, his attack into the rear of the marauding army causing a wave of panic to run through the undisciplined ranks. The raiders scattered, fleeing back towards their homeland and were subsequently pursued and hunted down. The castle defenders were exhausted, only a handful remaining and many of them suffering debilitating wounds.
Tragically Lady Kriegfeld who had battled at the fore of the castles defence, was ripped from the battlements by a leathery winged creature as the Chaos forces fled, a last spiteful act of destruction that eventually tore the family apart. The noble Lord fell into deep despair from which he never recovered, dying a bitter, lonely man. The castle was eventually abandoned and is said to be cursed. It stands dark and menacing over the landscape, an empty broken, shell that is shunned by all.
Date: 2512 IC
Location: Ostland
Type: Siege
Faction: Chaos
Faction: Empire
Commander: Lady Kreigfeld
Status: Costly Imperial Victory
Casualties: Imperial, Lady Kreigfeld, Most of the house-hold Guards, Chaos Hordes
Outcome: Imperial, Commander Meinkop was rewarded a minor title and deeds to a small estate, Lord Kreigfeld died later on, and the family was eventually torn apart.