Warhammer old world

Warhammer old world

Old World

Old World

Location

Climate

Geographical
Regions

Constituent
States

Dominant
Races

Minor
Races

The isle of Albion lies off the coast of the Old World and is similar to the dread land of Norsca, in that it is neither a part of the Old World or entirely separate from it. [4]

The Old World is home to the Human realms of the Empire, Kislev, Bretonnia, Tilea, Estalia, the independent city-state of Marienburg in the Wasteland, the Elven forest of Athel Loren, and the lawless Border Princes, as well as several Dwarf holds. [4]

In the past, before the rise of Men, the Old World was ruled by Dwarfs and Elves, until the «War of the Beard» forever sundered the friendship that once defined relations between Dwarf and Elf. The ruins of ancient structures built by those elder races are still scattered across the coastlines and high mountains of the Old World. [2]

The different states of the Old World are rarely allied, and although relations between the various realms generally tend to be cordial, they have been known to go to war against each other. While there are interstate rivalries over such things as trade and natural resources, which have often proved a great source of wealth for some Old Worlders, the near-constant threats to life that exist in this region make working together an occasional necessity. [2]

The dangers that exist beyond the borders of the Old World prevent all but the most adventurous and foolhardy from venturing out into the wider world. There are a few established trade routes to the eastern empire of Cathay and to the inhospitable lands of Araby to the south, and the famous explorer Marco Colombo «discovered» the continents of the New World across the Great Ocean to the west. [2]

Contact with the High Elves and Dwarfs is maintained by most of the states of Men, primarily for the pursuit of rich trading and commercial opportunities. However, the vast majority of the settled population of the Old World knows little about the wider world beyond the lands they call home. [2]

Contents

Kingdoms of the Old World

The Old World consists of mostly Human states, but it is also home to the Dwarf kingdoms of the Karaz Ankor and Athel Loren, the homeland of the Wood Elves. [4]

The Empire

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A map of the Empire

The Empire is the most preminent nation of men in the Old World, possessing black powder technology while more antiquated weapons are still more common and the norm. The Empire was founded by Sigmar Heldenhammer from a collection of warring tribes inhabiting the region that is now the Empire. Sigmar was of the Unberogen tribe who inhabited what is now Reikland, and he is now the patron deity of the Empire. The territories of the other tribes now exist as the Empire’s various other states such as Ostland and Talabecland. The Empire is led by an Emperor, though he is elected from and by the ranks of the Elector Counts, rulers of each individual state. Though it has gone through various periods of fragmentation, it was reunited two centuries ago into the strong power it now is by Emperor Magnus the Pious. Most dates in Warhammer are measured with the Imperial Calendar, IC. Though the other factions would surely use their own systems, this serves to simplify things. The current Emperor is Karl Franz. [4]

Bretonnia

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A map of Bretonnia

Kislev

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A map of Kislev

Kislev is known for its freezing temperatures, obviously being based on Tzar’s Russia, and is the northernmost nation of the Old World. Kislev is ruled by the Tzar and the Ice Queen and bears the brunt of most Chaos invasions. Erengrad, Kislev (the capital) and Praag are the three largest cities in Kislev, with Erengrad and Praag both being situated on the river Lynsk, Kislev’s largest river. Kislev was founded around 1000 years after the Empire by Gospodar and Ungol tribes. Its main god is Ursun, the father of Bears, at least in the Gospodar influenced south. In the nomadic north, the Ungol tribes keep the worship of Dazh and Tor alive, as well as the veneration of minor spirits. [4]

Tilea

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Tilea is divided up into various rival city states, the largest of which are Principality: Luccini, Miragliano, Pavona,Sartosa, Tobaro, Trantio, Remas, Verezzo. Tileans are known as extremely skilled traders and are able to swindle anyone but the cunning Arabyans into a bad bargain, and to take great offence at having their personage or accent mistaken as coming from Estalia. Most warfare in Tilea is conducted through the hiring of mercenaries, also known ad Dogs of War [2]

Estalia

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A map of Estalia

Border Princes

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A map of the Border Princes

The Border Princes, also known as the Borderlands, are a loose collection of city-states and small feudal pricipalities in the far south of the Old World. The Borderlands essentially serve as the frontier of the Old World and are regularly attacked by Greenskins, Beastmen and other marauding forces. Many mercenaries come from here. [4]

Marienburg and the Wasteland

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A map of the Wasteland

Marienburg is a bustling city state in The Wasteland that seceded from The Empire peacefully some time ago. Marienburg is one of the largest cities in the Old World and flourishes on trade from the Great Ocean and the Sea of Claws, and trade on the River Reik which runs south to Nuln and Altdorf. [3]

Athel Loren

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A map of Athel Loren

Athel Loren is a magical forest comprised of ancient, sentient trees in the southeast of Bretonnia, and is inhabited by the Wood Elves, or Asrai, as they like to call themselves. The Wood Elves have inhabited the area since the main body of High Elves was driven out almost 5000 years ago after the War of the Beard, a titanic conflict with the Dwarfs, and have become deeply bonded to the forest. While isolated colonies of Wood Elves exist elsewhere, Athel Loren is their homeland. [4]

Worlds Edge Mountains and the Karaz Ankor

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Worlds Edge Mountains’s map

The Worlds Edge Mountains are the greatest range of mountains in the world, stretching out from the Chaos Wastes and extending into the Southlands. 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. In the distant past, the Worlds Edge Mountains were at the heart of the great Dwarf empire of ancient days, this empire was called the Karaz Ankor and even now, many great Dwarf holds and fortresses may be found amidst this towering range of peaks. [4]

Warhammer: The Old World

Not to be confused with the continent of the Old World.

Warhammer: The Old World official logo.

Warhammer: The Old World is a new miniature-based strategy tabletop game that is being developed by Games Workshop, Inc.’s Warhammer Studio. The project was first announced on the 15th November 2019, and is expected to be ready for release around 2022 or later. [2]

Contents

Available information to date

First teaser (14th Nov. 2019)

The first clue from Games Workshop about the project was a picture of a square 25mm base, captioned «Everything comes round again. Even squares». This points to the return of the classical Warhammer Fantasy square bases and formations. [1]

Reveal (15th Nov. 2019)

The next day, the company’s official news website, Warhammer Community, announced that the new game was being worked on and revealed the logo. In it, one can distinguish tiny silhouettes of armies and monsters such as Giants, Dragons and Daemons, as well as a siege tower. The article pointed out that Warhammer: The Old World will be a prequel to Warhammer Fantasy, and that it won’t be available for purchase for at least two, three or even more years. [2]

On the same day, another humorous article on the same site made references to Tomb King Settra the Imperishable, to the use of square bases and the «failure» of Archaon in destroying the Warhammer world. [3]

Presentation of the map of the Old World and the Empire (6th Feb. 2020)

The next announcement revealed the map in which the new game’s campaigns will be set. As its name hinted, the map doesn’t extend further than the Old World continent, from Norsca to the Border Princes, and leaves neighbouring regions like the Badlands, Albion and the Chaos Wastes as blank spaces. [4]

Other marked out regions without names or coats of arms are:

Ice Guard of Kislev’s concept art (23rd March 2020)

The next update focused on Kislev, showing a zoomed-in version of the map that included the easternmost regions of Norsca (in which the Norse Dwarfs are marked out), the Goromadny mountains that link them with the Worlds Edge Mountains, the Troll Country and the basins of rivers Tobol and Lynsk. No cities are marked out, but there is a road that leads from the Sea of Claws up to the High Pass. [5]

This article also included the first miniature concept art sketches, revealing the new Ice Guard of Kislev. [5]

Kislevite Bear Riders’ sketches (11th May 2020)

After a couple of months’ stop due to the start of the Covid-19 pandemic, Warhammer Community showed again new Kislevite designs, in this case of polar bears used as steeds. [6]

Presentation of the map of Bretonnia (28th Dec. 2020)

There were no more news about Warhammer: The Old World until nearly the end of the year. This time, the spotlight fell on Bretonnia, which keeps its traditional outer borders but has a few differences in its inner ones: [7]

The Bretonnian Dukes mentioned in the map are: [7]

Update to Kislev (13th May 2021)

New information about Kislev in Warhammer: The Old World was released alongside new information about Kislev in Total War: Warhammer III. Games Workshop and Creative Assembly (developer of Total War) were working closely together. Games Workshop was creating new lore and units for Kislev, fully fleshing them out for Warhammer: The Old World and also for Total War: Warhammer III.

Some new units for Kislev revealed on Warhammer Community website include

Also revealed in Total War: Warhammer III gameplay videos were updated designs for Streltsi, Kossars, Winged Lancers.

Additionally, Warhammer Community revealed an updated map of Kislev (and their eastern colonies in the Dark Lands) for Warhammer: The Old World. This can be seen below. [1]

Update to the Border Princes (7th October. 2021)

New information regarding the setting for Warhammer: The Old World came with an article about the Border Princes. This rugged region acts as a crossroads between the various nations and factions of the Old World. It has been in the path of invading armies passing through in all directions while no one nation lays claim to it. It’s a patchwork of petty kingdoms, ruled by and despots whose power never lasts long until another «Prince» takes their place. Exiled nobles and fallen warlords come from far and wide to carve their own piece of this shattered realm, gathering any waifs and strays that will flock to their tattered banners. [8]

While the Border Princes have been in the setting for a long time, there were never trully fleshed out. The idea always was to mantain the Border Princes as a «sandbox» for players to set their own adventures and campaings in, with enough background lore for players to run with it. As such, their intention is not to overdesign the Borderlands. Instead, they wanted to create a «snapshot» of how the region looked in the time period that The Old World takes place in. We are shown many banners from different nations and cultures across the Border Princes. The names above the banners include: [8]

Update to Cathay (18th February. 2022)

To commemorate the release of Warhammer: Total War III, the first official map of Cathay was revealed, focusing on the northwestern provinces of Miao Ying, Zhao Ming and Xen Yang. As the draconic rulers of Cathay are extremely long-lived, the map is considered to work both during the period of the Old World and the 2500s in which Total War takes place. [9]

Old World

Contents

The Old World [ ]

Geography [ ]

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Mountains And Rivers Of The Old World [ ]

The mountains shown on the map of the Old World are not by any means the only upland areas, but are the largest of such features and present almost insurmountable barriers to travellers, except via the passes shown. The Worlds Edge Mountains are far taller than any European range and mark the easternmost edge of the Old World. The Grey Mountains, which divide Bretonnia and The Empire, and the Black Mountains, which separate The Empire from the Border Princes, are comparable in height to the Alps of our own world. Here too are many old Dwarven settlements and, although more of these remain in Dwarven hands than those in the Worlds Edge Mountains, the term ‘Dwarven nation’ can no longer be applied to the whole region.

The other major ranges which lie beyond the control of any of the Old World nations include the Black Mountains, the Grey Mountains, the Apuccinis, and the Irranas. These ranges all meet in the massive upland area known as The Vaults.

From these rocky barriers issue most of the streams that gather to fill the waterways of the Old World. The only rivers marked on the map are the largest and most important of the Old World. LIke the mountains, the rivers form natural boundaries and nearly all are vital communications and trade links. Most of those shown are huge, comparable only to the Rhine of contemporary Europe, while the largest are formidable bodies of water that cannot even be bridged. Not surprisingly, the rivers and their valleys mark the main areas of Human habitation, the valleys being the most fertile regions and the rivers providing the most reliable transport system in the Old World.

Climate [ ]

The southern and western coastlines have as unpredictable a climate as those of the north, but the average temperature is about 10° higher and rainfall is common only during the winter months. Prevailing winds are from the southwest.

Major Countries [ ]

The Old World was first settled by Humanity over 3,000 years ago, as nomadic tribes migrated northwards and began to establish semi-permanent states. The basis of current political boundaries was not laid, however, until some 1,500 years later, by which time the Dwarf/Human alliance had successfully concluded the Goblin Wars and driven the invaders back into the Dark Lands. Given this common history, cultural differences tend to be relatively superficial and the vast majority of Old Worlders share a common tongue.

Political and religious differences are more marked and reflect the degree to which Chaos is seen as an external threat. Kislev is very much aware of this struggle, being almost constantly at war, and consequently all differences are put aside as the populace unites behind its Tsar. In the Empire, there is still peace enough for a more democratic set-up, where the Emperor is, at least in theory, elected by and from a small number of the most prestigious families, with the support of the religious heads. Bretonnia has a system of absolutist monarchy, with a decadent aristocracy quite content to obey the King, while lining their pockets at the expense of his people.

Demi-Humans In The Old World [ ]

As has already been stated elsewhere, Elves are a relatively aloof race and their communities tend to be markedly distinct from those of the other races. Wood Elves in particular, apart from those of an adventurous disposition, keep themselves very much to themselves and the location of their communities is usually kept very quiet, if not actually fenced off by illusions and other magics. The largest Wood Elf settlement is that of Athel-Loren, deep within the Loren Forest in southeastern Bretonnia. Additional settlements are scattered around the other forests of the Old World.

By way of contrast, the Sea Elves have several communities actually within major Human ports, the largest of which is in Marienburg. Even so, these communities are usually regarded as «off limits» by the local populace and the militia and city authorities allow them to organise themselves.

Ever since the collapse of the Dwarven realm in the Worlds Edge Mountains, the numbers of purely Dwarven communities have been on the decline. Those that have chosen to remain in their ancestral homes are largely under siege. For the vast majority, there has been no choice but to become almost fully integrated into Human society.

Countries And Regions [ ]

Settlement Patterns In The Old World [ ]

The Old World map provides the gamesmaster with focal points, such as large cities and fortresses, important ports, passes, and so on. It does not contain every town, village, or farm any more than could a comparable-sized map of Europe. It is for you to work in your own ideas and create smaller settlements as you need them. The Old World is a vast continent, with plenty of room for a diverse selection of towns and cities.

Settlement Patterns [ ]

Major Cities [ ]

Major cities, with a population of 10,000 or more, are marked on the map of the Old World. No other settlments have populations so large. These centres of population are not spaced equally on the map; some are closer than others, but none are so close so as not to have towns, villages, and farms in between.

As you can see on the map, Altdorf and Talabheim sit in the centre of The Empire. The two cities are about 260 miles apart, which is average for Old World settlements of this size.

Towns [ ]

Establish the extent of Zone 3 by measuring the distance on the map (in this example, this is 160 miles). You can seed these surrounding areas with settlements at your own discretion or you can use dice to give you a random occurence. Work your way from one city to the next, rolling D100 for every 40-mile interval. At each point, there is a 50% chance of a settlment being present. This need not be positioned directly between two cities, but it will tend to lie within 50 (D6-1 x 10) miles of the main road.

Once it is established that a town is present, roll D10-1 x 1000 to establish its population. A result of 0 indicates that the population is below 1,000 and the community is not a real town at all. Roll D10-1 x 100 to determine its population. A further score of 0 indicates a simple farmstead, lone mining claim, or other very small community, in which case the population is 2D10 persons.

Villages [ ]

Farms [ ]

The innermost zones of cities and towns contain many farms, each with a population of 2D10 people. However, it is not really worth constructing maps of their locations. A better approach is to say that farms are D6 miles apart along roads and tracks and that, if players ask how far the next farm is, the gamesmaster should roll D6 and give this as the distance in miles, unless there is a larger settlement within the distance generated. For example, heading towards Altdorf, the adventurers arrive at the village of Walfen, which is four miles from the city gates. The gamesmaster rolls a D6 to discover the distance to the next farm and gets a result of 5. Since Altdorf is only four miles away, he informs the players that there are no farms between Walfen and the city.

Zone 2 of a city contains 4D6 evenly-scattered farmsteads and Zone 2 of a town has D6. The farmsteads in these areas are quite likely be protected by some simple kind of fortification, while those in The Empire will almost certainly be walled off against the wild creatures and marauding servants of Chaos that prowl the more isolated areas of the Forest Of Shadows.

In addition to farmsteads, the following structures are common features of the Old World and may be located at suitable intervals and sites.

The Tree Settlements Of The Wood Elves [ ]

The Wood Elves of the Old World do not live in cities or open villages, but amongst the deep woodlands. For this reason, those Humans who have rarely or never seen one often think of them as spirits rather than as living creatures, able to pop in or out of existence at whim. The truth is rather that most Elves are secretive and deeply private creatures, their settlements remote and difficult to find, and they do not actively seek out Human company. Inevitably, they produce some adventurous and outward-going types, but these are exceptions. Wood Elf communities are small and self-sufficient and almost always lie far from Human habitation. Within their own society, Wood Elves are sociable and gregarious, but their populations are small and the majority of their settlements can be thought of as villages rather than towns.

A typical Wood Elf community would contain up to 100 individuals (10D10, if randomly determined). Wood Elves hardly ever live for any time amongst Human communities, although individuals occasionally set up for a few months or years if there is good reason to do so.

Sea Elf Trading Communities [ ]

Dwarven Settlements [ ]

The Dwarfs have lived in the Old World since Humans were little more than unthinking barbarians. In that time, the Dwarfs have seen the dwindling of their population, the loss of many of their cities and mines, and the fall of their great kingdoms. Today, there are very few purely Dwarf communities. Most Dwarfs live within Human society, where their metalcraft and their ability work hard and long are highly respected. Human settlements in excess of 5,000 population typically have a Dwarf community of between 5 and 10% of the total. Smaller Human settlements are often more hostile to strange races and the Dwarf community would be no more than 5%.

There are two kinds of purely Dwarfish settlements. New ones are almost always mining communities or small trading posts with populations of 100 individuals or less. Each building is no more than a dilapidated lean-to or shack, hastily constructed and meant only to last a matter of months. Long-standing communities might convert these into cabins, but only if the mine is successful.

Permanent occupation of the other Dwarven cities is rarely undertaken and many of them are now riddled with Goblins. However, many of the more secret and isolated outposts, fortresses, and watch towers have never been taken from the Dwarfs, even though these small, isolated communities often have no means of contact with the outside world other than by air or magic. Old tunnels which once led to the main city complex have long since been blocked or deliberately collapsed to keep out the Goblins. These communities rarely exceed 100 individuals and many are smaller. The battle against the Goblins is a constant one and many must doubt the value of defending the last vestiges of an ancient kingdom. Communities such as this are scattered throughout the Worlds Edge Mountains and extend into the Black Mountains.

Halfling Settlements [ ]

Over the years, the Halflings have become almost inseparable from the Human community, making up about 5% of the general population. In the Empire, there are still whole settlements of Halflings scattered between Nuln and the River Stir. All settlements in this area are under Halfling administration, subject directly to the royal charter. Halfling communities are not hostile to Humans or other demi-human races and those with populations of 100+ will have a number of resident Humans equal to about 10% of the total.

Old World

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The Old World is a large landmass, divided politically into several human nations. Its dominant inhabitants are humans, whose common heritage distinguishes the Old World as a distinct civilisation and continent. It is bounded to the north, west, and south by the Great Ocean. Its eastern borders are delineated by the Worlds Edge Mountains.

The Old World is located south of Norsca and north of Araby.

Much of the land is an untamed wilderness, the forests giving way to large expanses of marsh and swamp in the lowlands, and heath and moorlands in the highlands.

The Old World has a temperate climate, although it varies over the wide expanse, from cool temperate in the northern coasts, to warm temperate in the western and southern coasts.

Contents

Major countries

Among the major states of the Old World are the Empire, Bretonnia and Kislev. To the south are the kingdoms of Estalia and the city-states of Tilea, both of which lack a central authority and government, as does the anarchic collection of petty kingdoms known as the Border Princes, at the southeastern frontiers of the Old World.

The Old World is also home to a number of non-humans, such as the Dwarfs, and the Wood Elves living in the Forest of Loren. Within the boundaries of the Empire is the Halfling-administered area of the Moot.

The Empire

The Empire has stood for over 2500 years as the most powerful nation of men in the Old World. Possessing black powder technology while more antiquated weapons are still more common and the norm. The Empire was founded by Sigmar Heldenhammer from a collection of warring tribes inhabiting the region that is now the Empire. Sigmar was of the Unberogen tribe who inhabited what is now Reikland, and he is now the patron deity of the Empire. The territories of the other tribes now exist as the Empire’s various other states such as Ostland and Talabecland. The Empire is led by an Emperor, though he is elected from and by the ranks of the Elector Counts, rulers of each individual state. Though it has gone through various periods of fragmentation, it was reunited two centuries ago into the strong power it now is by Emperor Magnus the Pious. Most dates in Warhammer are measured with the Imperial Calendar, IC. Though the other factions would surely use their own systems, this serves to simplify things. The current Emperor is Karl Franz.

Bretonnia

Bretonnia is a large feudal Kingdom. It was formed from a collection of warring realms by Gilles le Breton at the bidding of the Lady of the Lake, who would later become the patron deity of Bretonnia. Bretonnia is the second most powerful nation in the Old World after the Empire and has a strict class system where the upper class abide by principles of chivalry and are rich and well educated. The lower class makes up the vast majority of the population, and is made up of oppressed peasants. Bretonnians eschew «cowardly» Black Powder weaponry in favour of more traditional mounted combat using knights and footmen/archers as support. They are renowned for having the greatest knights in the world, with the superhuman Grail Knights being considered the ultimate human warrior.

Kislev

Kislev is known for its freezing temperatures and is the northernmost nation of the Old World. Kislev is ruled by the Tzar and the Ice Queen and bears the brunt of most Chaos invasions. Erengrad, Kislev (the capital) and Praag are the three largest cities in Kislev, with Erengrad and Praag both being situated on the river Lynsk, Kislev’s largest river. Kislev was founded around 1000 years after the Empire by Gospodar and Ungol tribes. Its main god is Ursun, the father of Bears, at least in the Gospodar influenced south. In the nomadic north, the Ungol tribes keep the worship of Dazh and Tor alive, as well as the veneration of minor spirits.

Tilea

Tilea is divided up into various rival city states, the largest of which are Remas, Trantio, Miragliano, Luccini and Verezzo. Tileans are known as extremely skilled traders and are able to swindle anyone but the cunning Arabyans into a bad bargain, and to take great offence at having their personage or accent mistaken as coming from Estalia. Most warfare in Tilea is conducted through the hiring of mercenaries.

Estalia

Border Princes

The Border Princes, also known as the Borderlands, are a loose collection of city-states and small feudal pricipalities in the far south of the Old World. The Borderlands essentially serve as the frontier of the Old World and are regularly attacked by Greenskins, Beastmen and other marauding forces. Many of the mercenaries commonly called the Dogs of War in the Empire come from here.

Marienburg and the Wasteland

Marienburg is a bustling city state in The Wasteland that seceded from The Empire some time ago. Marienburg is one of the largest cities in the Old World and flourishes on trade from the Great Ocean and the Sea of Claws, and trade on the River Reik which runs south to Nuln and Altdorf.

Athel Loren

Athel Loren is a magical forest comprised of ancient, sentient trees in the southeast of Bretonnia, and is inhabited by the Wood Elves, or Asrai, as they like to call themselves. The Wood Elves have inhabited the area since the main body of High Elves was driven out almost 5000 years ago after the War of the Beard, a titanic conflict with the Dwarfs, and have become deeply bonded to the forest. While isolated colonies of Wood Elves exist elsewhere, Athel Loren is their homeland.

Sartosa

Sartosa is a small island off the south coast of Tilea. Sartosa is ruled by a pirate-king who has created the kingdom as a haven for pirates and other criminals. The pirates often raid coastal settlements, but have also been known to defend them.

History

The Old World was colonised six millennia ago by the High Elves during the Golden Age of the High Elves. Over four thousand years ago, a devastating war known as the War of the Beard occurred between the Elves and the Dwarfs. Eventually the Elves withdrew to Ulthuan, leaving a few Wood Elf settlements in the depths of the Old World forests.

Humans first settled the Old World over three millennia ago, as human nomadic tribes migrated from the south. Only following the Human-Dwarf alliance under Sigmar Heldenhammer which drove the Orc and Goblin races beyond the borders of the Old World were the tribal humans able to establish the foundations of the current nations of the Old World. Over the next five hundred years human civilisation advanced rapidly.

Languages

Linguistic differences are a part of the cultural differences distinguishing the countries of the Old World, although most of the human languages of the Old World belong to a group of closely related tongues called Old Worlder.

Religion

The majority of the human population worships a common pantheon of gods and goddesses. Some of these are national deities like Sigmar in the Empire, or the Lady of the Lake in Bretonnia, while others are worshipped throughout the continent.

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Компания Games Workshop приняла решение возродить в рамках Warhammer Fantasy сеттинг Старого Мира, который ушел на покой в 2015 году. Линейка новой продукции будет выходить под брендом The Old World (Старый Мир).

Согласно истории вселенной, после события The End Times (Конец Времен) миру Warhammer: Fantasy настал конец, что ознаменовало начало Age of Sigmar (Эра Зигмара). Однако классический сеттинг до сих пор пользуется большой популярностью.

Особенно это заметно по видеоиграм. За последние несколько лет успешно удалось запустить такие проекты, как Warhammer: End Times – Vermintide и Total War: Warhammer. Куда хуже дела обстоят у Эры Зигмара.

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Warhammer Old World Release Date, Factions, Base Size & Minis

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Take a look at everything that’s been rumored and confirmed so far about the Warhammer Old World miniatures game from GW and other sources!

There have been multiple announcements across the course of a year for Old World, but GW has never said the actual release date. Still, they may have unintentionally revealed it to us all!

Before we go any further, this is a rumor and based on an image, so they may just have grabbed a random date, or it could be the actual date because they didn’t take into account the date they showed only shows up twice in the next few years.

We’ll just have to wait and see on that, but we could very well already know when to expect this. Let’s first look at some of the info we’ve already seen, then get into the rumored release date!

GW Confirms Warhammer Old World: Size, Period & Square Bases!

Those who have studied the previous map updates will no doubt have discerned that the Empire is riven by civil war, with no one Emperor or Empress uniting the elector states, and so the Kislevites’ role is even more vital to the defence of the entire Old World.

Students of Warhammer lore will also note that the borders of Kislev are very different from what they may be familiar with. The eastern border is not here defined by the World’s Edge Mountains, but in fact extends through the Belyevobota Pass, through the Great Skull Lands – northernmost reaches of the Dark Lands – through the Mountains of Mourn, and out into the limitless expanses of the eastern steppes beyond.

These two excerpts give essentially confirm the specific timeframe of Warhammer Old World. It also heavily emphasizes Kislev, which if you didn’t know is also the major “good” faction in the highly anticipated Warhammer Total War 3, which continues to inch closer to a release.

This means that there may be more first-time Warhammer players with this Kislev emphasis, thanks to the record-breaking success of Warhammer Total War. Additionally, the Empire isn’t at full strength and is dealing with Civil War, this gives a ton of lore and army wiggle room for anymore interested in playing one of the many human factions.

They then go into a series of FAQ-style questions and answers.

More About Warhammer The Old World:

Definitely square! Warhammer: The Old World is a reinvention of the classic rank-and-file game of Warhammer Fantasy Battles.

They have stated before that they are returning to Squares for the classic Warhammer Fantasy rank and file gameplay, but rumors still rose up that it wouldn’t be so. This is quelling those. Yes and yes the squares are for-real, for-real.

What? No! What madness is that?! The scale will remain the same as it ever was. We want people to be able to use their old armies if they wish, or to start new ones, or to add new miniatures to old armies – whatever they want.

This is also directly quelling some other rumors that had risen up. The game will be the same scale it was, not some flavor of epic scale or anything like that. The emphasis on using old armies or adding or making new ones is fantastic.

Hopefully, this hints at a ton of support to come! Although it does make the “cross-play” between AoS and Old World a little rocky. It certainly won’t be as easy as say Horus Heresy and 40k. Either way, the return will be epic!

Both! We’ve played every single edition of Warhammer Fantasy Battles over the years and like every player, we have our favourite bits from each.

This may not sound amazing at first, but the Dev team being able to pick and choose has the potential to create the best, most fun edition of “Fantasy” we have ever seen!

Currently, the new latest updates to both AoS and 40k have been very well received in general, so that’s a great sign!

Da boyz woz called Orcs in da Old World, so datz what dey’z called!

The change to Orruks seemed like mostly adding a “unique” factor to the IP, so the dedication to nostalgia and returning to the old terms is a great sign to trying to really get it right for the players.

Keen-eyed observers will have gleaned by now that Warhammer: The Old World is going to be set several hundred years before the End Times, so there’s plenty of space to explore the history of the setting. Especially knowledgeable students may also note this puts us just before another calamitous Chaos invasion, and one which, while central to the story of the Empire and the entire Old World, was barely touched on in previous iterations…

This is super interesting! Archaon might not be around, but there were still other Everchosen before him. A quick search places Asavar Kul as the Everchosen a little over 200 years before Archaon. This might be his time to shine! It’s also worth noting that Magnus The Pious helped defeat him, and reunified the empire. So there happens to be a Civil war going on? This might just add up!

Yes, we’re positive!

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This seems to be the team having a bit of fun poking at just how many rumors popped up about the bases. just in case you weren’t sure. Squares are definitely happening.

Kislev Previews For Warhammer Old World

Bear mounts are back in the latest Kislev faction previews for their Fantasy reboot in Warhammer Old World. Check out these bear mount variants!

Warhammer Community revealed even more on the Warhammer Old World front with a deeper, second step into the Kislev faction. If this is the first time you’ve heard about Warhammer Old World, it’s essentially their revival of the medieval world before it ended and became Age of Sigmar.

Iceguard of Kislev

The artwork is definitely dope and from the looks of their weapons, they might all be imbued with some level of magic. See the way they glow? They were also mentioned as elites serving their Ice Queen.

Check out the artwork on that banner. Doesn’t that look exactly like the old Ice Queen model from back in the day?

The Blast From The Past

Model Credit: Beasts of War

Since GW is pulling a massive nostalgia move with Warhammer: Old World, it would be neat to see the old models updated with the newer technology available. All while still keeping staple pieces of the model unchanged.

While brand new artwork for some new ice ladies has been revealed, we also can’t forget about the classic cavalry units of Kislev. The Ungol Horse Archers and Kislevite Winged Lancers may be in the same boat getting a model overhaul as well.

Fantasy Bears! More Kislev Previews For Warhammer Old World

Many heroes of Kislev tame great bears and ride them to war. Forming a bond with their mighty beasts is not easy, but for those who do, it is lifelong – indeed, legend says that when Tsar Boris died, his loyal bear guarded his corpse for a day and a night before disappearing into the snow. Some of you might actually remember this classic model of Boris riding his bear from years past…

GW is taking a deeper step into the Kislev faction and blowing the dust off the old Tsar Boris model. While he’s probably not coming back, they did mention that bear-mounted cavalry is under development.

New Bear Mount Concept Art Revealed

All we’ve really got to see is some artwork renderings of what may be ahead in the far, far future. With a silhouette of a man riding the bear for scale, things are looking sweet.

From what we can tell, the bear cavalry is going to have a few different armor styles. The shields are going to be mounted on the shoulder of the bear as some added armor to the mount while the rider’s not using it and whatever horns/antlers are found are turned into weapons on the bear’s helmet.

Finally, to match what we’ve seen with the weapons of the Kislev, this bear has some ice shards on its armor. Also, for what it’s worth, this mount looks like it’s meant for someone especially important.

There have not been any dates on Warhammer: Old World just yet. All we’ve seen is a simple announcement and a few concept art pieces for the Kislev. That should give you a pretty good idea of just how NOT far along we are into seeing this new system.

Bretonnia (and High Elves) In Warhammer Old World

Warhammer Community previewed a huge reworked map of Bretonia and some extra info bits fro other factions. Let’s dive into all the details!

Even though many of the Bretonnian cities, such as Parravon, Quenelles, and Aquitaine, will no doubt be familiar to many, the names and coats of arms of the lords who command each province are brand-new.

We knew that this wasn’t exactly a 1-1 Fantasy Battles reboot, and this goes on to prove that. Somehow, the story is either advanced, redacted, further in the past, or an alternate reality. As we know, Chaos originally won and the Age of Sigmar was born. It will be interesting to see the lore of this new-old universe develop.

However, one name, in particular, stands apart from all others, for it’s a name steeped in Bretonnia’s glorious history – that of the incumbent ruler, King Louen Orc-Slayer. But for someone to get a name like Orc-Slayer, there has to be…

Seeing that they confirmed they are willing to have old characters return, but don’t want a full reboot of all that was, it will be an interesting process to see how/who GW chooses to welcome back to the official lineup. I’m sure it will also frustrate some Fantasy players who were excited about the original announcement when their favorite character isn’t returning.

But hey King Louen is alive again, and slaying him some Orcs!

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The alarming regularity of their Waaaghs! and destructive rampages is the primary reason why the northern lands of Bretonnia are so heavily defended with mighty castles and walled cities.

Judging by the representation on the map and all the Orc symbols, it’s fair to assume one of the major enemies of Bretonia will once again be the Greenskin hordes.

The High Elves of Ulthuan were once the undisputed rulers of the seas, maintaining a trade network of colonies and glittering port-cities on every continent, from the Tower of the Rising Sun in the east to the Citadel of Dusk in the west.

You can clearly see the High Elves have a presence on the coast of Bretonnia as well with scattered enclaves around the map. Undoubtedly there is a light alliance between them due to the trade, although perhaps not a military agreement? We will have to wait and see.

Athel Loren (Wood Elves- home of the Ariel) is very clearly on the map, However, GW didn’t touch on them other than a passing mention. The reinventing of Fantasy Battles is inching forward, but seeing as this is one of only three updates over a year, it may still be very far out.

The current situation of our world is sure to hurt that slow pace as well.

Cathay From Total War In Warhammer Old World

The new Cathay Artwork previews for Warhammer Old World paint a wild picture of the army- check out what to expect!

With the Old World feeling closer every day (well, we imagine it has to be making progress) Games Workshop has released even more concept art. They are doing this as part of Total War III, but make specific mention of the Old World and new rules once again.

They did a similar thing with Kislev and state these are replicas of what they want the minis to be. So if you like the art, expect the models to follow suit!

Warhammer Community just unveiled a bunch of new artwork and lore all about Cathay. They also throw in some really cool history about how the region has developed over time. Let’s get into it.

More Cathay Previews Warhammer Old World & Total War

Believe it or not, Grand Cathay has existed in the lore of the Warhammer world since its foundation, though with the action-focused mostly on the kingdoms and empires to the west of the World’s Edge Mountains, not much was ever revealed about it.

First up is Miao Ying, the Storm Dragon. Honestly, she is pretty awesome, plus with her taking two forms, we could have another Morathi type mini to break out when Warhammer Old World drops!

The undisputed star of the cinematic trailer is Miao Ying, daughter of the Celestial Dragon Emperor, and one of the divine rulers and provincial commanders of Grand Cathay.

Who wouldn’t want a giant dragon leading their forces into battle? We sure would! This isn’t nearly all they showed, however.

Terracotta Sentinels

These monolithic constructs stand out in the cinematic trailer in more ways than one – they’re absolutely colossal for starters, yet seem able to move with surprising swiftness and grace for towering animated statues.

Can you see the tiny warrior that comes up to the Sentinel’s ankles? These look like they would be such fun painting challenges and would smash through the lines with ease on the tabletops!

Kongming Sky Lanterns and Sky-junks

The Cathayans maintain fleets of aerial vessels comprising Kongming Sky Lanterns and larger Sky-junks to keep watch over their borders. In the trailer, a flight of these aircraft took to the skies to battle the airborne elements of their Tzeentchian foes.

Maybe they will give the Overlords a run for their money? Who knows, either way, it would be cool to throw these on the battlefield and rule from above, or rain down on your enemies. They don’t give away much about timeframes but do mention rules more than once (don’t actually show any, just mention the word…).

Meaning they have to at least be developing them. Hopefully, this all points to them coming out with Old World and all these dope Cathay concepts as actual miniatures before too long!

Warhammer Old World Release Date

Here’s where things get interesting, take a look at the red “X”.

Calendars are like fingerprints in a way, and the date/exact style they showed above only comes up twice in the next 4 years. What’s more interesting, the date they showed is actually a time GW generally releases new stuff (especially box sets), so, it seems like a perfect time for the Warhammer Old World release date in general.

Now look at the red X in the calendar image above, and then compare that calendar to the one below as it falls on, the day before Thanksgiving in 2022!

It’s pretty well known that GW does big box set releases every Black Friday, so this date is almost too perfect!

It’s crazy, but believe it or not, this is the very next exact combination of these days in a month, as pictured, in GW’s latest preview for Old World!

While this may seem like too big a coincidence for this to not be the release date, maybe we are just reading way into this and it means nothing, or perhaps it was actually on purpose/ accident by the studio team.

Either way, it’s a little more than a year away, but the timing really makes sense when you think about it. GW always does a big release then, and we expect it to be about a year or so away from hitting shelves right now, as they first unveiled the project in November of 2019.

So a development to shelf time of 18 months to two years seems to be pretty standard for Games Workshop these days overall.

More Rumors: Warhammer Old World Timeline & Release Dates

The rumors talk about which factions to expect first, and when they will be on the way. Plus some insights into when the new edition of Warhammer Old World will supposedly release. Let’s check it out!

Well, this isn’t great news honestly. We were hoping for a little sooner release date than 2023 for Warhammer Old World.

Again though, these are rumors, so let’s hope they aren’t true and we get a release sooner than 2023. However, with how much COVID slowed everything down, we wouldn’t be surprised to see this as a realistic date.

Next, the factions involved also make sense, they will try to launch the game with a bunch of favorites. This way the most people will get into the game, which will then allow it to grow into the future.

With how much they’ve shown for Cathay, we expected them to be in the early release, but might be the first release after the game is out to keep the hype going.

Lastly, the promise of a new edition every 3 years (we assume for the main games like Warhammer 40k, and Age of Sigmar) seems to be out the window, but that’s not really a bad thing when you consider we’ve barely seen books for either system so far…

Rules & New Release Updates For Warhammer Old World

Do you think this could be the actual release date for Warhammer Old World? Are you excited about the rework?

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Warhammer world

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The Warhammer world was a planet in which several races and civilizations struggled for survival. It would be rememberd by the denizens of the Mortal Realms as the World-that-was.

It was part of a star system composed by 10 planets [1] which orbited a single star. Only a handful of their names and respective positions are known.

Lokratia and Obscuria are the names of two other planets but their former positions are unclear. The names of the remaining 3 planets and their respective positions are unknown.

By order of the Old Ones the Slann changed the original orbit of the Warhammer world, bringing it closer to the sun. This created a more temperate climate, more suitable for the development and survival of complex life.

Obeying their masters the Slann also built two stellar gateways: one is confirmed to be on the North Pole and the other one is reportedly located on the South Pole. These gates eventually malfunctioned and the forces of Chaos erupted through them.

Eventually, Chaos managed to bring an end to the Warhammer World in the End Times, hurling the world’s metallic core through the cosmos. Sigmar clung to it until they was caught by Dracothion and it was set in the Firmament, naming it Mallus. The God-King befriended this creature and was taught of the ways of the Mortal Realms. [1] [2]

Contents

Geography

The Warhammer world was geographically divided by large oceans and huge mountain ranges. The following is a description along an Old World-perspective. You can follow all details in the map above.

North

Situated between the Old World and the Northern Chaos Wastes were the following regions:

Centre

The Old World, home of several civilised human nations.

South

At the southern border of the Old World are:

Located south of the Old World:

West of the Old World was the Great Ocean

Located beyond the Great Ocean is the New World:

The Worlds Edge Mountains formed a clear eastern border of the Old World and were the ancient homeland of the Dwarfs. East of these mountains were:

Far East

East of the Mountains of Mourn are:

Far South

At the extreme south, surrounding the South Pole, were the Southern Wastes. Harbouring countless tribes of Beastmen, it was thankfully separated from all other continents by the sea.

Warhammer Old World news

For one it looks like Kislev was bigger and more powerful in this period, and it looks like the game will be the same model scale as WH:FB!

Comments

Nagash and Hobgoblin references?

And mentioning third edition is rather interesting that they are digging that far back into Oldhammer.

Interestingly Hobgoblins, Half-orcs, and Nagash all technically existed back in that edition along with Nippon.

So, it’s quite the interesting edition to mention.

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Could the major suprise be Halforcs and Hobgoblins?

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Half Orcs? What on earth are Half Orcs in Warhammer?

And Centaurs? Hobhounds?

Maybe one of the resident Loremasters knows more but it looks like there’s a fair chunk of outright new stuff going on here!

Half Orcs? What on earth are Half Orcs in Warhammer?

And Centaurs? Hobhounds?

Maybe one of the resident Loremasters knows more but it looks like there’s a fair chunk of outright new stuff going on here!

Half-Orcs were a thing back in third edition.

They were a supplemental mercenary force who basically existed for that one edition, and they then disappeared completely from the setting.

Hobhounds were mount and wardogs for the Hobgoblins.

Centaurs are really not a part of Warhammer Fantasy. They’re usually either Centigors from the Beastmen, who used to be represented by centaurs. Or they’re Bull Centaurs feom the Chaos Dwarfs.
If anyone else knows more on them, then I would also be happy to hear it.

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Half Orcs? What on earth are Half Orcs in Warhammer?
And Centaurs? Hobhounds?

3rd
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4th edition
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http://solegends.com/citcat1991b/cat1991bp278rccentaurs-00.htm
were replaced in 6th with
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Half-Orcs are exactly what it sounds like. Since Orcs were raping their way across the land, same as for example Fimirs.
2nd edition
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3rd
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Half Orcs should vanish around 4th edition.
btw. 3rd edition
http://www.solegends.com/citrr/1rr03groms/index.htm
http://www.solegends.com/citrr/1rr09mudats/index.htm

2nd
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3rd
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Half-Orcs are incongruous with what Warhammer became (specifically making Greenskins have spore based reproduction) and Centaurs, as noted, were replaced by Centigors. (Though they could possibly coincide.)

I take this to be a cheeky way of saying that Hobgoblins are going to have a relatively large presence in the new lore.

So is their any difference between army models of Warhammer Old World and current ones?Were they back then less technologically advanced?

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Wait, how do you get half-orcs in Warhammer? Orcs are mushrooms, aren’t they?

Wait, how do you get half-orcs in Warhammer? Orcs are mushrooms, aren’t they?

Wait, how do you get half-orcs in Warhammer? Orcs are mushrooms, aren’t they?

I feel like we’re getting Nagash and Hobgoblins or new Greenskins of some sorts that would include Hobgoblins. In TWW too.

Well, I’ve always thought they’re likely, but now it seems a lot more likely!

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I feel like we’re getting Nagash and Hobgoblins or new Greenskins of some sorts that would include Hobgoblins. In TWW too.

Well, I’ve always thought they’re likely, but now it seems a lot more likely!

Given how nonsensical having actual half-orcs again in Warhammer would be, I’m choosing to believe this is just a cheeky way to tease some new Hobgoblins or Chaos Dwarfs units.

The one thing we can see is that The Old World is massively inspired by the original 3rd Edition Warhammer fantasy battles; if we go by that article.

So expect to see a lot of old units, factions, races and lore from 3rd Edition potentially being recanonized.

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I feel like we’re getting Nagash and Hobgoblins or new Greenskins of some sorts that would include Hobgoblins. In TWW too.

Well, I’ve always thought they’re likely, but now it seems a lot more likely!

Given how nonsensical having actual half-orcs again in Warhammer would be, I’m choosing to believe this is just a cheeky way to tease some new Hobgoblins or Chaos Dwarfs units.

The one thing we can see is that The Old World is massively inspired by the original 3rd Edition Warhammer fantasy battles; if we go by that article.

So expect to see a lot of old units, factions, races and lore from 3rd Edition potentially being recanonized.

It would also put Nippon and Khuresh as possibilities.
Nippon was in third edition as well.
And Khuresh had an unreleased model line from back then.

Further, if the Fimir can be added back in, there’s nothing stopping the Half-Orcs.
They could easily be retconned into one of the Chaos Dwarf’s failed experiments before they made Black Orcs.

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«. along with Nippon.»

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I feel like we’re getting Nagash and Hobgoblins or new Greenskins of some sorts that would include Hobgoblins. In TWW too.

Well, I’ve always thought they’re likely, but now it seems a lot more likely!

Given how nonsensical having actual half-orcs again in Warhammer would be, I’m choosing to believe this is just a cheeky way to tease some new Hobgoblins or Chaos Dwarfs units.

The one thing we can see is that The Old World is massively inspired by the original 3rd Edition Warhammer fantasy battles; if we go by that article.

So expect to see a lot of old units, factions, races and lore from 3rd Edition potentially being recanonized.

It would also put Nippon and Khuresh as possibilities.
Nippon was in third edition as well.
And Khuresh had an unreleased model line from back then.

Further, if the Fimir can be added back in, there’s nothing stopping the Half-Orcs.
They could easily be retconned into one of the Chaos Dwarf’s failed experiments before they made Black Orcs.

I feel like we’re getting Nagash and Hobgoblins or new Greenskins of some sorts that would include Hobgoblins. In TWW too.

Well, I’ve always thought they’re likely, but now it seems a lot more likely!

Given how nonsensical having actual half-orcs again in Warhammer would be, I’m choosing to believe this is just a cheeky way to tease some new Hobgoblins or Chaos Dwarfs units.

The one thing we can see is that The Old World is massively inspired by the original 3rd Edition Warhammer fantasy battles; if we go by that article.

So expect to see a lot of old units, factions, races and lore from 3rd Edition potentially being recanonized.

It would also put Nippon and Khuresh as possibilities.
Nippon was in third edition as well.
And Khuresh had an unreleased model line from back then.

Further, if the Fimir can be added back in, there’s nothing stopping the Half-Orcs.
They could easily be retconned into one of the Chaos Dwarf’s failed experiments before they made Black Orcs.

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Old Ones

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NOTE: This page is under-construction and will be subject to change. Yes-Yes.

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The Saurian Glyph of Sotek

“There are many paths to order and knowledge; may the Old Ones guide us.” —Determining the Great Plan.

The Old Ones, called the Shaan-tar by the dragons, [6a] were an ancient, hyper-intelligent, and near omnipotent starfaring species that may have been reptilian in nature. The Old Ones served as the mysterious shaping hand of the world. The Old Ones created the world’s current geography and climate, and created new sentient races to inhabit it including the Slann, Saurus, Skinks, Kroxigors, Elves, Dwarfs, Mankind, Ogres, Giants and Halflings. The Old Ones embarked on this journey in an effort to create a world capable of resisting and combating the threat of Chaos.

Contents

History

The Coming of the Old Ones

The origin of the Lizardmen is a tale that goes back to a primeval era when the world was dark and largely encased by thick sheets of ice. Long before Chaos came to the world, in a time before Elves, Dwarfs or Men, the land was ruled by titanic monsters. These enormous creatures battled for dominance and the warmest regions, those nearest the equatorial band, became the most highly contested zones. Some of these life forms were unthinking creatures of pure instinct, others were established civilizations that rose and fell in that forgotten age. Of that time of eternal twilight there is little knowledge, although buried ruins and descendant creatures still remain.

Into this brutal age came a mysterious race of god-like beings that plied the heavens in silvered ships. These strangers, known as the Old Ones, came from beyond the stars where they ruled an empire that spanned not just the cosmos, but time itself. Their technology was advanced beyond imagination — to them, astrology and astronomy, science and magic were all one and the same. Each world in the Old Ones’ empire was linked by a gateway. Some were small portals, allowing an individual to travel inconceivable distances with but a single step. Others, often situated in the cold void of space, were portals so large that vessels the size of moons could pass through.

In their travels across the endless expanse of the universe, one planet caught their eye, for they saw in it a unique and boundless potential. The Old Ones decreed that this world would have a central place in their unknowable plans and stellar gates at either pole were created to allow easy access to this hopeful new colony. Before the designs for their newest planet could be fully set in motion, the Old Ones had to reshape it to better fit their needs. Using powers beyond mortal comprehension, they shifted the planet’s orbit towards the warming sun. In time, the ice sheets retreated, verdant forests soon growing to cover over the newly revealed land.

Children of the Gods

The Old Ones created servants to tend to their needs. Thus was the first spawning of the Slann Mage-Priests begun. They were the grand viziers, trusted creatures of prodigious intellect, and the only beings able to withstand direct contact with the near-omnipotent Old Ones and comprehend their teachings. It was the Slann who were to guide the lesser races whose creation would soon follow. For upon the world, the Old Ones had encountered many primitive creatures, including those that would one day be transformed into the first Elves, Dwarfs and Men.

Powerful and far-sighted, the Old Ones could shape new life forms even from these imperfect materials. They did however encounter some creatures whose existence was incompatible with their future plans. As the climate warmed, the Saurus were created to destroy these anomalies and soon vast armies marched to war — a fight to eradicate those native races that needed to be removed.

The Old Ones frequently used the polar gateways to travel the cosmos, but in the meantime they created further spawnings of Slann to execute their plans. While the Saurus brought order to the world with their brutal campaigns of destruction, greater projects were undertaken. By command of the Old Ones, the Slann established the rainforest temple-cities in the region that would one day become Lustria. The Skinks were the technicians and the overseers; it was their role to direct the beasts of burden to haul and heft the heavy loads. In this manner, the Lizardmen built fabulous structures that rose high above the steaming jungles.

The Old Ones’ instructions to the Slann were very specific as to the locations where the temple-cities, and the many other architectural wonders, were constructed across the globe. Each one was raised up purposefully to form a vital nexus in a world-spanning ‘geomantic web’, an interlinked matrix of natural earth-energy that encompassed the planet. Each site was linked to the next and the Old Ones were able to draw upon this vast reservoir of energy to manipulate untold devices and enchantments of great power.

The Slann Mage-Priests were also able to tap into the geomantic web, and with its energies they could shift continents and further aid the unknowable plans of the Old Ones. So long as each link remained connected, they could be used to telepathically communicate with one another over vast distances. By entering a trance, the Mage-Priests could transmit pure thoughts and hold councils of communion.

The Great Catastrophe

All was not well with the world, however. Distressing signs began to manifest outside the gateways at the planet’s poles. They were but portals to another dimension, and it was from there that trouble arose. In the swirling madness of that otherworldly realm, nascent beings stirred, malign intelligences that resented the Old Ones’ trespasses.

Disaster came suddenly. Whether due to enemy attacks or structural failure, the Old Ones’ great polar gates, the means by which they traversed the stars, collapsed upon themselves. The eldritch machineries of the gates crashed down upon the world in a burning hail of star-metal. Simultaneously, the poles of the world imploded, opening rifts into the beyond.

Chaos spewed forth from the spirit realm. Meteors of congealed magic, a substance known as warpstone, left weirdling contrails that set the skies aflame. The planet shuddered under thunderous impacts, with some meteorites burrowing like animals, gnawing deep into the world’s foundation. A layer of warpstone dust was cast into the air, its mutating properties causing untold atrocities.

As their portals collapsed, the Old Ones disappeared, their fate unknown. Yet the disaster could have been worse, if the Old Ones’ most powerful servants, the Slann, had not staved off complete destruction by sealing much of the rent in reality. So great was the strain of that undertaking that half of their number were slain — their brains melted by the incongruity of Chaos.

Despite their sacrifice, the Slann could only shrink the gap; they could neither close it nor stem the tide of magical energy that swept the planet. The Old Ones were gone, and the Lizardmen and the fledgling races were now abandoned before a new and diabolical foe.

Cult to the Old Ones

And so, over the years, the Lizardmen, once the most advanced civilisation to walk the world, regressed to a primitive state. The Old Ones took on the aspect of distant gods, worshipped by the Lizardmen and called upon in times of need by the Skinks. They began to make bloody sacrifices to attract the attention of their missing gods. The relics that they collected upon the orders of the Slann were held in wonder; all hope of understanding the technology of their function lost, replaced with superstitious ceremony and ritual.

Entire temple-cities would turn out to watch the sacrifice of an important Skaven commander, the vast plazas filling with clamourous Skinks. For the most part, the inscrutable Slann Mage-Priests leave such barbaric practices alone, although they could no longer ignore the populous rise of the new god Sotek, nor could they rein in the base practice of offering up sacrifices to attract the blessings of the gods.

Those few madmen in the Old World that know of their existence claim that the Old Ones, in their prime, transcended even the divine powers of the Gods of the Old World and even those of the Dark Gods of Chaos, as they existed before the Divine fully awakened. They claim this first amongst all races could summon and bind the Gods to do their bidding, and their actions, deliberate and otherwise, had sculpted the formless Void into what would become the womb of all deities. [4a]

Warhammer old world

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Games Workshop занялись переосмыслением Пограничных княжеств

Компания Games Workshop, являющаяся правообладателем вселенной Warhammer, выпустила крошечную статью, посвящённую работе над Пограничными княжествами. Предлагаем перевод вашему вниманию.

Мы продолжаем работу над проектом «Старый свет». Несмотря на то, что результаты нашего труда пока должны оставаться за дубовыми дверьми, мы всё же хотели бы показать вам текущие наработки над сеттингом — самой важной составляющей нашего проекта.

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В течение нескольких последних месяцев наши художники и артисты усердно размышляли о области, которая существует, по крайней мере, с третьего издания игры. Этот регион, однако, в течение многих лет оставался практически нетронутым. Мы говорим о Пограничных княжествах.

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Пограничные княжества по большей части находятся в суровом засушливом регионе, который служит перекрёстком между различными фракциями и расами мира Warhammer. Эта территория послужила плацдармом для множества различных вторжений, и на неё не претендует ни одна нация.

Напротив, это лоскутное одеяло из множества мелких фракций, каждой из которых правит харизматичный лидер, достаточно сильный и уверенный в себе для того, чтобы усидеть на троне следующую пару лет, после чего он будет подвинут следующим претендентом. Изгнанные аристократы и низвергнутые военачальники прибывают в Пограничные земли, собирая под свои знамёна заблудшие души и провозглашая себя правителями этих земель.

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Эта область очень интересна, но достаточна сложная с точки зрения расширения местного сеттинга. Изначально она была создана как песочница, в которой игроки придумывали свои собственные кампании и истории, так что мы не хотим слишком увлекаться доскональным описанием этого региона. Вместо этого мы предоставили фанатам достаточно информации, чтобы продолжить использовать её для своих собственных кампаний.

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Чтобы запечатлеть этот регион меняющейся власти и судьбы, мы сделали снимок региона таким, каким он мог бы выглядеть в один из временных промежутков. Местные земли неизменны, но этого нельзя сказать о людях, их населяющих.

Гербы на этих картинках принадлежат высокородным изгнанникам со всего света, но скажет, сколь долго продержится эта власть, прежде чем их скинет с трона ревнивый соперник?

The Old World special buildings

This page lists all the landmark buildings and other special buildings which can be found in The Old World campaign for Total War: Warhammer.

The table is sortable and can be collapsed/expanded. The table is by default organized by alphabetical name of settlement.

Tip: if you are looking for a specific building, press ctrl+f in your browser (on a desktop PC) and type in the name to search this page.

Contents

Landmarks [ ]

NameTypeSettlementProvinceStarting factionAvailable to Race / Faction
Altdorf Conclave of Battle Wizards
Altdorf Colleges of Magic
LandmarkAltdorfReiklandThe EmpireHumans (except Bretonnian Kingdoms)
Morceaux Valley Orchards
Morceaux Valley Vintners
Morceaux Valley Vineyards
Bordeleaux Wine Market
LandmarkBordeleauxBordeleauxBordeleauxHumans
Knights Panther ChapterhouseLandmarkCarroburgMiddenlandMiddenlandHumans
Tower of the EnchantressLandmarkCastle CarcassonneCarcassonneCarcassonneBretonnian Kingdoms
Mausoleum of the Mad CountLandmarkCastle DrakenhofEastern SylvaniaVampire CountsWarhammer old world. Смотреть фото Warhammer old world. Смотреть картинку Warhammer old world. Картинка про Warhammer old world. Фото Warhammer old worldVon Carstein (Undead)
Abbey of the Grail CompanionsLandmarkCouronneCouronneBretonniaBretonnian Kingdoms
Couronne Tournament GroundsLandmarkCouronneCouronneBretonniaHumans
Cave of the Rocky ThroneLandmarkErengradTroll CountryKislevWarhammer old world. Смотреть фото Warhammer old world. Смотреть картинку Warhammer old world. Картинка про Warhammer old world. Фото Warhammer old worldWintertooth (Norsca)
Deep Passageways
Looted Treasure Halls
Defiled Ancestor Tombs
LandmarkKarak Eight PeaksEastern BadlandsCrooked Moon Mutinous GitsWarhammer old world. Смотреть фото Warhammer old world. Смотреть картинку Warhammer old world. Картинка про Warhammer old world. Фото Warhammer old worldCrooked Moon (Greenskin Tribes)
Reinforced Citadel
Recovered Underhalls
Ancestor Tombs
LandmarkKarak Eight PeaksEastern BadlandsCrooked Moon Mutinous GitsWarhammer old world. Смотреть фото Warhammer old world. Смотреть картинку Warhammer old world. Картинка про Warhammer old world. Фото Warhammer old worldClan Angrund (Dwarf Realms)
Great Slayer Shrine of Karak KadrinLandmarkKarak KadrinPeak PassKarak KadrinDwarf Realms
Throne Hall of the High KingLandmarkKaraz-a-KarakThe Silver RoadDwarfsDwarf Realms
Bokha PalaceLandmarkKislevSouthern OblastKislevHumans, Von Carstein
Archecclesiatium of MyrmidiaLandmarkMagrittaEstalia (province)EstaliaHumans
Brightstone MineLandmarkMount GunbadRib PeaksBloody SpearzDwarf Realms, Greenskin Tribes
Nuln Cannon Foundry
Nuln Gunnery School
LandmarkNulnWissenland (province)WissenlandHumans
Blazing Sun ChapterhouseLandmarkTalabheimTalabecland (province)TalabeclandHumans (except Bretonnian Kingdoms)

Ports [ ]

NameTypeSettlementProvinceStarting factionAvailable to Race / Faction
Bordeleaux Port
Bordeleaux Harbour
Manann’s Dry Docks
PortBordeleauxBordeleauxBordeleauxBretonnian Kingdoms
Erengrad Docks
Erengrad Port
Erengrad Harbour
PortErengradTroll CountryKislevHumans
Marienburg Docks
Marienburg Harbour
Marienburg Port
PortMarienburgThe WastelandMarienburgHumans

Special faction variants of buildings [ ]

Not to be confused with the Archecclesiatium of Myrmidia and Middenheim Great Temple of Ulric which are landmarks. These can be built anywhere but differ by faction / sub-racial category.

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Warhammer Old World by PumuSadface

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A 8 players map based on Warhammer Fantasy. With the real names of the cities, castles and units, and more stats in the heroes. Every faction can create special units, just read the description to know how to do it.

-Skaven invasion in Tilea & Estalia.
-Waaghs attacks.
-Undead resurrections.
-Black Orcs invasions from the mountains.
-Demonic invasion of Nurgle.
-The return of Nagash.
-And some more.

-EMPIRE—> SPAIN
-DWARVES—> VIKINGS
-CHAOS—> GOTHS
-GREEN SKINS—>CELTS
-BRETONNIA—> ENGLISH
-SOUTH KINGDOMS—> ITALIANS
-VAMPIRE COUNTS—> HUNS
-KISLEV—> SLAVS

Conditions for EMPIRE defeat:
-Destroy Imperial Palace in Altdorf.
-Destroy the two town center of Marienburg.
-Destroy Salzenmund castle.
-Destroy Talabheim castle.
-Destroy Middenheim town center.
-Destroy Nuln town center.
-Kill Karl Franz.

Conditions for DWARVES defeat:
-Destroy the town centers in the mines of Karak Hun, Karak a Karak, Barak Var and Zhufbar.

Conditions for CHAOS defeat:
-Archaon, Sigvald the Magnificent, Morghur, Aekold Hellbrass and Khazrak one Eye must be defeated.
-Skaelings town center.
-Varg town center.
-Bjornlings castle.
-Graelings castle.

Conditions for BRETONNIAN defeat:
-Destroy L’Angille castle.
-Destroy Couronne castle.
-Destroy Bordelaux castle.
-Destroy Brionne castle.
-Defeat King Louen Leoncoeur, Fay Enchantress, Green Knight and Alaron of Brionne.

Conditions for SOUTH KINGDOMS defeat:
-Destroy Bilbali town center.
-Destroy Magritta dock.
-Destroy Miragliano Castle.
-Destroy Lucinni town center.
-Destroy Sartosa castle.
-Destroy Myrmidens dock.

Conditions for VAMPIRE COUNTS defeat:
-Kill all the Von Carstein family members.
-Destroy the castles of Drakenhof, Templehof, Vanhaldenschlosse and Swartzhafen.

Conditions for Kislev defeat:
-Destroy Praag castle.
-Destroy Erengrad town center.
-Destroy Kislev town center.
-Kill Tzar Boris and Katarin the Ice Queen.

-EMPIRE—> REIKSGUARD: Take Kurt Helborg to the flags in the Reiksguard Academy.

-DWARVES—> ORGAN GUN: Take Belegar Ironhammer to the flags in the Organ Gun’s Workshop.

-CHAOS—> CHAOS WARHOUND: Take Sigvald the Magnificent to the flags in Vargs.

-GREEN SKINS—> GOBLIN: Take Hobgobla-Kan to the flags near from his starter position.
++If Skarsnik reach the flags in Zhufbar or Karak A Karak, the Green Skins can spawn goblins in the mines++
++If the orcs destroy the dwarves town centers of the mines, a green skin town center appeared in the mine++
++If the orcs destroy the doors of the mines, Black Orcs of the mountains appeared to help in the attack++

-BRETONNIA—> PEGASUS KINGHTS: Take Fay Enchantress to the flags in the L’Angille’s castle.

-VAMPIRE COUNTS—> ZOMBIES: Take Mannfred Von Carstein near to the monasteries of Drakenhof.

-KISLEV—> WAR WAGON: Take Alekxei Kovovich or Praag’s Boyarin to the flags near from him.

-GAIA «EASTER EGGS» : Felix Jaeger, Gotrek Gurnisson & Kerilian.

-EMPIRE: Karl Franz, Balthasar Gelt, Theogonist Volkmar, Kurt Helborg, Richter Kreugar and some elector counts.

-DWARVES: Thorgrim Grudgebearer, Belegar Ironhammer, Ungrim Ironfist, Grombrindal the White Dwarf.

-CHAOS: Archaon the Chosen, Sigvald the Magnificent, Khazrak One Eye, Arbaal the Undefeated, Aekold Helbrass & Moghur.

-ORCS: Azhag the Slaughterer, Grimgor Ironhide, Skarsnik, Wurrzag, Hobgobla-Khan & Gorbad Ironclaw.

-BRETONIA: King Louen Leoncoeur, Fay Enchantress, Alaron of Brionne, Green Knight.

-SOUTH KINGDOMS: Captain Maximilian Danmark, Captain Vespero, Pirazzo & Cotrez.

-VAMPIRE COUNTS: Nagash, Mannfred Von Carstein, Arkhan the Black, Isabella Von Carstein, Vlad Von Carstein, Krell, Heinrich Kemmler, Elize Von Carstein, Zacharias the Everliving & Luthor Harkon.

-KISLEV: Khatarina the Ice Queen, Tzar Boris, Alekxei Kovovich & Praag Boyarin.

The Empire

Magnus the Pious [1a]

«Empire» redirects here. For the novel by Graham McNeill, see Empire (Novel).

The Empire is the largest and most powerful nation of the Old World. It is located east of Bretonnia, south of Kislev and north of Tilea. The current Emperor is Karl Franz, who was elected and crowned in 2502 IC.

Contents

History

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The Empire was founded 2,500 years ago, by Sigmar Heldenhammer. At its founding, the traditional territories of the tribes unified by Sigmar were formalised as the imperial provinces. Following the passing of Sigmar, the system of Electors was established, with the provincial rulers entitled to elect a new Emperor from among themselves.

Government

Although the Emperor is both head-of-state of the Empire and commander-in-chief of its armies, the real power within the Empire is held by the 10 Elector Counts, of which the Emperor is one.

Upon the death of an Emperor the throne does not automatically pass to his heir. An election is held by 15 Electors, 10 of which are Elector Counts. Each of them casts a vote, and the candidate with most votes becomes Emperor.

The Emperor is largely the leader of the Elector Counts, who are extremely powerful and independent. His power is severely limited by the inability to enforce his edicts within the semi-independent provinces, where the Elector Counts can effectively choose to largely ignore them.

A wise emperor realises that trying to subdue the Elector Counts through force and/or threats is a very dangerous errand, which all too easily ends with open rebellion and civil war. Gaining their respect and loyalty through example and fair leadership tends to be the best solution.

Imperial Provinces

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The Empire is not a centralised nation, but rather a feudal confederacy of 11 large and semi-independent provinces, bound together by common interests, history, language, religion, and culture. [1b]

Somewhat outside of the rule of the nobility are the semi-independent city-states. There the burghers choose their own Burgomeisters. It is likely that the richest and most influential merchants have the greatest influence over the whole process but precise details are currently unknown.

NameTitle [2]Type (2522) [2]Historical Tribe [3]CapitalRuler (2522)Notes
AverlandGrand CountyElectoral ProvinceBrigundiansAverheimContested
HochlandBaronyElectoral ProvinceCherusensHergigAldebrand LudenhofPreviously non-Electoral, and attached to Talabheim
MiddenlandGrand DuchyElectoral ProvinceTeutogensMiddenheim, formerly CarroburgBoris X of House Todbringer
NordlandBaronyElectoral ProvinceSalzenmundTheoderic Gausser
OstlandGrand PrincedomElectoral ProvinceUdosesWolfenburgValmir von Raukov
OstermarkLeagueElectoral ProvinceOstagothsBechafenWolfram HertwigPreviously non-Electoral and attached to Talabecland.
ReiklandGrand PrincedomElectoral ProvinceUnberogensAltdorf (current capital of the Empire)Emperor Karl Franz I of House Holswig-SchliesteinAltdorf is also a city-state.
StirlandGrand CountyElectoral ProvinceAsobornsWurtbadAlberich V of House Haupt-Anderssen
TalabeclandGrand DuchyElectoral ProvinceTaleutensTalabheim, formerly Castle SchlossHelmut Feuerbach (missing)
WissenlandCountyElectoral ProvinceWissenbergEmmanuelle II of House Liebwitz
MootlandGrand CountyElectoral ProvinceN/AEicheschattenHisme Stoutheart
AltdorfPrincedomCity-stateN/AN/AEmperor Karl FranzAttached to Reikland
MiddenheimGrand DuchyCity-stateN/AN/ABoris TodbringerAttached to Middenland
NulnGrand CountyCity-stateN/AN/AEmmanuelle von LiebwitzAttached to Wissenland
TalabheimGrand DuchyCity-stateN/AN/AElise Krieglitz-UnternAttached to Talabecland
AverheimPrincedomProvinceN/AN/AContestedAttached to Averland
CarroburgPrincedomProvinceN/AN/ALeopold von BildhofenAttached to Middenland
DrakwaldProtectorateProvinceThuringiansAttached to Middenland, former electoral province
DunkelkosteArch-duchyProvinceN/AAttached to Talabecland
The Northern MarchProvinceN/AAttached to Ostland
SudenlandGrand BaronyProvinceMerogensPfeildorfBaroness ToppenheimerAttached to Wissenland
SylvaniaCountyProvinceN/AWaldenhofMannfred von CarsteinAttached to Stirland
Upper TeufelArch-duchyProvinceN/AAttached to Reikland
VennlandMarchProvinceN/AAttached to Sudenland
WestenmarkProvinceN/AAttached to Middenheim
WurtbadPrincedomProvinceN/AN/AAlberich Haupt-AnderssenAttached to Stirland

Foreign relations

The Empire’s oldest and foremost allies are the Dwarfs and the Empire of Kislev, but over the centuries the High Elves and the Kingdom of Bretonnia have also fought at the side of The Empire in the eternal struggle against the forces of Chaos and the Greenskin hordes.

Society & culture

The overwhelming majority of the citizens of The Empire are human but Halflings, Dwarfs, Elves, and Ogres are present.

Religion

Nearly all deities of the Old World pantheon are openly worshipped and accepted. Sigmar, Ulric, Taal and his wife Rhya, Shallya, Morr and Ranald are the most popular ones.

Magic

The Empire has the 8 Colleges of Magic which, in exchange for suitable fees, teach and train powerful Wizards. The colleges were founded by High Elf Loremaster Teclis at the request of Emperor Magnus the Pious. The Wizards provide valuable magical support and protection for the armies of the Empire. Nevertheless the majority of the common people see Wizards with more than a little amount of unease, fear and suspicion.

Military

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The armies of the Empire are massive and diverse fighting forces, having a wide range of available units while the Imperial Navy patrols the mighty rivers of The Empire besides protecting the northern coast of Nordland.

Each of the Elector Counts, including the Emperor, maintains their own standing armies, called State Troops, which are largely composed of infantry. These forces are supplemented during war by various forms of militia, such as peasant levies and mercenary bands. In addition to these forces are the various secular and religious Knightly Orders which will form most of the cavalry.

Empire Infantry

Empire Cavalry

Leaders

Empire Artillery

Empire War Machines

Notes

The background of The Empire has undergone some changes since its introduction (See: The Empire (outdated)).

It started with probably the most diverse army in Warhammer. The Empire has cannons, handguns, knights, and tactically resourceful infantry giving it the possibility to use various tactics on the battlefield. In recent editions of Warhammer Fantasy with the addition of Warrior Priests, Luthor Huss, and Valten in sixth edition the Empire seems to be moving towards a more religious themed army.

Old Ones

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The reptilian xenos species known as the Slann may be devolved Old Ones.

The Old Ones were an ancient, technologically and psychically advanced intelligent species of cold-blooded reptilian beings or an alliance of individual advanced species. They established an interstellar empire across the Milky Way Galaxy tens of millions of Terran years ago. The Old Ones ruled over the Milky Way before the development of most of the other sentient species of the galaxy.

The Old Ones may have been the first species to attain sentience in the galaxy, and the first species to cross the «sea of stars,» making them also the first star-faring species in galactic history.

The Old Ones were the original crafters of the Webway, and may be the creators of the Aeldari and many other intelligent peoples of the galaxy such as the Slann and the Jokaero, as well as the Krork, which also makes the Old Ones the possible ancestral «Brain Boyz» of the Orks. The Old Ones were also the creators of the early, tree-dwelling, primate-like ancestors of Humanity on primordial Earth who eventually rose to full sentience.

The existence of the Old Ones is known to Humanity mainly through Aeldari Mythology and their long-ago war with the Necrons.

The Old Ones became embroiled in a great conflict over 60 million Terran years ago with the C’tan and their Necron servants, a war that they lost. After their defeat, the Old Ones either went extinct or disappeared from the galaxy, their fate or destination unknown.

Contents

History

Despite their great age, the C’tan did not partake in galactic affairs until the Necrontyr gave them physical bodies just before the War in Heaven began, and the early galaxy was shaped solely by the Old Ones.

The Old Ones possessed extremely advanced technology and potent psychic powers that made them essentially the masters of the Immaterium. It was the Old Ones who first created the Webway that was later perfected and expanded by their Aeldari servants, and they used its labyrinthine corridors to travel through the Immaterium instantaneously, moving between pairs of Warp Gates established on many planets across the galaxy.

A supposedly benevolent and gentle species, the Old Ones appear to have wished to nurture the younger, sentient peoples of the galaxy and spread life and intelligence across the cosmos. On their travels, the Old Ones seeded many other worlds across the galaxy with life, and encouraged the development of indigenous intelligent life on many more, including Terra.

On the primordial Earth, the tree-dwelling ancestors of Terran primates the Old Ones had helped to evolve and set on the path to sentience were the direct evolutionary precursors of Humanity. They were a part of the ancient aliens’ interstellar ecosystem but otherwise had no greater role defined for them by the Old Ones.

According to the C’tan called the Deceiver, the Old Ones once waged a war against the race of energy beings known as the C’tan. This was a conflict that the C’tan lost and in the aftermath they went into hiding in order to avoid the Old Ones’ wrath until they were discovered by the Necrontyr.

Creators of the Webway

The Old Ones were inherently patient as a species, and before attempting to journey out into interstellar space they made an extensive study of astronomy and astrophysics, which led them to eventually discover the existence of the Immaterium. At the time, the Immaterium was unaffected by the psychic emissions of other intelligent species (since there were so few present in the galaxy), and it was a calm and steady realm of existence.

The Old Ones were able to exploit the Immaterium, allowing them to travel across the galaxy at a whim through the development of transdimensional Warpspace tunneling technology and a network of Warp Gates later called the Webway by the Aeldari that instantaneously connected their far-flung interstellar colonies.

Such was the Old Ones’ advanced science that they had the capacity to cross vast tracts of space with a single step by way of their Webway portals and through such means they managed to spread their spawn to many other places. They believed that all life was useful and had value and they are known to have brought about the rise of numerous new species and impregnated thousands of worlds with new life which they made their own.

War in Heaven

Before the creation of the Aeldari, the Old Ones were at war with the Necrontyr over 60 million Terran years ago, a conflict later remembered by the Aeldari as the «War in Heaven.» One of the few already sentient species the Old Ones had encountered as they traveled across the galaxy were the humanoid Necrontyr, who at the time were in the midst of a slow, sublight interstellar expansion to distant planets beyond their home star system.

The lives of the Necrontyr were always short and painful due to the deadly radiation of their world’s sun and their evolutionary adaptations to it. When the Necrontyr met the Old Ones, they developed a deep, jealous hatred of the reptilian aliens due to their near-immortal lifespans. The Necrontyr are said to have petitioned the Old Ones for the technological secret of eternal life but they refused, engendering an even more terrible rage in them.

This resentment led to the first interstellar war ever fought in the galaxy. Possessed of far inferior technology, the Necrontyr’s war against the Old Ones to claim the secrets of life everlasting proved futile and they were forced back to their remote world in the outer rim of the galaxy’s Halo Stars. The fury of the Necrontyr cooled over thousands of Terran years of imprisonment by the Old Ones, but they eventually turned their hatred against their jailers upon all other forms of life.

The Necrontyr had studied their star for millions of Terran years. In their quest for a weapon to use against the Old Ones who had prevented their interstellar expansion, they found the intelligent race of energy beings known as the C’tan. Gradually the Necrontyr managed to communicate with these ethereal beings composed of pure energy who fed on the electromagnetic energy emitted by the stars, but the C’tan knew they would never be able to fully comprehend the material universe without a material body.

The C’tan next provided the Necrontyr with an escape from the curse of their short lives. The C’tan offered to transfer the Necrontyr’s minds into living metal bodies comprised of necrodermis, much like the C’tan themselves. The C’tan eventually tricked the Necrontyr into transferring their own consciousnesses into robotic bodies made out of the same necrodermis material. Once the Necrontyr had done so, they discovered to their horror that their new bodies erased their psychic impressions in the Warp, effectively rendering them as soulless as the C’tan themselves.

Whether the Necrontyr knew what they would lose by undertaking this biotransference will never be known, but the process essentially destroyed their people. The Necrontyr gained the immortality they had so craved but lost their free will. Their minds were dulled and only a few members of the species, the Necron Lords and Overlords, retained any independent thought. Unfortunately, the side effect of the biotransference process was that the Necrontyr, now calling themselves Necrons, gradually lost the ability to feel any emotions at all and became the soulless, mechanical slaves of the C’tan, culling the sentient lifeforms the C’tan now craved as sustenance in the terrible «Red Harvests.»

With the Necrontyr destroyed and the terrible new cybernetic species called the Necrons born, the C’tan began the war against the Old Ones once more with their legions of undying warriors, the cosmic confrontation that would later become known to the Aeldari as the War in Heaven.

To combat these terrible foes, the Old Ones created new warrior races to battle for them, including the Aeldari, the Rashan, and the K’nib. According to later Aeldari legend, the paradise the Old Ones had created for their «Younger Races» was desecrated by the C’tan, whom the Aeldari knew as the «Yngir.» During ancient times, the Aeldari learnt a great many secrets of the Warp from the Old Ones. From this knowledge, the Aeldari developed the technologies that ultimately led to their own exploiation and expansion of the Webway in later times.

Knowing that the C’tan were highly vulnerable to psychic energies, the Old Ones had designed their new warrior species to be psychically linked to the Immaterium and able to use its power in destructive ways. Unfortunately, the raw emotions and collective unconscious beliefs of these new sentient species altered the psychically-active Immaterium, creating both the entities later worshipped as gods by the Aeldari and the Daemons of Chaos.

By the time the Old Ones marshalled their forces, there were only four C’tan still known to be in existence, but much of the organic life in the galaxy had already been extinguished. But the C’tan empire proved unable to counter the new form of psychic warfare unleashed by the Old Ones’ warrior races. Eventually, in an effort to save themselves, the C’tan and their Necron servants became devoted to severing reality’s relationship to the Immaterium in order to make psychic powers useless through the deployment of blackstone-based technologies including those later known as the Cadian Pylons.

Yet, even as the C’tan and the Necrons seemed to finally be driven back, the younger races’ psychic instability allowed the Enslavers, a terrible species of Warp entities who could enslave the minds of psykers to create living gateways into the material world for others of their kind, to enter realspace.

From cracks in reality, these denizens of the Warp sought entry into the material universe which forced the Old Ones to bring about the emergence of even more new intelligent species to defend their last strongholds. Among their creations at this time were the green-skinned, hardy Krork, who may be the ancestors of the Orks, and the technology-mimicking, orange-furred humanoids known as the Jokaero.

This Enslaver Plague further devastated the population of intelligent beings in the galaxy. The Old Ones were ultimately devastated by the aftershocks of what their psychically-active creations did to the Warp, and are now believed to have either gone extinct or fled the galaxy, though the Aeldari later built an interstellar empire by extending what remained of the Old Ones’ Webway into a Warp tunnel network of their own.

The Enslavers’ depredations also made it impossible for the Necrons to gather enough sentient beings to feed the C’tan’s ever-growing hunger for life energies. At the same time, the Necrons revolted against their Star God masters and reclaimed their independence, transforming the remaining C’tan into C’tan Shards who could be used as living weapons against the Necrons’ foes. Above all else, the Necron nobility now sought a way to reverse the process of biotransference and restore their organic bodies.

But the galaxy had been utterly devastated and the Aeldari were clearly replacing the Old Ones as the galaxy’s new power. Their civilisation left in ruins by the War in Heaven and their revolt against the C’tan, the Necrons chose to enter hibernation on thousands of «Tomb Worlds» scattered across the stars, where they would sleep for tens of millions of Terran years until the Aeldari Empire had fallen and the galaxy was ripe for Necron conquest once more.

Legacy of the Old Ones

The implacable onslaught of the C’tan and the Necrons during the War in Heaven combined with the transformation of the Immaterium into an unmistakably hostile dimension and its unleashing of dangerous Warp entities ultimately destroyed the Old Ones’ great civilisation. It is unknown whether the species went extinct despite all its efforts or its survivors simply fled the galaxy outright to find a less dangerous region of the universe where they could recover.

The Necrons and C’tan took great pleasure in their victory, despite the fact that they could not enjoy it for long before the Necrons’ revolt against their masters forced both into hibernation for over 60 million Terran years.

In the power vacuum left in the Milky Way Galaxy after the Old Ones’ disappearance, the «Younger Races» created by the Old Ones such as Humanity and the Jokaero continued their evolution, though now unguided they began to develop in ways unintended by their original creators.

The overall mantle of dominance over the galaxy would pass from the Old Ones to their successors the Aeldari, who had fought alongside the Old Ones as their staunchest allies and most willing pupils during the War in Heaven. The Aeldari would establish their own interstellar empire using the Webway, ultimately expanding and deepening its labyrinthine network.

The Old Ones would long continue to feature in Aeldari legends. For instance, the runesingers of the Asuryani Craftworld Kaelor told of how the Webway had originally been created by the Old Ones who used it to traverse the galaxy.

The Old Ones’ legacy may contain more destructive elements as well. It is rumoured that the Empathic Obliterator used by the Necron Overlord Trazyn the Infinite was constructed using technology originally invented by the Old Ones.

Other References to the Old Ones

The Old Ones did not appear in the 1st Edition of Warhammer 40,000. There was a similar species in their place in the form of the Slann or «Old Slann» that featured in Warhammer 40,000: Rogue Trader and Codex Titanicus (1st Edition), in which they made early contact with the Eldar and taught them the technology to create the Webway.

Rogue Trader also states that the Slann were responsible for the genetic manipulation of various intelligent species of the Milky Way and suggested that the Jokaero were one of their creations.

Sources from later editions such as Codex: Eldar (4th Edition) and Codex: Chaos Daemons (4th Edition) also stated that the Old Ones had a hand in teaching the Eldar to make use of the Webway whilst Codex: Dark Eldar (5th Edition) mentioned that the Old Ones had actually been the original creators of it in the first place.

The Old Ones were mentioned in Liber Chaotica Slaanesh in the chapter «Echoes of the Birth» where they are called the «First Ones.» This section covers the Eldar species, stating that they were raised by figures of shadow and light that were an ancient as well as powerful alien race. These «First Ones» are said to be the first to have reached into the starry night and to be older than gods yet still mortals who are subject to time. The First Ones are said to have left the Eldar and returned to the sky in order to allow their charges to develop over the millennia.

Afterwards, they returned in strange, vast vessels that were worn and scarred. This is because the First Ones were already engaged in an unending war against the Yngir with the First Ones returning to inspect the Eldar and determine whether they were fit for the battle that lay ahead.

The First Ones are known to have encouraged their younger race to focus their psychic abilities in order to create Warp-derived beings as weapons against the the vampiric gods of starlight. The battle that continued was long and the First Ones dwindled in number to the point that they lost influence among the Eldar.

Without their creators’ wisdom, the Eldar’s psychic emissions in the Warp changed from sentient weapons into living gods of the Immaterium who were the first of their kind. After the absence of the First Ones, the Eldar heroes Eldanesh and Ulthanesh proved to be the only beings that could harness the power of the Warp gods to battle against their foes until they fled from a daemonic plague.

In the aftermath, the Eldar are said to have adapted, refined and perfected the First Ones’ skill in measuring the Warp and predicting its movements.

The background book Xenology also makes a potential reference to the Old Ones. They are referred to as the «Old Gods» who lived prior to the birth of Slaanesh when they fought a war in heaven and hell against Star Devils. According to the author Kurdo Salvador, the Star Devils emerged victorious in this war and killed all the Old Gods, though one managed to survive. This survivor hid away where he continued his Old Ways of tweaking, dabbling, poking and prodding. When he was done with his work, he departed into the Warp in order to hide and watch.

When «She» was born of the «longears,» Slaanesh chopped the remaining Old One into millions of pieces with the shards kicked into the cold void in order «to linger like always. » These shattered remnants, according to Kurdo Salvador, became known as «the Umbra.» The entity that was sent to linger also shares many qualities to that of Qah, a deity within the Hrud pantheon.

Codex: Necrons (3rd Edition) explained that the C’tan still hold an unbending hatred of the Old Ones despite their civilisation being no more and actively seek out any degenerate descendants that may possibly exist on backwater worlds. Codex: Necrons even suggests that a Warhammer Fantasy Lizardmen army can be used as a placeholder for the Old Ones’ descendants.

The Old Ones are also identified as possibly being the true identity of the Brain Boyz, the creators of the Orks.

They are also assumed to be identical to the Old Ones mentioned in Warhammer mythology, however recent editions of both the Warhammer and Warhammer 40,000″ tabletop games have removed most of the surrounding evidence for this to maintain more separation between the two universes.

Connection to Warhammer

It is possible that the Old Ones are the same Old Ones that the Lizardmen worship in the Warhammer universe, as in the Lizardmen armybook it states that the Old Ones came from the stars and discovered the Warhammer World, then proceeded to terraform it and create intelligent races like the Slann, the Elves and the Dwarfs to live upon it.

However, in recent years, Games Workshop has gone to great pains to emphasize that the Warhammer 40,000 and Warhammer universes are entirely separate and unconnected realities.

Warhammer: Fantasy Battles

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Description

Warhammer, subtitled «the game of fantasy battles», started as a system to play battles with role playing game fantasy miniatures and subsequently evolved into perhaps the most widely known and most successful tabletop battle game in the world. Warhammer was first published in 1982 as a boxed set subtitled The Mass Combat Fantasy Role-Playing Game.

Warhammer: The Game of Fantasy Battles (formerly Warhammer Fantasy Battle and often abbreviated to Warhammer, WFB, and WHFB) is a tabletop wargame created by Games Workshop, and is the origin of the Warhammer Fantasy setting. The game is designed for regiments of miniatures of various fantasy races such as humans (The Empire, Bretonnia, Kislev), Elves (Dark Elves, High Elves, Wood Elves), Dwarfs, Undead, and Orcs and Goblins, as well as some more unusual types such as Lizardmen, Skaven and the daemonic forces of Chaos, with each race having its own unique strengths and weaknesses.

Warhammer has been periodically updated and re-released since first appearing in 1982, with changes to the gaming system and army lists. The eighth edition, released on 10 July 2010, was the final version. A series of releases during 2014 and 2015 focussed on the cataclysmic destruction of the game’s fictitious world called the «End Times.» In 2015, Games Workshop replaced it with Age of Sigmar.

Warhammer Fantasy Editions

First edition (1983) The first edition, written by Bryan Ansell, Richard Halliwell and Rick Priestley was published in 1983 and consists of a boxed set of 3 black and white books illustrated by Tony Ackland: Vol 1: Tabletop Battles, which contains the core rules, turn sequence, creature lists, potion recipes and features an introductory battle ‘The Ziggurat of Doom’. Vol 2: Magic which explains rules for wizards of 4 different levels and the higher order arch magi. Higher level wizards have access to more powerful spells. In this system, a wizard picks his spells at the start of the game, must have the correct equipment (usually Amulets), and as he casts each one it depletes a store of ‘constitution’ points, until at zero points he could cast no more. Vol 3: Characters introduces ‘personal characteristics’ statistics, rules for roleplaying (including character advancement through experience points and statistic gains, random encounters, equipment costs, and alignment) and has a sample campaign «The Redwake River Valley».

Expansion The first edition was extended with Forces of Fantasy boxed set in 1984.

Second edition (1984) In 1984 the second edition was released, incorporating some of the Forces of Fantasy material, White Dwarf articles and Citadel Compendium material. This was again a boxed-set of three black and white books (with colour covers). Combat explains the core rules and turn sequence; while Battle Magic largely retains the same system as the 1st Edition, as well as adding specialities of Illusionists, Demonologists, Elementalists, and removing the requirements for Amulets. The centre pages are an introductory scenario «The Magnificent Sven» for which cardstock figures were also supplied in the box. The Battle Bestiary book features descriptions of the races, monsters and includes several example army lists and a points system for players to develop their own open-ended armies.

Also in the Battle Bestiary is the first appearance of the Warhammer ‘Known World’ along with a map, and a timeline which includes the Slann, Incursions of Chaos, inter-elf wars and The Empire. Minor rules modifications included rationalising all statistics to use numbers, and increasing all creatures’ Strength by 1.

Campaign packs produced were Terror of the Lichemaster, Bloodbath at Orcs’ Drift (1985, referring to Rorke’s Drift) and Tragedy of McDeath (1986, referring to Macbeth). The pack Blood on the Streets was card buildings for terrain.

In 1987 the 2nd edition rules were expanded with the Ravening Hordes army lists which provided a more ‘realistic’ method of forming armies along stricter racial lines.

Third edition (1987) The Third Edition of the game was published as a single hardback book in 1987. It had the most in-depth and complex movement and manoeuvre system of any edition. Other changes included a variety of new specialist troop types, rules for war machines and a more finely tuned system of representing heroes and wizards. It kept the same magic system and open-ended army design system as the first two editions. However, by this stage the use of army lists was very much encouraged. Army lists for this edition were published in a separate book called Warhammer Armies in 1988; until then, use of the 2nd Edition’s Ravening Hordes list was encouraged. This is partly because it was the last edition published before Games Workshop took a different commercial approach, leading to competition from former GW employees in the briefly published competing Fantasy Warlord.

The third edition was expanded with the Realm of Chaos: tome one, Slaves To Darkness, followed by tome two, The Lost And The Damned; and Warhammer Siege books.

4th edition (1992) The fourth and fifth editions of the game, released in October 1992 and October 1996, respectively, were similar to each other but quite different from the third. Fifth edition in particular became known pejoratively as «Herohammer» because of the imbalance between the very powerful heroes, monsters and wizards in the game and blocks of troops which existed effectively as cannon fodder. Both editions of the game were sold as box sets containing not only the rulebooks and a variety of other play aids but also sufficient plastic miniatures to be able to play the game «out of the box». The rules underwent a re-write compared to 3rd Edition. A completely re-worked magic system was produced which was available as a boxed expansion set. Rather than selecting spells they were drawn at random and the magic phase was based on the play of these cards, making magic a bit like a game within a game. The magic system was further expanded by the Arcane Magic box set and the magic element of the Chaos box set.

The fourth edition was also the first edition to enforce the use of army lists in the form of separate Warhammer Army books for the separate racial groupings. These books prescribed for each army a limited number of unit choices; specifying limits on the amount of points that could be spent on «characters», troops and monsters and so on. The books also included background on the particular army, illustrations and photographs showing models and have remained with the game though updated with the rules. The fifth edition won the Origins Award for Best Fantasy or Science Fiction Miniatures Rules of 1996.

The magic system was reworked and re-released in December 1996 as a single box covering the magic for all the armies. The magic was «toned down» (WD204) with spell casting limited to the players’ own turn. The multiple card packs of the Colours of Magic system was replaced by 20 Battle Magic spell cards but the Colour Magic spells were in the rule book for players to use if they wanted.

Several boxed campaign packs were produced, Tears of Isha for example, gave a campaign for High Elves and included a card «building» to assemble. Likewise, the Orc and Goblin themed campaign Idol of Gork included card idols of the Orc deities Gork and Mork. The others were Circle of Blood (Vampire Counts vs Bretonnians), Grudge of Drong (Dwarves vs High Elves) and Perilous Quest (Bretonnians vs Wood Elves).

The fourth edition featured High Elves versus Goblins.

5th edition (1996) The fifth edition, released in 1996, re-introduced the Bretonnian forces, which had been left out of the 4th edition, and re-worked the Slann heavily to create the Lizardmen armies.

6th edition (2000) The sixth edition, released in 2000, was also published as a box with soft-cover rulebook and miniatures (Orcs and Empire). The Rulebook was also available for separate sale, hard-cover in the first printing and soft-cover after that. After the fifth edition, this edition put the emphasis back on troop movement and combat: heroes and wizards were still important but became incapable of winning games in their own right. There was also an all-new magic system based on dice rolling.

7th edition (2006) The seventh edition rules were released on 9 September 2006. It was available in two forms: as a single hardback rulebook for established gamers and as a complete boxed set game complete with plastic miniatures (Dwarfs and Goblins), The Battle for Skull Pass supplement book and a soft-cover rulebook that has less artwork and background material than the hardback version. The smaller rulebook from the boxed set was approximately half the size of the large book both in size of the cover and page count. The «Basic Rules» and «Advanced Rules» sections of both books were identical in text, layout, illustrations, credits, page numbering and ISBN. The two books had different front pieces and the larger rulebook has two extensive addition sections «The Warhammer World» (68 pages) and «The Warhammer Hobby» (56 pages) plus slightly expanded appendices.

8th edition (2010) According to the official Games Workshop webpage, the 8th edition of Warhammer was made available for pre-order on 14 June 2010 and was released 10 July 2010.

The new starter set named Island of Blood contains facing armies of High Elves and Skaven. A condensed mini-rulebook, as well as 10 standard dice, one scatter and one artillery die, two 18 inch rulers, and three blast templates are included in the box.

The first army to be introduced to 8th edition was Orcs and Goblins. They are one of the most popular Warhammer Fantasy armies, but their release in 8th edition was not totally expected, as at the time there were three (Dwarfs, Wood Elves, and Bretonnia) Warhammer army books which had not been updated since 6th edition. The Dwarf and Wood Elf army books have since been replaced with newer versions.

8th edition’s Expansion (2011) The 8th edition was extended with Storm of Magic ‘supplement’ in 2011 (an expansion that features rules for using more destructive magic and monsters). Another one was released, called Blood in the Badlands shortly afterwards (it included some special scenarios and introduced rules for siege warfare). In 2013 Triumph and Treachery (an expansion that allows multi-player games of between 3 and 5 players) and Sigmar’s Blood (a 5 scenario short campaign between Empire and Vampire Counts following the crusade led by Volkmar to destroy Mannfred von Carstein) were released. Another series of five books in 2014-15, entitled The End Times, saw the appearance of every major character of the setting. The last book Archaon described the end of the Warhammer world.

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The crown of the dragon emperor. My father’s crown, thought Tsaindorcus Vaison the Platinum Dragon lord. His body was covered with burns, bruises and brutal scars. «The player menace started because of his ambition, and now it will end because of his creation. How fitting.» he said dryly as he equipped the crown.

The Dragon Emperor had used the crown in combination with his legendary prowess of wild magic to bring World items, artifacts of awesome power from a realm known as Yggdrassil. But in his greed, the race of god-like beings known as «Players» had wreaked havoc and displaced the dragons. Over time, either through deception, valiant efforts, unlikely alliances, or just mortality they were always vanquished. The Six, the Greed Kings, all of them perished eventually.

However with the coming of the Sorcerer King, Ainz Ooal Gown and his servants, it became clear that this time there would be no victory.

Years ago the Sorcerous Kingdom annihilated the Slane Theocracy. Now, the Council State is next because most of the dragon lords viewed Ainz Ooal Gown and his dark minions to be more of a threat than the human supremacists could ever be. This proved to be their downfall.

Every last one of the dragon lords have perished under the might of the Sorcerous Kingdom. They had tried to bolster their power by sacrificing one of their own, yet it was in vain.
We never stood a chance. I see that now. This is no victory even if the ritual works, I won’t live to see them gone and besides that, the cost is grave. I am not as strong as my father to survive this.

In essence they have already won, even if they are gone, their accursed kingdom and religion will still last. But even then there is hope. He thought as he activated the crown. His pupils went black and his sight reached the many world items of the world.

He could see the Sorcerer King’s red orb, he remembered it well. The undead monarch had used it to summon what was termed as a «dragon subjugator» to defeat him and the Catastrophe dragon lord simultaneously. But it was not the item he sought. Tsain could also see other world items wielded by his Guardian NPCs. After some time he found what he sought: The throne of Ainz Ooal Gown, the most central world item of the great tomb. Years ago, the Tomb had been transported to the forest of Tob by the crown’s magic under the control of his father.

«Let them be someone else’s problem now». Tsaindorcus said as he targeted ‘The throne of Kings’.
«See you soon, Rigrit.»

With a flashing blue explosion, the souls of everyone present in the Argland Council State left their bodies and into a torrent of energy. For a moment Tsaindorcus was revitalized, he was more powerful than he had ever been. With his newfound power, he willed the Tomb of Nazarick and its inhabitants to leave this realm. The exertion still proved too great, and the influx completely evaporated Eryuentiu along with its lone inhabitant.

And thus was the end of Tsaindorcus Vaison, last of the true dragon lords.
____________________________________

This is a dark age, a bloody age, an age of daemons and of sorcery. It is an age of battle and death, and of the world’s ending. Amidst all the fire, flame, and fury it is a time, too, of mighty heroes, of bold deeds and great courage.

At the heart of the Old World sprawls the Empire, the largest and most powerful of the human realms. Known for its engineers, sorcerers, traders and soldiers, it is a land of great mountains, mighty rivers, dark forests and vast cities. And from his throne in Altdorf reigns the Emperor, a descendant of the founder of these lands, Sigmar Heldenhammer, and wielder of the magical warhammer, Ghal Maraz.

In the west lies the isle of Ulthuan, inhabited by the High Elves, ruled by The Phoenix king. It is a land of great prosperity, of mighty warriors, powerful mages and ancient dragons. Yet for all their might, they may have gotten complacent….

In the Southern Hemispheres of the New World, lies the continent of Lustria, domain of the mysterious and ferocious Lizardmen, children of the Old Ones and the first bastion of Order.

But these are far from civilized times. Across the length and breadth of the Old World, from the knightly palaces of Bretonnia to the ice-bound Kislev in the far north, come rumblings of war. In the towering Worlds Edge Mountains, the greenskin tribes are gathering for another assault. Bandits and Goblin tribes harry the wild southern lands of the Border Princes. There are rumors of rat-men, the Skaven, emerging from the sewers and swamps across the land. Something old and unholy stirs in Sylvannia, and talk is that the vampires of the Von Carstein line have come again. In the New World, the murderous Dark Elves of Naggaroth, led by the Witch King have declared the Age of Vengeance, determined to conquer Ulthuan.

From the northern wildernesses there is the ever present threat of Chaos, of daemons and beastmen corrupted by the foul powers of the Dark Gods.

In Southern Realms, a new player has arrived. The undead Overlord of the Great Tomb must now once again establish supremacy through a series of conquests and deception for it is he who may turn the tide in the End Times.

Dpsn7777

AN:Special thanks to the Usual Gang of Perverted Idiots from the Grand Library of Ashurbanipal discord server.

Also, this is my first fic, so please pardon me if its sounds like I’m on crack sometimes.

C1:Here we go again

Weeks had passed since they came to this new world. They had felt an instinctual change after all of them lost visibility for a second.
Upon discussion with the three greatest minds of Nazarick, they came to the conclusion that wild magic was at play and that this was the work of the last surviving dragon lord. The NPCs as usual requested punishment for their perceived failure of finishing him off earlier, but Ainz knew that the fault lies with him, and he alone for it was he who gave the order to not pursue the nearly dead overgrown lizard.

Fortunately, it was easy to make them forget about the punishment that would never come. Ainz ordered them to instead focus on their new situation they have found themselves in.

According to Sebas, the tomb is now in a desolate region of barren rocks instead of the forest they were originally in. To make matters worse, Nigredo had spotted numerous savage tribes of orcs and goblins surrounding the region. In fact the tomb was in scouting distance from the stronghold at the mountainside to their east. The mountain in particular seemed to have been made entirely out of molten rock.

Ainz immediately gave orders to fortify the location and camouflage the tomb using illusion for now, yet it was clear that the tomb was in fact, a sitting duck.

The stronghold at the mountainside was only a day’s march away. It was well defended and was complete with walls, towers and sizable manpower.

I can’t believe I have to do this all over again! Just when I thought I could have another vacation after dealing with the damn dragon lords. Ainz sighed as he used the mirror of remote viewing to scout the mountain. He was in his usual work room and was attended by one of the Homunculus maids, Cixous.

In the mirror he could see the stronghold inhabited by hordes of green orcs and goblins armed with rudimentary weapons and armor.

The entire stronghold was littered with skulls of another species, some of them placed in pikes. The fort stood tall. The walls had seen better days but it was evident that they were expertly crafted, and the inhabitants took the time to maintain the structures. They were manned by goblin archers. Beyond the walls Ainz noticed huts, boars and goblins in dark cloaks doing menial tasks. In comparison to the other goblins, these gave off an aura similar to hardened cutthroats.

He also spotted some goblin wolf riders coming from the gates. Patrols or hunters most likely.

Some distance away from the walls, there stood four trebuchets, if they could even be called that. The artillery could barely be considered primitive. If the goblin crews weren’t doing firing drills at the moment Ainz would have never believed they could function. It is not exactly pretty, but they seem to be able to get the job done. Ainz thought as he saw a rock being flung from one of the trebuchets. From the satisfactory reaction of the Orc overseer on the wall, the rock met its intended target.

Some distance away there were a few cloaked goblins trying to control a herd of pink spheroid monstrosities with beady eyes and gaping maws dominated by row upon row of dagger-like teeth. What are these? I have never seen them in YGGDRASIL or in the New World. It seems this world will have more than its share of unique monsters. I should have Aura handle them if they are strong enough.

There were also big orcs armed with crude swords or axes, some of them shielded, while others saw fit to wield two handed weapons. He also spotted bigger darker orcs in heavier black armor and wielding weapons that were evidently much better maintained, drilling their fairer and smaller brethren. Compared to the more rowdy and brash lighter green orcs, these seemed to possess a higher degree of discipline and exuded martial power. An evolved orc perhaps? I should capture one or two for Demiurge’s farm.

Ainz shuddered when he remembered the disturbing image of the farm’s inhabitants. Around a year ago, he stumbled upon the demon’s «happy farm». It was then Ainz understood that all the magic scrolls and experiments were from these inhabitants, AKA the «bipedal sheep» and not from chimeras as he originally thought. I know I told him to only give invaders such a treatment, but we need to find a way back home. There is no way that bastard sent us here without a reason. Before Ainz’s rage towards the dragon lord flared up,his mental suppressor kicked in.

Next to the black armored orcs, there stood another orc which was noticeably larger than all the other orcs in the stronghold. Even the black armored orcs gave him a wide berth.

Ainz spotted towers and other buildings of entirely different architecture. It seemed out of place considering the inhabitants. Due to his experience with the dwarves of the New World, he could recognize some of these buildings to be of similar architecture. That and the broken statues gave it away. Original settlers? Most likely. Maybe some interrogation is in order. Finally, he saw the opening of what he could only assume to be a mine.

Turning off the mirror, he stood up and ordered the Eight-Edge Assassins to accompany him. Time to see how strong this world is.

In the New World, even a Death Knight was considered a national threat. Ainz had considered the possibility that this world may have different standards, and so concluded that taking the field would be a good way of gaining intel.

[Message]
«Albedo, it is time. Suit up and meet me outside.»
«As you wish, Ainz-sama».

As Ainz and the assassins stepped out of the portal, he was greeted by a kneeling Albedo, clad in her personal armor set the Hermes Trismegistus, dark armor giving off an intimidating presence against the sunset. She held her signature bardiche the 3F, the black blade radiating a sickening green glow.

«Albedo, try to keep some of them alive.They could hold useful intel of this world. However, retreat immediately should you encounter anyone strong enough to contend with you. This world could very well have different standards of power than what we’re accustomed to.»
«I understand, Ainz-sama. As expected of the last supreme being to think of a long term plan on such short notice!» She replied with utmost devotion.

Plan? Long term? Don’t tell me she thinks I want to conquer the world again. Dammit, why can’t I ever have a break?

Ainz then calmed down when his mental suppressor kicked in. One thing at a time Suzuki, you can figure it out. Surely, you must have learnt something by now?!

And it would be true. The time he spent in the New World had allowed him to somewhat recognize how Demiurge and Albedo operated. Even though he knows he is nowhere near as good as they think he is, he now feels he is at least competent enough as a monarch.

He turned his attention to the Eight-Edge Assassins.
«The five of you will keep them from routing in the Tomb’s direction. The rest will pick off priority targets. Also if their leader tries to leave, let him go.»
In their discussions, Demiurge had wanted to test a theory. Ainz did not understand most of it, but he did say that the other tribes would attack the stronghold sooner as a result. Eliminating most of them in one fell swoop could cut down the time it would take for further expansion.

Ainz casted [Fly] and began his journey to the mountain of molten iron, with Albedo following closely. Down below he could see the eight legged creatures crawling towards their intended positions.

Ogrot Ironclaw is nothing if not ambitious. Indeed, becoming the leader of the legendary Gorbad Ironclaw’s tribe is not an accomplishment to scoff at. Ever since his fall, the Ironclaw tribe saw centuries of infighting.

That is, until Ogrot rose through the rabble as an undisputed warboss. Together with the newly recruited black orcs, they made the tribe from an unruly horde of savages into a war horde capable of calling for a significant WAAAAGH!

At least, that was Ogrot’s intention. But unfortunately for him, fate can be a fickle thing.

When a night goblin informed him of an attack by a lone «magic skelly big’un» and a «horny git with a choppa», he was taken aback. Stunties had always tried to take this place. Yet despite their ranged firepower, and their nigh unbreakable resolve, the greenskins always prevailed. The high walls coupled with the rock lobbers gave any invader a hard time. If, by a miracle they made it inside they had to deal with the many night goblins, squigs and orcs. Indeed, the greenskins were lucky that the original settlers never had the time to fortify this place before the tribe’s arrival. True, they still had to deal with the near constant raids from the «rat gits» in the deeper levels of the mines, but in the upper levels, the orcs and night goblins always had the upper hand.

So for two people to be giving the defenders a hard time is indeed shocking.

As Ogrot and his elite made their way to the site of intrusion, he saw toppled towers, the broken gate, and corpses. Lots of them belonged to goblins and fellow orcs. Some of them had their heads crushed, or sliced to pieces or just laying on the ground, devoid of life. Their corpses were fresh, judging by the moist green blood.

Some distance away he saw the culprits.

As expected, the grunts were weak. Though I did expect more from the monsters. It’s a shame they died with one blow. No matter, maybe there’s plenty enough to capture elsewhere. Ainz thought as he half heartedly used [chain lighting] to fry another group of goblins. Albedo was a few meters away, easily annihilating a group of orcs.

Suddenly, twin beams of coruscating energy were shot through the eyes of a half naked Orc wielding a staff. The beams hit Ainz’s chest, yet it didn’t seem to pack much of an impact.

It got through high tier immunity? Sure it barely did any damage, but that is concerning.

Ainz teleported just behind the orc shaman.
Before it could react, Ainz cast another spell.
[Dominate] «Go through the portal» he ordered as he used a gate scroll.

Is nullification completely inactive here? No that can’t be right, it worked well enough against those archers. This place sure has dangerous magic, he thought as the orc caster went through the portal.

As Ainz pondered over the ramifications, he was shaken from his thoughts by the collective warcry from newly arriving hostiles. He saw hundreds of boar riding orcs charging towards his position, followed by other orcs and cloaked goblins on foot. They paid no mind to their deceased brethren.

As the horde approached, Ainz saw a black blur rush straight towards the boar riders. The collision created a sonic boom and obscured his vision with the resultant cloud of dust. After a few seconds it cleared, revealing the lifeless bodies of the cavalry. A handful of survivors broke ranks and ran to the gates.

The rest of the horde advanced warily towards the guardian overseer.
«Albedo, be on guard. Their magic ignores nullification.» he messaged her.

I better start finishing things here, they might have a stronger caster. Ainz thought as he teleported beside Albedo. In a near instinctive response, she switched to a more defensive stance, one that was more suited to receive projectiles. Her guard was more cautious than usual as per her lord’s order, always ready to dodge and deflect any incoming missile, yet the tip always pointing toward her enemies, always ready to strike the decisive blow.

The remaining horde members, to their credit, hid their fear well. While quite a lot of goblins broke ranks and ran to the gates, only some of the orcs joined them. Without warning, the cloaked goblin archers began to fire at the two invaders… expecting a result different to what happened next.

With unperceivable speed, Albedo rapidly deflected the arrows with her bardiche. A handful of arrows bounced off harmlessly from her body.
In a few moments, scores of archers and orcs got skewered by the deflected arrows, the sheer force caving their heads in or going through their brains. Before they could react, the Overlord activated a skill.

For a second it seemed nothing had happened. However, in the next moment all of them collapsed as if they were puppets who had their strings cut. Eventually, all of them perished to the deadly aura that emanated from Ainz.

All of them except fourteen of the biggest, meanest orcs.

Hm? They must have insane resistances. A death knight may not be so tough for them after all. Still, only one way to confirm.

[Create middle tier undead: Death Knight]

A black cloud dropped to the ground, and enveloped one of the goblin corpses, and in several seconds, a Death Knight rose from the black blob.

The elites rushed, not just at the monster but also the two invaders. Albedo met the charge, decapitating them with lightning-speed. During the short skirmish, Ainz noticed the biggest orc riding away on a boar.

Meanwhile, the orcs managed to surround the Death Knight. One of the orcs who tried to attack from the front was launched to the air by a shield bash. In a speed not expected from a big monster, the knight leapt at the nearest orc, aiming the thrust at the orc’s chest.

The orc, however, was not a regular grunt. He was a black orc. In fact he was the biggest of the bunch, only smaller than the escaped leader.

At the last moment, the orc sidestepped,and hit the knight with a powerful chop to its chest. The death knight stumbled backwards due to the impact, and then fell forward when two other orcs tackled it from behind. The remaining orcs, including the one that got launched, quickly kept striking the downed knight, which was struggling to get up.

Interesting. If this keeps up the death knight won’t be around for much longer. Ainz thought as he sensed the knight’s HP drop to 60%. Let’s see if they can handle more.

[Freedom]
[Penetrate up]
[Haste]

As soon as he casted the buff spells on the death knight, it stood up with a roar, throwing off the orcs that were trying to chop it up.

Faster than the eye could see, it leapt at a downed orc, slamming the giant flamberge and slicing him in two, cutting through the heavy armor like a hot knife through butter. Another orc got up and slashed at the knight’s face, the impact knocking it sideways and breaking a small part of the axe blade.

The orc followed it up with an overhand strike, which was stopped by the tower shield. Suddenly from its right, the abdomen received a powerful blow from a two handed axe.

The blow penetrated the tough armor, but the attacker was unable to pull it out of the knight. Instead of committing to the struggle he wisely let go and jumped back, narrowly avoiding a strike aimed at his head.

The knight shoved away the orc in front of it with its shield. It removed the axe embedded in its abdomen and threw it at the dazed orc. The axe penetrated the helm and got lodged in the skull.

Seconds later, it was surrounded again by the nine remaining black orcs. The leader, this time dual wielding smaller axes charged first. The knight immediately slammed its shield to the ground. Simultaneously, from the left, an orc slashed at its elbow.

With a sickening crunch, the blunt force disconnected the bone from the joint. A living being might have winced in pain, yet it was a common fact that the dead do not feel pain, even amongst the orcs of Iron Rock, who spent most of their lives fighting dwarves and rat-people. Instead of taking a breather, the orcs continued their seemingly coordinated assault.

And so the battle went on for hours, the evening sky turned dark.The combatants continued their relentless struggle. Yet, only the orcs felt the effects of fatigue as the dead do not tire.

Their black armor dented, the blue dags decorating their arms flew in the arcs of their heavy blows. Slowly, but surely they were dropping.

In the end, only two orcs lived. They were panting heavily, and sported broken teeth, owing to the many shield bashes and headbutts received from the Death Knight. The leader still had his dual axes, though the blades had chipped, it was still good enough to deliver blunt attacks. The other orc wielded one of his fallen brethren’s swords, which was also not in a good shape.

The same could be said of the monstrosity in front of them. It had received an ungodly amount of punishment, its thigh bones and rotten muscle were exposed, owing to the gaping holes made on its leggings. It was missing its shield bearing arm, the stump of bone and rotten meat giving a brutal reminder of a black orc’s deathblow.

They glared at each other. The Death Knight’s eyes burned with malice and hatred for all things living, if looks could kill they would be dead by now.

The orcs, despite the wear and tear, despite the long struggle they endured, had manic looks of excitement. Even though the black orcs were vastly different from the rest of their kin, the one thing that binds them together is their love of fighting.

Although orcs still had a sense of self preservation despite their cravings, battered and tired as they are, even a stupid git would understand that it was too late to run away now.

Faced with the option of surrender or the prospect of one last krumping, their decision was obvious.

With one final «WAAAAAGH!» they rushed at each other, yet again.

Empire Greatsword

Warhammer old world. Смотреть фото Warhammer old world. Смотреть картинку Warhammer old world. Картинка про Warhammer old world. Фото Warhammer old world

Greatswords are elite infantry troops of Imperial armies. They are the bodyguard of Elector Counts and other Empire Generals. Greatswords are named for their great swords (massive two-handed swords) and wear full plate armour. [7b]

Contents

Overview

They are among the finest Imperial warriors available. Unlike the aristocratic members of the knightly orders, a Greatsword is a man plucked from the ranks due to some extraordinary feat of arms and bravery. That being said, an especially heroic Greatsword may be knighted by their Elector. [7b] Many men have died attempting to achieve the respected position of Greatsword. On one occasion during the Battle of Blood Ridge, Albrecht Hoefner the last survivor of von Menscher’s Black Helms received a promotion after defending his regiment’s colours for an entire day against attack from tribesmen and Beastmen.

Their prowess is indicated by their primary weapon and namesake, a massive sword requiring two hands to wield. Charged with protecting the lord who raised them to Greatsword, they form a bodyguard of stubborn, resolute men of the finest character, protected by Dwarf-forged plate armour. The history of the Empire is full of tales of a final stand by the Greatswords of the Empire. [7b]

Categories

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Basics

Categories allow you to put the Lexicanum articles into the right context. One article can be categorized into several categories; and their (sub) categories can be categorized into other (main) categories.

Categories serve different purposes in the Lexicanum. Possible uses are:

The categorization of articles in the Lexicanum is carried out flexibly. This procedure is multi hierarchic and makes possible multiple inheritance. Generally speaking every author is able to define categories or move them in the hierarchy etc. To avoid that this freedom leads to losing the sense of categorization, deteriorating the chance to find the articles of certain areas and impeding statistical analysis, the Lexicanum main categories and sub categories can not be changed (at least for the time being).

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Articles can be allocated into categories by adding this code to the article’s sourcecode:

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Every category should be described by a category article in the category name space, where content and purpose of the category should be described. A direct link to this article is achieved by the prefix «:»:

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To achieve an alphabetical arrangement you need this syntax:

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Category articles can be allocated to other categories. The category article (e.g. Category:The Empire) is allocated (analogous to normal articles) to the main category like this:

The result is that «The Empire» becomes a sub category of «Nations». Thus, every article categorized under «Imperium» is automatically categorized under «Nations» too.

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The Lexicanum:Naming conventions have to be applied when composing categories.

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Total War: WARHAMMER. Новости. Бретонния и издание Old World Edition

Warhammer old world. Смотреть фото Warhammer old world. Смотреть картинку Warhammer old world. Картинка про Warhammer old world. Фото Warhammer old worldНу наконец-то хоть какие-то новости.

Ниже мы ответили на несколько самых вероятных вопросов:

1. Что содержит Total War: WARHAMMER – Old World Edition?
Это оригинальная игра, плюс раса Бретонния и эксклюзивная повесть ‘The Prince of Altdorf’ (Князь Альтдорфский) от писателя Total War Энди Холла.

2. Будет ли она содержать все ДЛС? Является ли она Золотым или GoTY изданием?
Нет, это оригинальная игра с фракцией Бретоннии и всеми бесплатными дополнениями, вышедшими к моменту ее выпуска. Пока у нас нет планов выпускать Золотое или GoTY издание.

Warhammer old world. Смотреть фото Warhammer old world. Смотреть картинку Warhammer old world. Картинка про Warhammer old world. Фото Warhammer old world

3. Почему вы выпускаете это издание?
Это большая возможность отметить включение великой и культовой расы из мира Warhammer Fantasy Battles, а также возможность приобщиться к игре для тех, кто этого еще не сделал.

4. Что получат уже купившие игру?
Если у вас уже есть копия игры, то она у вас обновится, а также в магазине Стима появится Бретоннский расовый пак, который вы сможете скачать. Однако повесть ‘The Prince of Altdorf’ будет доступна только вместе с физическими копиями игры.

5. Вы говорили, что Бретонния выйдет в этом году, почему вы отложили ее выход до февраля?
Как мы говорили ранее, наши планы по выпуску дополнений могут измениться, так что мы воспользовались возможностью добавить больше контента для Бретонии, например больше юнитов и третьего легендарного лорда.

6. Выйдет ли еще какое-либо ДЛС?
Да, наше следующее крупное дополнение, вместе с бесплатным контентом, должно выйти перед Рождеством. Сейчас оно «растет», скоро будут новости

7. Будет ли бесплатный контент после Бретоннии?
Да, взгляните на наш обновленный График ФриЛС:

The Old World (region)

In Warhammer Fantasy lore, The Old World refers to the general area west of the World’s Edge Mountains, north of the Badlands, south of Norsca and east of the Great Ocean. In some definitions, Norsca is considered part of The Old World.

Description [ ]

The Old World is temperate area of forests, farmland and some mid-sized mountain ranges. It is mostly dominated by human factions of The Empire, Bretonnia, Kislev, Estalia, Tilea and the Border Princes, although there are significant populations of Dwarfs and Wood Elves in mountains and forests.

The Old World faces several threats from within: Undead hold sway over some backwater areas, with vampires posing as human nobles until they invade. There are also wild regions infested with warlike Greenskins and savage Beastmen. Beneath the Old World lies the heartland of the subterranean Skaven empire, although it extends much further beyond as well.

From outside, the Old World is threatened by Greenskin invasions to the south and east (the Black Mountains and Black Fire Pass provide some protection against this) and Norscan and other Chaos forces to the north. Dark Elves and pirates have been known to raid the coast. To the east, the huge World’s Edge Mountains act as a barrier to prevent most invasions, although some forces have occasionally crossed them.

The Old World campaign itself is broader in scope, including the Badlands, Norsca and the World’s Edge Mountains.

The Old World Lives! A Warhammer fantasy podcast

Episode 46: The Asrai. WoodElf special

Welcome to episode 46 of the Old World Lives! A Warhammer podcast. This episode is our wood elf special, focusing on mainly 6th ed since that’s what our guest plays!

Intro: Mårten and Niklas talk hobby and gaming

Main: Niklas and guest Kris chat about the wood elves of 6th ed Warhammer and their 3 (yes, really) lists in that edition!

Instagram: @theoldworldlives @maewronminiatures @the_phoenecian

Twitter: @theOWLpodcast @nevindar

Episode 45: Happy Anniversary to the OWL! (Special)

Welcome to episode 45 of the Old World Lives! A Warhammer podcast. This is a special anniversary episode tangetibly celebrating our podcastiversary!

Chris, Krell and Niklas talk hobby, events, news and tackle listener questions!

Instagram: @theoldworldlives @maewronminiatures @the_phoenecian

Episode 44: Event Recaps!

Hello and welcome to episode fourty-four of the Old World Lives! A Warhammer Fantasy podcast!
In this episode we are joined by most of the crew (insert chocked pikachu-face here) with a recap of two events that has taken place recently.

Intro: Chris, Jens, Jimmy and Niklas chat about hobby progress.

Main:
1. Niklas recaps the Try Out open day at Gamemaniacs. (www.gamemaniacs.se)
2. Niklas and Jimmy recaps the game day/tournament in Skövde.

Instagram: @theoldworldlives @maewronminiatures @the_phoenecian

Twitter: @theOWLpodcast @nevindar

Event Promo minisode June 2022 | The Old World Lives Podcast

Hello and welcome to this Minisode of the Old World Lives! A Warhammer podcast. In this minisode Chris and Niklas ramblechat and present two events that will take place soon. and even sooner!

First event is an event in co-operation with the gamestore Gamemaniacs and is a day to try out Warhammer Fantasy, check out demo tables and maybe even paint a mini or two!
12/6: https://fb.me/e/1H1rpDKs5

Second event is a game day / tournament with SUGS (Skövde University Gaming Society).
1500pts of Warhammer 6th ed goodness, spots still open!
18/6:

Instagram: @theoldworldlives @maewronminiatures @the_phoenecian

Twitter: @theOWLpodcast @nevindar

The Old World Lives episode 43: Tamurkhan

Hello and welcome to episode fourty-three of the Old World Lives! A Warhammer podcast. This episode is all about the Forgeworld campaign book for Warhammer Fantasy Battles 8th edition called Tamurkhan!

Intro: Chris and Niklas chat news and hobby updates

Main: Mårten and Niklas have a thorough rundown of the Tamurkhan book. Some spoilers!

Instagram: @theoldworldlives @maewronminiatures @the_phoenecian

Twitter: @theOWLpodcast @nevindar

The Old World Lives episode 42: Total War Warhammer3 first impressions

Welcome to episode 42 of the Old World Lives! A Warhammer podcast. This episode might not be the answer to the universe because we failed to understand the question. Nor dates, since this is technically the March of 2022 episode!

Intro: Chris, Mårten, and Niklas discuss what they’ve been up to in the hobby and have a glance at the lovely previews out of Adepticon.

Main: First look chats about Total War Warhammer 3 with Chris, Mårten, and Niklas.

Instagram: @theoldworldlives @maewronminiatures @the_phoenecian

Twitter: @theOWLpodcast @nevindar

The Old World Lives episode 41: Tomb Kings extravaganza!

Welcome to episode 41 of the Old World Lives, a Warhammer Podcast. This episode was supposed to be published in February of 2022 but got delayed a bit due to Chris being ill.

Intro: Chris, Kristoffer, Mårten and Niklas have a long hobby chat with hobby updates and a bit of news. Beware the puns.

Main: Chris, Kristoffer and Mårten talk Tomb Kings! To be fair, it’s mainly Kristoffer talking!

Instagram: @theoldworldlives @maewronminiatures @the_phoenecian

Twitter: @theOWLpodcast @nevindar

The Old World Lives episode 40: Hobby chat for the New Year

Welcome to episode 40 of The Old World Lives! A Warhammer Podcast. First episode of 2022.

In this episode we join Christopher and Niklas for a hobby chat!

Pardon the delay of the episode. A blessing from the Grandfather delayed the editing process!

Instagram: @theoldworldlives @maewronminiatures @the_phoenecian

Warhammer old world

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Unboxing: English & Dutch –.

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Cult Of Games XLBS: Tabletop Games &#8.

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World War 2 Late War Soviet Infantry P.

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Unboxing: Full Colour Dice Tower | Sar.

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Community Spotlight: Alpha Legion, Ank.

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Content Creator Interview: PanzerKaput.

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28mm, Square Bases & More; Big Warhammer: The Old World Update

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Games Workshop dropped a pretty neat update this week for Warhammer: The Old World. They not only have us a bit more confirmation on the time period that this will be set in but also revealed a few more details too for this Fantasy mass battle wargame.

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Warhammer: The Old World // Games Workshop

So, one of the big things about the latest update came in the form of a few questions answered. Warhammer: The Old World will.

All good news to a lot of people who still have their Warhammer Fantasy Battles armies. I still have some Dwarfs lying around that could come out of retirement.

Warhammer: The Old World is also going to be set several hundred years before The End Times. This is not the time of Karl Franz but instead looks to be the era of The Three Emperors and the rise of Magnus The Pious as the first true Emperor of The Empire.

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Warhammer: The Old World Map // Games Workshop

This means that we get to see a period of history within Warhammer lore which has never really been explored in any great depth. We will be able to see whole new forces and characters tome to the tabletop whilst also allowing for freshly reworked factions like Kislev (and Grand Cathay).

This is also good news if you’re a fan of Mordheim. This was the time period where The City Of The Damned was still very much a thing. That means we might find Games Workshop revisiting it alongside the mass battle wargame.

Are you going to be checking it out when it relaunches?

«We will be able to see whole new forces and characters tome to the tabletop whilst also allowing for freshly reworked factions like Kislev (and Grand Cathay). «

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The lack of a launch date is a bit…. odd. But if they keep going they like they are currently then it’ll be sold out day 1 and then out of production….

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Feels like this is going to be a bit more of a full product range than previous big, special things. Plus, I would imagine they are hedging their bets so they aren’t locked into a launch date they don’t/can’t hit

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I guess not giving a release date when all is uncertain is something I can get behind… then again: they put a lot of emphasis on “user your old stuff” so just sell rulebooks already 😉

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They have been stringing the community along for years now. They clearly intend to continue that for years to come. Personally I think they are worried that enough people will leave AoS that neither game system will be as profitable as a single game would be.
A game that isn’t going to have massive changes, that is made up of old rules, will use old miniatures lines shouldn’t take 5+years to create

The cynic in me says they’ll wait until KoW 4th Ed is to be released and then swamp all media’s with it to drown it out…

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To be honest, I am more likely to just use old edition rules and then job done, nothing more to pay for.

Look at how they reissued Necromunda… A big expensive box set that (supposedly) had everything you needed to play, then drip feeding additional rules to empty your wallets repeatedly. I’m not falling for that one again.

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Could well be the case – shall have to wait and see. In the end, if the rules aren’t to folks liking then it will at least be good to know that we are (well, I hope) getting a return of miniatures from The Old World.

Then – can just use those new miniatures to play 8th 🙂

You misspelt 6th 😉

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I think I still have my huge Skaven army in my Mother’s loft!

Might have to have a nosy up there when I am next visiting. Although I suspect the enamel paint / match stick approach I took to painting might not have aged well…. then again it might look better than the nonsense I am churning out these days. ha ha

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Only waited 30+ years for my half orcs and Hobgoblins to come back.

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Bit disappointed that the scale will remain the same but if we are going with that then I want this to be a love letter to us old grognards. I want minimum books, maybe even just the one book, I want the new miniatures to be the design look of old, none of that over the top modern GW design and I’d love, and this is really pushing things, for them to release some of the models in metal (gosh).

Also depending on how they do the armies (and the miniatures) there are a lot more high quality fantasy models available now from other manufacturers such as the North Star Oathmark boxes. I still have my Dwarf and Vampire Counts armies but I’d want to add as well as replace some of the models in those.

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Great for the oldhammer player’s out their.

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Glad I thought better of the “cor the Old World would make a great setting for a miniatures game” snark on the Old World Card Game post.

What do you mean I just made it here? Oh I guess I did.

Seriously I have one or two Empire minis waiting its return.

I think going with the 28mm scale so people could use their old armies was the right move… BUT I have to admit that the thought of a smaller scale game that people were speculating on really captured my imagination for a while there. I saw fleets of dragons moving across the table, squads of giants batting them out of the air… there was a lot of potential for some crazy stuff. Still, I do get why they went the 28mm route and it sounds like the game should deliver what a lot of people want.

Maybe a small-scale one will be a future specialist game.

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“you can use your old armies” … LOL

Also consider how much the real world changed over a few hundred years.
I know it is ‘fantasy’ and all, but some grounding in reality would be nice.

It does suck that they aren’t starting from scratch with the rules, because WFB needs a good reboot and not a re-hash.

I guess they feel the need to reassure the ‘old guard’ that it will be a lot like the WFB of old, but I’d argue that a mass battle game that wants to be the best it can be needs to be better than a slightly modified WFB rule set.

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I agree with the notion that WFB needed a proper remake.
We can all like or dislike certain aspects of the rules, systems and editions. But every edition built upon another and the ruleset felt, to me, very bloated and difficult to use. It was alright when I was a teenager, but now Id like a ruleset without so many “rule speed bumps”. Without being as simple(not simplistic) as Kings of War. I like the core rules and playing KoW, but the army lists feel to similar.

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Yep … like 40k 8th edition and Age of Sigmar.
Good simple rules, easy to grasp … until the codexes and new models/factions got released.

I’d argue that something as simple as changing the default D6 to a D10 could have prevented a lot of the needlessly complexity that was added.

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I like what i’ve seen of The Old World so far, and i like where they are going with the choice of era and their willingness to reconstruct The Old World and to recentre the focus somewhat. I’m not sure what i think of the scale. In part it depends what “the same as it ever was” means. Does it mean a true to scale 28mm miniatures range or does it mean an ever increasing, ’28mm’ (sic.) ‘heroic’ scale that’s more in line with the rest of the current Games Workshop miniature ranges? I’m potentially interested in the former. I’d also have been interested in a 10mm or 15mm scale and i think that either of those could have been a better choice.

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Well it’s nice to hear about this one considering how long it has been since they announced this. It helps to sure us that they didn’t drop project and are still on it.

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Looking forward to this but looks like we are going to have to wait for another age before they are ready to go. I’ll probably dodge most of the new models and roll out my Warmaster Kislevites for this. Should be fun 🙂

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Square bases yes… but they did not absolutely specifically confirm that the new bases will be the same size. Just that you can use old armies… 😉

As a person who through sheer coincidence bought the Island of Blood set a month or so before AoS came out and has since procrastinated over how to base the models this brings an answer.

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I wonder if we will see all the black powder weapons disappear

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Finally I have a reason to open the 5th edition starter set I picked up in ’96.
Do you think that the Realm of Chaos expansion set will be compatible?

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@brennon Admittedly I have played only one 40k game since GW blew up the Old World and have been away from the hobby until a few years ago but does it seem odd that a company that has produced so many lovely rulebooks with pretty awful rulesets to support their miniature sales drives is talking about producing a use your old miniatures ruleset? I mean this is the same company that prompted some of their more deranged clients to field 7 hive tyrants in version 8 40K. Even now I am thinking about getting the Kill Team Octarius set to try out a new version the skirmish game and I still buy the odd miniature now and then, but there are so many great games, rulesets and miniatures without GW skulls stamped all over them. I imagine GW has a pretty nice profit center in the Black Library and rulebooks publishing but, who doubts GW exists to sell miniatures? Heck, I may even buy it if there is some interest in playing in my FLGS, but local for me is 70 miles away and I have a pile of grandsons who love Kings of War, Oathmark, Warlords of Erehwhon, Gates of Antares and even Hail Caesar so for now I will just keep my 8th Warriors of Chaos on short chains before the go rampaging across the Old World again. Games Workshop motivations, aside from the requisite greed, have always been a bit of a mystery to me but why resurrect the Old World now after all these years? Another thing…did folks really burn up their armies? I must have used my Warriors of Chaos in a half a dozen different rulesets over the years. Very strange.

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Warhammer [OLD]

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In the west, you are welcomed by the cold lands of Naggaroth, the home of the exiles of the Dark Elves. To the south is Lustria, inhabited by Lizardmen and clans of vile Skavens. Its shores are suffering from a raid by Vampirates and Southerners of the Old World.

To the right of these two continents is the island of Ulthuan, the homeland of the High Elves. In the center of the island there is a great vortex that holds back the storm of chaos.

South of the Old World are the Southern Lands. Tomb Kings live in the great Nehekhara Desert. And some lizardmen are hiding in the jungle below.

South of Grand Cathay are the little-known lands of the daemon-worshippers from the Ind. And very close to the Ind is the terrible jungle of Khuresh, which is inhabited by Chaos Snakemen practicing blood magic.

Unfortunately, I could not fit the entire east on the map (the territories of Nippon did not fit). But, as you can see, the Warhammer world map turned out to be more than huge. As always, you can edit it as you want. Rate it and share it with your friends!

The End Times

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This article is being created or revised.
Please consider this before you edit this text!

A period of time starting in 2519 and ending in 2528. This period marked a huge upheaval across the Warhammer World with every major civilization destroyed in a great Chaos Incursion led by Archaon. Ultimately the Warhammer World has ended and the vast majority of its population is dead. The End Times led on to the Age of Myth.

Contents

Storyline

2520-late 2523

-A dark elf force led by Malus Darkblade and Tullaris Dreadbringer surround the much smaller army of Caradryan at the Battle of Reaver’s Mark. Their easy victory is snatched away by the timely arrival of Tyrion’s forces, whose grief at feeling his daughter’s death drives him to slay Dreadbringer and the daemon Tzárkhan who was finally released from the prison of Malus (resulting this time in the elf’s destruction). He then uses the Warpsword of Khaine to bind the hordes of undead that Nagash’s resurrection had resulted in. The dark elves are butchered as the high elves are swept up in Khaine’s bloodlust.

-Malekith battles high elf forces in Chrace led by Ystranna, Handmaiden of the Everqueen. The Battle of Whiteweald is going in favour of Malekith when their battle too is disrupted by the waking of the dead.

-A jungle of twisted, rotting growth spreads rapidly throughout the city.

-The bulk of the Bretonnian force charges the Nurgle armies while Leoncoeur himself leads his pegasus knights into the city on his hippogriff to the Temple of Shallya which is being assaulted by Festus and the Great Unclean One Ku’gath. Vlad also arrives at the temple. Leoncoeur slays Ku’gath before being decapitated by Festus. Vlad destroys Festus in return.

-Epidemuis is banished by the explosion of a misfiring Hellblaster Volley Gun.

-Munvard is destroyed by the Ethrac Glott.

-The Emperor and Martak arrive at the city. They, the Glottkin, Helborg, the Harbinger and Vlad all converge on the Imperial Palace.

-Vlad easily defeats Otto Glott in a duel, but is infected by the foul blood of the Nurgle Champion and is forced to flee before he can finish his opponent off.

-Defeated in a magical duel by Ethrac Martak flees into the Palace complex pursued by the Harbinger and his Beastmen. He leads them to the Imperial Menagerie where the Beastmen and their sorcerous master are immolated by the Imperial dragon.

-Helborg is killed by Otto defending the Emperor, but Karl Franz is still killed soon after.

-Karl Franz is reborn in a fiery conflagration of light that destroys or drives away the forces of Nurgle. Unknown to all save him, this is in fact Sigmar reborn in Karl Franz’s body and he has become the Incarnate of Heavens.

-Shallya, fully recovered from her time as the Poxfulcrum, comes to Taal and heals him. This purifies the whole of the Empire from the plague god’s influence.

Старый мир

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Старые миры, также известные как старушечьи миры — одни из первых планет, колонизированных расой эльдар в далёком прошлом и бывшие центральными мирами их империи. Название миров происходит от богини-старухи Морай-Хег.

Описание

Регион космоса, ныне известный как Око Ужаса, когда-то был домом для цивилизации альдари — гордого и чувственного народа, который слишком поздно осознал опасность излишеств. Четвёртый бог Хаоса, Слаанеш, родился из творившегося в империи разврата; его рождению предшествовал психический крик, который сотряс материальный мир до основания и почти полностью стёр эльдар с лица Галактики. Старые миры — то немногое, что осталось от их некогда великой цивилизации. Это разорённые и порченые планеты, постепенно исчезающие в волнах Ока Ужаса и вечно меняющиеся под действием кошмарных энергий.

Даже несмотря на то, что старые миры наводнены слугами Губительных Сил, эльдар не полностью покинули их — они не могут, ибо только здесь можно добыть бесценные путеводные камни, которые спасут души мёртвых от Той-Что-Жаждет. Каждый поход за ними становится суровым испытанием, и мало какие места в Галактике столь же опасны. Не все путешественники возвращаются. Помимо слёз Иши, на старых мирах есть множество других сокровищ и артефактов, представляющих не меньшую ценность.

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Warhammer Old World by PumuSadface

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A 8 players map based on Warhammer Fantasy. With the real names of the cities, castles and units, and more stats in the heroes. Every faction can create special units, just read the description to know how to do it.

-Skaven invasion in Tilea & Estalia.
-Waaghs attacks.
-Undead resurrections.
-Black Orcs invasions from the mountains.
-Demonic invasion of Nurgle.
-The return of Nagash.
-And some more.

-EMPIRE—> SPAIN
-DWARVES—> VIKINGS
-CHAOS—> GOTHS
-GREEN SKINS—>CELTS
-BRETONNIA—> ENGLISH
-SOUTH KINGDOMS—> ITALIANS
-VAMPIRE COUNTS—> HUNS
-KISLEV—> SLAVS

Conditions for EMPIRE defeat:
-Destroy Imperial Palace in Altdorf.
-Destroy the two town center of Marienburg.
-Destroy Salzenmund castle.
-Destroy Talabheim castle.
-Destroy Middenheim town center.
-Destroy Nuln town center.
-Kill Karl Franz.

Conditions for DWARVES defeat:
-Destroy the town centers in the mines of Karak Hun, Karak a Karak, Barak Var and Zhufbar.

Conditions for CHAOS defeat:
-Archaon, Sigvald the Magnificent, Morghur, Aekold Hellbrass and Khazrak one Eye must be defeated.
-Skaelings town center.
-Varg town center.
-Bjornlings castle.
-Graelings castle.

Conditions for BRETONNIAN defeat:
-Destroy L’Angille castle.
-Destroy Couronne castle.
-Destroy Bordelaux castle.
-Destroy Brionne castle.
-Defeat King Louen Leoncoeur, Fay Enchantress, Green Knight and Alaron of Brionne.

Conditions for SOUTH KINGDOMS defeat:
-Destroy Bilbali town center.
-Destroy Magritta dock.
-Destroy Miragliano Castle.
-Destroy Lucinni town center.
-Destroy Sartosa castle.
-Destroy Myrmidens dock.

Conditions for VAMPIRE COUNTS defeat:
-Kill all the Von Carstein family members.
-Destroy the castles of Drakenhof, Templehof, Vanhaldenschlosse and Swartzhafen.

Conditions for Kislev defeat:
-Destroy Praag castle.
-Destroy Erengrad town center.
-Destroy Kislev town center.
-Kill Tzar Boris and Katarin the Ice Queen.

-EMPIRE—> REIKSGUARD: Take Kurt Helborg to the flags in the Reiksguard Academy.

-DWARVES—> ORGAN GUN: Take Belegar Ironhammer to the flags in the Organ Gun’s Workshop.

-CHAOS—> CHAOS WARHOUND: Take Sigvald the Magnificent to the flags in Vargs.

-GREEN SKINS—> GOBLIN: Take Hobgobla-Kan to the flags near from his starter position.
++If Skarsnik reach the flags in Zhufbar or Karak A Karak, the Green Skins can spawn goblins in the mines++
++If the orcs destroy the dwarves town centers of the mines, a green skin town center appeared in the mine++
++If the orcs destroy the doors of the mines, Black Orcs of the mountains appeared to help in the attack++

-BRETONNIA—> PEGASUS KINGHTS: Take Fay Enchantress to the flags in the L’Angille’s castle.

-VAMPIRE COUNTS—> ZOMBIES: Take Mannfred Von Carstein near to the monasteries of Drakenhof.

-KISLEV—> WAR WAGON: Take Alekxei Kovovich or Praag’s Boyarin to the flags near from him.

-GAIA «EASTER EGGS» : Felix Jaeger, Gotrek Gurnisson & Kerilian.

-EMPIRE: Karl Franz, Balthasar Gelt, Theogonist Volkmar, Kurt Helborg, Richter Kreugar and some elector counts.

-DWARVES: Thorgrim Grudgebearer, Belegar Ironhammer, Ungrim Ironfist, Grombrindal the White Dwarf.

-CHAOS: Archaon the Chosen, Sigvald the Magnificent, Khazrak One Eye, Arbaal the Undefeated, Aekold Helbrass & Moghur.

-ORCS: Azhag the Slaughterer, Grimgor Ironhide, Skarsnik, Wurrzag, Hobgobla-Khan & Gorbad Ironclaw.

-BRETONIA: King Louen Leoncoeur, Fay Enchantress, Alaron of Brionne, Green Knight.

-SOUTH KINGDOMS: Captain Maximilian Danmark, Captain Vespero, Pirazzo & Cotrez.

-VAMPIRE COUNTS: Nagash, Mannfred Von Carstein, Arkhan the Black, Isabella Von Carstein, Vlad Von Carstein, Krell, Heinrich Kemmler, Elize Von Carstein, Zacharias the Everliving & Luthor Harkon.

-KISLEV: Khatarina the Ice Queen, Tzar Boris, Alekxei Kovovich & Praag Boyarin.

GW Announces Kislev For Warhammer Fantasy Old World

Warhammer old world. Смотреть фото Warhammer old world. Смотреть картинку Warhammer old world. Картинка про Warhammer old world. Фото Warhammer old worldBoom goes the Warhammer Fantasy Dynamite. GW is revamping the Kislev faction for The Old World in a new way. Check out the latest!

Warhammer Community, just revealed some new concept art for future minis and weapons for Warhammer: Old World. This is the first big step into the Old World as the only other announcement beforehand was “hey, we’re doing this“.

GW Previews New Concept Art For Iceguard of Kislev

The artwork is definitely dope and from the looks of their weapons, they might all be imbued with some level of magic. See the way they glow? They were also mentioned as elites serving their Ice Queen.

Check out the artwork on that banner. Doesn’t that look exactly like the old Ice Queen model from back in the day?

The Blast From The Past

Model Credit: Beasts of War

Since GW is pulling a massive nostalgia move with Warhammer: Old World, it would be really dope to see the old models updated with the newer technology available. All while still keeping staple pieces of the model unchanged.

While brand new artwork for some new ice ladies has been revealed, we also can’t forget about the classic cavalry units of Kislev. The Ungol Horse Archers and Kislevite Winged Lancers may be in the same boat getting a model overhaul as well.

There have not been any dates on The Old World releasing. In fact, this is the first look at a faction so far…Plus, it’s only concept art. While we shouldn’t get too pumped about it just yet, it’s definitely a cool direction that GW is taking on some classic factions.

What are some other factions that you would like to see expanded? Would you like any brand new factions to hit the Old World? Or would you like them to only stay with the factions from the past?

Old Faith

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Some Imperial scholars believe they can trace the origins of many gods and religious practices of the Old World back to ancient tribal times. Little is known about this so-called «Old Faith» other than a few scratched runes and strange inscriptions. Believed to be a primitive form of Human nature worship, traces of this elder religion can still be seen, if one knows where to look.

Some scholars point to common threads of myth and lore that span much of the Old World as proof that this old way was once a widespread religion. Certainly, the odd stone circles in which its adherents were said to perform their blood-soaked sacrifices can be found throughout the Empire of Man. Most of the present-day religious cults of the Old World dismiss this dead faith, and actively seek to subvert any «elder meaning» held by the remaining monoliths and circles. Only the priests of Taal and Rhya, together with the Jade and Amber Order of Imperial wizards, see any value in these eldritch and ancient standing stones. To some extent, the Cult of Taal and Rhya have since replaced and absorbed the remnants of the Old Faith with their own new doctrines [2a]

The Old Faith is the religion followed by Druids and Druidic Priests. Its origins are shrouded in the mists of prehistory and it is considerably older than the present-day Old World pantheon. The Old Faith could be described as pantheistic and revolves around the worship of nature and natural forces. It has strong associations with many ancient sites, such as barrows and stone circles, whose significance has long been forgotten by others. [1b]

Contents

Overview

There is no major deity or pantheon that governs the Old Faith. Although its devotees do sometimes talk of a goddess whom they call «The Mother,» who symbolises the earth and the fertility of nature, they generally concern themselves with the forces of nature on a smaller scale, dealing with the energies which flow within the natural world; the concept of The Mother seems not to be a deity in a conventional sense, but an abstraction of the natural world and the primal energies used by the Druids. [1b]

Symbol

The Old Faith does not normally use symbols in the same way as the other cults of the Old World, although carvings of circles, spirals, and discs are sometimes associated with stone circles and barrows. [1b]

Worship

The Old Faith still exists in many parts of the Old World, principally in the north and west. As might be expected, it is strongest in rural areas, where there are large expanses of unspoilt natural landscape. Many Rangers follow the Old Faith, as well as Druids and Druidic Priests. [1b]

Temples

It is possible for a follower of the Old Faith to gain blessings from «sacred groves» in the same way as the followers of other deities receive them from temples and shrines. Further, sacred groves may protect themselves from those who seek to desecrate them by using their magical abilities. If a Druid is present, the grove will not attempt to defend itself, as this is the Druid’s duty. Druids who fail in this duty will not be able to use any spells until atonement has been made and the grove has been re-dedicated. [1b]

Stone circles are also sacred sites of the Old Faith; they are relics of the age in which the Old Faith had its origins and are valuable sources of magical energy to those who know how to tap their power. It is the duty of every Druidic Priest to protect stone circles and to repair ruined or damaged circles where necessary. A Druid who stands idly by while a stone circle is destroyed invites retribution of the type described above for sacred groves. [1b]

Friends and Enemies

Most of the other cults tolerate the Old Faith, as secretly they are slightly in awe of the powers of the Druids and the forces of nature for which they stand. Relations are perhaps best with the cult of Taal, since he is the husband of Rhya, who is considered a form of The Mother. [1b]

Holy Days

The main holy days of the Old Faith are the summer and winter solstices and the spring and autumn equinoxes, which mark the turning of the seasons. Lesser holy days are associated with the full and new moons. [1b]

Cult Requirements

Druids must be Human. [1b]

Familiars

New Druidic Priests are granted a vision in which a spirit-animal comes to them. This animal becomes the Druidic Priest’s familiar and totem and follows the Druid everywhere. The familiar confers certain advantages to seal the pact between them and, in return, the Druid is required to keep certain strictures, in addition to the more general strictures of a Druidic Priest. [1b]

The familiar is visible only to the Druid to whom it is attached, although those with magical awareness will be able to detect it as a vague outline. The familiar appears as a white or light-grey individual of the animal species it represents, with eyes that glow a deep amber colour. Being a spirit, it occupies no space in the material world and can affect nothing in it. By the same token, it can pass through walls and other physical obstructions and can only be harmed by magic. [1b]

In addition to the skills granted by the Familiar type, the Druid is assured of a friendly, or at least neutral, reaction from all encountered animals of the familiar’s species. [1c]

Strictures

All Druids adhere to the following strictures: [1c]

All Druids must commune with nature at least four times a year, at the spring and autumn equinoxes and the summer and winter solstices, spending 24 hours alone in natural surroundings corresponding to the environment favoured by their familiar’s type. Druidic Priests must commune in this manner for 24 hours every full moon. [1c]

Druids must adhere to the following stricture in return for the advantages conferred by their familiars: [1c]

Also, there are things that the Druid may or may not eat, according to the familiar’s species. If the familiar is a herbivore (i.e., bison, elk, horse, rabbit, squirrel), the Druid must follow a strict vegetarian diet, with no meat or animal products. If the familiar is a predator (i.e., bat, cat, eagle, frog, owl, stoat, viper), the Druid may only eat meat and only the meat of animals which the Druid has killed personally. If the familiar is a fish-eater (i.e., otter, seal), the Druid may only eat fish, but need not always catch it personally. If the familiar is a scavenger or omnivore (i.e., bear, boar, fox, rat, raven, wolf), the Druid has no special dietary restrictions. [1c]

Finally, there are more specific strictures, which depend on the familiar type. These dictate the armour type a Druid is allowed to wear, whether or not the Druid can carry a shield, which weapons the Druid is not allowed to use and the times and places special to the Druid, where they can regenerate their magic through a ten-minute ritual. [1c]

Trials

It may be necessary for a Druid to undertake a trial before advancing to the career of Druidic Priest. If so, the familiar type will already have been decided, although the Druid will not be aware of it. The Druid does not actually receive the familiar, nor any of the associated benefits, until the trial is completed. [1c]

General Druidic trials might include finding and restoring (or arranging for the re-dedication of) a sacred grove or stone circle which has fallen into disuse, been ruined, or overrun by monsters.

A Druid with a bat familiar might be required to clear a rockfall or a monster from a cave that used to be a breeding roost, while a Druid with a frog or otter familiar might have to find and unblock a dried-up spring in a wild and inaccessible place or free a water-course which has been dammed up by a mudslide or rockfall. [1c]

Warhammer old world

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A WARHAMMER ANTHOLOGY

(An Undead Scan v1.0)

This is a dark age, a bloody age, an age of daemons and of sorcery. It is an age of battle and death, and of the world’s ending. Amidst all of the fire, flame and fury it is a time, too, of mighty heroes, of bold deeds and great courage.

At the heart of the Old World sprawls the Empire, the largest and most powerful of the human realms. Known for its engineers, sorcerers, traders and soldiers, it is a land of great mountains, mighty rivers, dark forests and vast cities. And from his throne in Altdorf reigns the Emperor Karl Franz, sacred descendant of the founder of these lands, Sigmar, and wielder of his magical warhammer.

But these are far from civilised times. Across the length and breadth of the Old World, from the knightly palaces of Bretonnia to ice-bound Kislev in the far north, come rumblings of war. In the towering World’s Edge Mountains, the orc tribes are gathering for another assault. Bandits and renegades harry the wild southern lands of the Border Princes. There are rumours of rat-things, the skaven, emerging from the sewers and swamps across the land. And from the northern wildernesses there is the ever-present threat of Chaos, of daemons and beastmen corrupted by the foul powers of the Dark Gods. As the time of battle draws ever near, the Empire needs heroes like never before.

Editor’s Introduction by Christian Dunn

Tales of Honour & Heroism

Freedom’s Home or Glory’s Grave by Graham McNeill

Ancestral Honour by Gav Thorpe

A Gentleman’s War by Neil Rutledge

The Doorway Between by Rjurik Davidson

Birth of a Legend by Gav Thorpe

Tales of Adventure & Mystery

Haute Cuisine by Robert Earl

Paradise Lost by Andy Jones

Night Too Long by James Wallis

Grunsonn’s Marauders by Andy Jones

The Man Who Stabbed

Luther van Groot by Sandy Mitchell

Tales of Revenge & Betrayal

The Faithful Servant by Gav Thorpe

The Sound Which Wakes You by Ben Chessell

The Sleep of the Dead by Darius Hinks

Path of Warriors by Neil McIntosh

Rat Trap by Robert Earl

Tales of Deceit & Obsession

Rotten Fruit by Nathan Long

Faith by Robert Earl

Portrait of my Undying Lady by Gordon Rennie

Seventh Boon by Mitchel Scanlon

Rattenkrieg by Robert Earl

Tales of Tragedy & Darkness

Mormacar’s Lament by Chris Pramas

The Chaos Beneath by Mark Brendan

Wolf in the Fold by Ben Chessell

The Blessed Ones by Rani Kellock

Dead Man’s Hand by Nick Kyme

Tales of Death & Corruption

Shyi-Zar by Dan Abnett

Tybalt’s Quest by Gav Thorpe

A Choice of Hatreds by C.L. Werner

Who Mourns a Necromancer by Brian Craig

The Hanging Tree by Jonathan Green

Tales of Madness & Ruin

The Doom that Came to Wulfhafen by C.L. Werner

Hatred by Ben Chessell

Son and Heir by Ian Winterton

Ill Met in Mordheim by Robert Waters

Totentanz by Brian Craig

The Ultimate Ritual by Neil Jones and William King

So I’ve just finished going over the running order for this anthology (or should that be uber-anthology?) and there’s so much I want to say.

Should I tell you about the time that I was literally an hour away from the submissions deadline for issue 22 of Inferno! and still a story down when the mail arrived containing CL Werner’s synopsis for “A Choice of Hatreds”? It blew us all away and was commissioned on the spot (thanks Clint!).

Or should I tell you about how Robert Earl’s “Rattenkrieg” was originally rejected by an over-zealous assistant editor only to be rescued when another staff member read the synopsis and realised how great the twist is (it’s on page 429 but at least do me the decency of finishing this introduction before you rush off and read it)?

I could tell you how happy I am that most of the stories that were commissioned to keep on the shelf for Inferno! (see, I learned my lesson from issue 22) have now finally been committed to print in this volume.

I could also tell you that because I didn’t get to write a farewell editorial for Inferno!, I’m ecstatic to finally have the chance to thank Marco and all of the authors and artists for making it such a success for so many years.

Would it be worth mentioning how, like a gym teacher whose protégé goes on to win the FIFA golden boot or Heismann Trophy, how proud I am that many of these authors have gone on to become top-selling novelists for the Black Library and other publishers and imprints?

Maybe I could tell you that although I miss Inferno! like a faithful family pet or a kidney, it’s great to see the tradition of uncovering new talent being continued through the Black Library short story competitions.

I could even tell you that these thirty-six stories represent the finest writing from almost a decade of Warhammer short fiction and will take you on a journey from the heartland of the Empire to the madness-inducing landscape of the Chaos Wastes.

Or maybe I should just step away from the keyboard and just let you read the stories?

I hope you enjoy them as much as I do.

OR GLORY’S GRAVE

Shadows leapt like dancers around the tall garrets of the crumbling towers and Leofric Carrard was starting to think that it had been a bad idea to agree to Lord d’Epee’s request to venture into the abandoned depths of his castle.

The blade of Leofric’s sword shone with a milky glow in the moonlight, its edge like a razor despite him never having taken a whetstone to it. The Blade of Midnight was elven and Leofric hoped that whatever enchantments had been woven in its forging would be proof against the monster they were hunting, a creature of the netherworld, neither alive nor dead.

The ruined inner walls of the gatehouse reared above Leofric, the ramparts empty and dusty, and the merlons broken and saw-toothed. The gateway before him sagged on rusted iron hinges, the timbers splintered and yawning like an open mouth. Beyond the gateway, he could see one of the inner keeps, its solid immensity a brooding black shape against the sky.

“Do you see anything, Havelock?” he called to his squire.

“No, sir,” whispered the squire, his voice sounding scared, and Leofric hoped that this venture would not see Havelock meet as grisly a fate as his previous squire, Baudel. Leofric still saw the bloody image of Baudel in his nightmares, his belly ripped open by the forest creatures of Athel Loren.

“Very well,” he said, keeping his voice even. “Let’s keep on.”

Leofric advanced cautiously through the gateway, keeping his head moving from left to right in search of anything out of place. It saddened and angered Leofric to see such a fine castle left to such neglect. In its day, this would have been an almost impregnable fastness, but its glory days had long since passed and its current lord, the lunatic Lord d’Epee was in no fit state to restore it. Where would the local peasants find shelter in times of war? Every lord and noble of Bretonnia had a sacred duty to preserve the natural order of th
ings in his lands, and that could not happen were he to allow the peasants of his lands to be butchered by orcs or beastmen because they had nowhere to run to.

True, Aquitaine was a largely peaceful dukedom—aside from the fractious populace—but that was no excuse for a noble lord to let his castle fall into disrepair. When Leofric had commanded a castle of his own, back in Quenelles, he had spent a goodly sum from his coffers to ensure the castle remained defensible at all times.

But there was more than simple neglect at the heart of Castle d’Epee’s abandonment. The lord and his family dwelled in the outermost gatehouse, fearful of the darkness and the creatures of evil that had taken the inner reaches of their ancestral home, and unwilling to risk their own lives to recover the treasures and heirlooms that lay there.

One such heirloom was the object of Leofric and Havelock’s quest, a stuffed stag’s head said to be hung within the great hall of the third keep. Privately, Leofric thought it a frivolous use of his knightly skills to retrieve such a folly, but the twitching Lord d’Epee had offered Leofric and Havelock shelter on their journey in search of the Grail and his code of honour bound him to accede to his host’s request for aid.

Beyond the gate, Leofric found himself in a cobbled courtyard with ruined outbuildings leaning against the walls, their roofs collapsed and open to the sky. Rotted straw was strewn across the cobbles and the derelict keep loomed like an enormous black cliff before him. Moonlight pooled in the courtyard and glittered from the silver of his plate armour, but the keep remained resolutely dark and threatening, its casement windows invisible against its darkness and its crumbling towers like spikes of black rock.

Havelock moved to stand beside him; the man’s presence reassuring even though his skill with the bow he carried would be negligible in the darkness. His rough peasant clothes were dull and blended with the gloom so that only the light reflecting from his eyes stood out.

“I don’t like this place,” said Havelock. “I can see why they abandoned it.”

“It’s a grim place, right enough,” agreed Leofric. “Someone should come here in force and reclaim it. It’s not right that a castle this strong should be left like this.”

Havelock nodded and started to reply, but Leofric raised his hand to silence him as he caught sight of something moving at the base of the keep, a darting shadow that had nothing to do with those cast by the moon and drifting clouds above.

Leofric pointed to where he had seen the movement and set off towards the shadow, hoping to discover some way of entering the keep or a foe he could defeat.

He drew closer to the keep and with every step he took, it seemed to him that he could smell the aroma of roasting meat and hear the sounds of revelry. He turned to Havelock and saw that his squire’s senses were similarly intrigued.

“Sounds like a feast,” whispered Havelock.

Leofric nodded and returned his attention to the keep as he saw a soft light emanating from beneath a door of thick wood and banded black iron. He heard a woman’s laughter and felt an ache of loss as it summoned unbidden memories of his lost wife, Helene. He reached to his gorget, beneath which he wore the blue, silken scarf she had given him on the tilting fields outside Couronne after he had unhorsed Duke Chilfroy of Artois.

He could not feel the soft material through the metal of his gauntlets, but just knowing it was there was enough to warn him of the falsehood of the woman’s laughter. Even as they drew near, a warm and friendly glow built from the windows of the keep, spilling like warm honey into the courtyard. The sound of voices grew louder, laughter and ribald jokes echoing from the walls around them. Though he knew it was but an illusion, his heart ached to go to these revellers and join their carousing, to throw off the shackles of discipline enforced upon him by his quest for the Grail.

Havelock took a step towards the keep, the bowstring going slack as he lowered the weapon. “My lord… should we ask the people within whether they’ve seen the stag’s head? Maybe we can stop for a while, rest and get some food?”

Leofric shook his head and reached out to pull Havelock back. He felt resistance and pulled harder, stopping the squire in his tracks. The man twisted in his grip, sudden hostility flashing in his eyes.

“Let me go!” hissed Havelock. “I want some food and wine!”

Leofric’s palm snapped out and cracked against Havelock’s jaw. The squire staggered and Leofric said, “Use your head, man. There is no food or wine, it is all an illusion to ensnare us.”

Havelock spat blood and shook his head in contrition as he saw that Leofric spoke the truth. He pulled his bowstring taut once more. “Sorry, my lord.”

“Remember,” said Leofric. “Lord d’Epee said the creature would attempt to make us lower our guard by promising us a warm welcome and attempting to confuse our senses with friendly images. We must not let that happen.”

“No, my lord,” said Havelock.

Satisfied his squire understood the threat before them, Leofric once again advanced on the door. Light streamed from the windows and at the threshold, but it was a dead light now, bereft of warmth or sustenance. He could feel it calling to him, bidding him enter with promises of comfort and an easement of burdens, but knowing it for the lie it was, the illusory light had no power over him.

He reached out to grip the black ring that opened the door, and was not surprised when it turned easily beneath his hand. Cold, glittering light enveloped him as the door swung open with a grinding squeal of rusted hinges and he felt its attraction grow in power as he saw what lay within the keep.

Where he had expected emptiness and desolation, instead there was life and people. The great hall stretched out before him, its tables groaning with wild meats and fruit of all descriptions. Earthenware jugs overflowed with wine and a colourful jester capered madly in the centre of the chamber, juggling squawking chickens. Children played “smell the gauntlet”, a game banned in Bretonnia after it had incited a peasant revolt, and a laughing nobleman clapped enthusiastically to a badly played lute. Above the nobleman, Leofric saw a stuffed stag’s head, its antlers drooping and sad, and shook his head at the idea of risking his and Havelock’s life for such a tawdry prize.

Leofric took a step inside, wary at the sight of so many apparitions and forced himself to remember that they were not real. Lord d’Epee had only mentioned one creature, calling it a Dereliche, a spectral horror that sucked the very life from a person with its deathly touch. He had said nothing about a host of creatures…

The revellers appeared to ignore him, but having attended the court of the king and been on the receiving end of courtly snobbery, Leofric recognised their studied disinterest as false. Whoever or whatever these ghostly people were, they knew he was there.

“Lord d’Epee didn’t say nothing about a party,” whispered Havelock.

“No,” said Leofric grimly, “he didn’t.”

Each of the revellers glimmered with a sheen of silken frost and Leofric approached the nearest, a man dressed in the garb of a minor noble, his clothes bright and well cut, though of a fashion even Leofric knew had passed out of favour many hundreds of years ago.

Leofric slowly extended his sword arm towards the apparition, the blade white in the reflected light of the hall. The tip of the sword passed into the outline of the man, and it had penetrated barely a fingerbreadth when the man hissed and leapt away, the guise of humanity falling from his features in a heartbeat.

Instantly, the gaudy banquet vanished and Leofric was plunged into utter darkness. A low moaning soughed on the cold, dry air and he felt the hairs on the back of his neck rise at the sound. He heard Havelock cry out in fear and spun around, trying to pinpoint the sound of the moaning voice.

“Havelock!” commanded Leofric. “Where are you?”

“Right here, my lord!” shouted Havelock, though Leofric could see nothing in the blackness.

“Find a wall and get to the door, I don’t want to hit you by mistake!”

“Yes, my lord,”
replied Havelock.

Leofric blinked and rubbed a hand across his eyes as he attempted to penetrate the gloom. He turned quickly on the spot, keeping his sword extended before him until his eyes could adjust. He heard a hissing behind him and spun to face it, but another sound came to him from behind and he realised he was surrounded by a host of creatures that were as insubstantial as mist.

He cried out as something cold brushed against the skin of his back, flinching in sudden pain and surprise. His flesh burned as though with frostbite, but he could tell his armour was still whole. Whatever powers these creatures possessed was such that his armour was useless and he cursed d’Epee for sending them on this fool’s errand. He remembered the same deathly chill touch when shadow creatures of the dark fay had attacked him when he had journeyed to the lair of the dragon, Beithir-Seun. Cu-Sith had saved him then, but the Wardancer was long dead and Leofric was on his own now.

Another cold touch stole into his flesh from the side, but he was ready this time and swept his sword down and the white blade cut through something wispy and soft like wadded cheesecloth. A sparkle of light fell to the stone floor like a rain of diamond dust and Leofric heard a shriek torn from what sounded like a dozen throats simultaneously.

“So you can be hurt?” taunted Leofric as he heard a chorus of hisses drawing nearer.

“Yes, we can,” said a sibilant voice that came from many places, “but your flesh is ours, your spirit is ours…”

He could see the faint outlines of perhaps a dozen figures drifting towards him, their outlines blurred and indistinct, but that was enough. Ever since his time in Athel Loren, his sight had been keener and he had been sensitive to the proximity of magic in the air. He narrowed his eyes, letting his awareness of the approaching creatures steal over him like a warm blanket.

Конец времён и новое начало. Warhammer: Age of Sigmar

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Одни фантастические миры погибают тихо, собирая пыль на полках библиотек. Другие вспыхивают сверхновыми и гаснут вместе с карьерами неудачливых режиссёров. Третьи истощают наше терпение бесконечными самоповторами, ремейками, перезапусками. Немногим дано уйти как должно. Можно долго горевать о тридцатилетней истории Warhammer: Fantasy Battles и вспоминать истории Старого Света. Но в 2015 году двухвостая комета появилась в небе в последний раз. Мир, всегда стоящий на краю гибели, наконец с него сорвался.

Fantasy Battles закрывали красиво. Перед тем как отказаться от поддержки системы, Games Workshop запустили серию событий под названием The End Times. Сюжет катаклизма раскрывался в книгах, а для последних сражений в Старом Свете вышли новые наборы миниатюр.

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The End Times: апокалипсис старого Warhammer Fantasy

Летописцы осветили падение народов Порядка во всех подробностях. Южные государства людей и джунгли Люстрии наводнили крысолюды-скавены. Страна тёмных эльфов, Наггарот, пала под натиском воинов Хаоса, тщеславный правитель Малекит увёл остатки флота на потерянную родину, к побережью Ультуана, — и две ветви одного народа сошлись в смертельной схватке. В Сильвании поднялась новая армия нежити. В эльфийские леса и на равнины Бретоннии проникла порча. Славянский Кислев не устоял перед натиском варваров — даже огромная земляная стена, поднятая усилиями десятков магов, смогла их остановить лишь на время. Государства пали одно за другим. Империя, последний бастион человечества, продержалась дольше прочих — но лишь на несколько лет. Архаон Навеки Избранный завершил свой поход.

Три эпохи

От мира осталось только металлическое ядро Маллус, которое плыло в пустоте, пока его не нашёл великий Сигмар. Древний император, ушедший после пятидесяти лет правления далеко на восток, большую часть истории Старого Света, оказывается, томился в плену у коварного Тзинча, самого мудрого из богов Хаоса. Освободившись, он с помощью дракона Дракотиона отыскал мелкие осколки старого мира и вдохнул в них жизнь. Всего новых миров получилось восемь — по числу прежних ветров магии. Один из них, Азир, стал пристанищем вечных соратников Сигмара. Внутри него герой, получивший божественный статус, возвёл огромный город, а металлическое ядро пристроил вместо солнца. Природа не терпит пустоты, и вот уже по принципу сообщающихся сосудов из Маллуса в новые миры поспешили души. Так началась эпоха Легенд.

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Некромант Нагаш, новый бог смерти

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Сигмар Молотодержец, творец новых миров (иллюстрация Стефана Копински)

Сигмар путешествовал по новым мирам, и везде, где он появлялся, впавшие в варварство люди и прочие гуманоиды принимались строить цивилизацию. Ему попадались и более могущественные существа — спящие боги. Их Сигмар пробуждал и в добровольно-принудительном порядке заставлял поддерживать мироздание. Некромант Нагаш был повышен до бога смерти и, кроме власти над одним из миров, получил право судить умерших грешников. Позже Нагаш захватил весь Шаиш, мир смерти, и теперь считает все души своими. Именно в Шаиш отправляются все души после смерти.

Горк и Морк после катаклизма слились воедино; Сигмар подружился и с ними, отдав один мир зеленокожим. Эльф Тирион стал богом света, а Малерион — богом теней. На первых порах эти двое помогали Сигмару, но вскоре бросили свои обязанности и отправились на поиски Слаанеш, канувшего в небытие бога Хаоса. (Его исчезновение многие объясняют «детским» рейтингом новой игры. Всё-таки Слаанеш — это бог запретных удовольствий.) Его место в четвёрке богов заняла Рогатая крыса.

На самом деле, Слаанеш поглотил поток эльфийских душ и просто оставался в стороне. Его отыскали Тирион и Малерион, которые вспороли брюхо Принцу излишеств и освободили души, чтобы сотворить из них свои новые народы. Правда, все эти души немного «подпорчены» Слаанеш, поэтому новые эльфы немного… другие.

Какое-то время такой порядок работал, но скоро богам стало тесно в собственных владениях, и они устроили кровопролитную войну руками своих почитателей. На запах крови тут же явился Хаос, и остальные проблемы отошли на второй план. Семь из восьми Смертных миров были завоёваны. Немногих выживших Сигмар лично проводил к вратам Азира, после чего надёжно их запечатал. В одном из сражений бог потерял молот Гхал Мараз (в честь которого игра и получила название Warhammer). Этот тёмный период люди помнят как эру Хаоса.

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Азирхейм: город золотой под небом не то чтобы голубым

Восемь смертных миров

Знакомые нам по Warhammer Fantasy моря и страны остались в памяти людей лишь смутными легендами. Старый и Новый Свет теперь называют Миром до начала времён, его место заняли восемь Смертных миров. За свою короткую историю они знали периоды расцвета и упадка. Не будем вдаваться в подробности — опишем статус-кво на момент действия варгеймов.

Космология сильно изменилась. Скандинавская мифология всегда вдохновляла авторов сеттинга, теперь её влияние распространилось и на само устройство вселенной. Миры связаны Вратами, которые силы Порядка, Хаоса, Смерти и Разрушения постоянно пытаются отбить друг у друга. Событиям одной из атак на Азир посвящён стартер «Эры Сигмара».

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Агши, мир огня. Сухая пустошь, продуваемая всеми ветрами, на которой тут и там разбросаны кратеры вулканов. Здесь сильно влияние Хаоса. Связанные кровью Кхорна провозгласили в Агши своё королевство.

Азир, мир небес. Единственный мир, который не был затронут Хаосом. Именно здесь Сигмар основал свой великий город и собрал первый отряд Грозорождённых Вечных. Люди селятся на огромном кольце, вращающемся вокруг вихря душ Маллуса. Звёздный свет Азира виден из других миров.

Гиран, мир жизни. Цветущая долина, за которую уже почти вечность сражаются богиня природы Алариэль и бог Хаоса Нургл. На какое-то время чума и разложение охватили весь Гиран, но с помощью Сигмара хаоситов удалось отбросить назад.

Гур, мир чудовищ. Дремучие леса и непроходимые джунгли. Дом зеленокожих орруков и гротов (те же орки и гоблины, только немного по-другому одеваются). Несмотря на буйный нрав, местные не ладят с Хаосом и со вкусом вандализируют статуи Архаона.

Улгу, мир теней. Тринадцать областей этого места укрыты иллюзиями и овеяны страхом. Здесь повсюду можно услышать шёпот тайн и загадок. Одни из Врат этого мира ведут куда-то за пределы известной вселенной.

Хиш, мир света. Некогда мир симметрии и строгих форм, под влиянием Хаоса Хиш изменился — теперь он напоминает странный сон. На равнинах построили огромную башню ящеры-серафоны, под землёй и в горах живут вампиры и гули.

Шаиш, мир смерти, или аметистовый мир, королевство Нагаша. После изгнания бога смерти мир растащили по кускам его бывшие прислужники. Храмы, обтянутые человеческой кожей, пустыни из запёкшейся крови — здесь и не такое встретишь.

История Шейдспайра

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Сияющий город Шейдспайр. И вовсе не неон, а тенестекло!

На заре эпохи Легенд в Смертных мирах рождались и умирали целые цивилизации. В Шаише, который ещё тогда был владением смерти, процветал народ катофранов. Маги-изобретатели открыли секрет тенестекла — материала, способного удерживать человеческие души. Новая технология обещала бессмертие: раз за разом души умирающих переносились в зеркала и другие предметы. Из маленького пустынного поселения Шейдспайр быстро превратился в мировой центр торговли. Стены города укрепили душами лучших воинов, поклявшихся защищать его от любых угроз. Фамильные драгоценности стали в буквальном смысле передавать мудрость поколений — мёртвые родители могли давать советы живым детям и внукам. Из тенестекла делали всё, от серёжек до огромных големов.

Гордыня катофранов привлекла внимание Нагаша. Бог смерти с жадностью смотрел на город, нарушавший заведённый порядок вещей и избегающий его суда. Обратив свой гнев на Шейдспайр, он расколол на части главное зеркало Фейнвей, связанное с каждым кусочком тенестекла. Процветающий город стал кошмарной темницей — запертые в тенестекле души отныне оказались навеки привязаны к Шейдспайру и не могли его покинуть. Как будто этого было мало, Нагаш перенёс весь город сквозь пустоту и оставил его на полпути между мирами Улгу и Хишем. Катофраны пытались бороться с проклятьем и пришли к выводу, что для его снятия нужно собрать в одном месте всё тенестекло и восстановить Фейнвей, но никак не могли этого сделать. Многие жители города обезумели, а некоторые даже стали поклоняться Нагашу в надежде, что тот даст им прощение. Шейдспайр стал тёмным отражением себя прежнего, городом страха, насилия и бесконечных страданий.

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«Не хотите ли поговорить о господе нашем Нагаше?»

Но, несмотря на все ужасы, богатства города притягивали авантюристов всех мастей. Добраться до него через костяную пустыню и увидеть призрачное мерцание стен — вызов сам по себе. С чужеземцами Шейдспайр был жесток: одних захватывало проклятье, и они бесконечно блуждали по тёмным аллеям, постепенно сходя с ума, других убивали такие же искатели приключений. Но некоторым удавалось вырваться и унести с собой реликты минувшей эпохи. Такие счастливчики и разносили по восьми мирам слухи о городе тёмных отражений и его сокровищах. Этим событиям посвящена настольная игра Warhammer Underworlds: Shadespire, в которой игроки управляют маленькими отрядами со всех концов вселенной и сражаются с другими такими же группами за право выжить и вынести из Шейдспайра добытые знания и артефакты.

Узники зеркального города

Выбраться из Шейдспайра желают почти все, но мотивы у фракций всё-таки различаются. На данный момент изданы четыре отряда, всего же их будет шесть.

Чемпионы Стального Сердца

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Грозорождённых Вечных отправил в Шейдспайр сам Сигмар. Их задача — открыть секрет тенестекла, чтобы использовать его в процессе Перековки. Вечные воители, получив смертельные раны, обретают новую жизнь с помощью магии, но теряют часть человеческой личности. Возможно, с тенестеклом всё изменится.

Разбойники Гаррека и Изверги Магора

Верные Кхорну убийцы и каннибалы сражаются ради самой битвы. Разбойники в лохмотьях и закованные в броню бойцы не похожи друг на друга, но их объединяет жажда крови и ненависть к воинству Сигмара.

Парни Железного Черепа

Наглые и драчливые орруки любят сражаться ещё больше, чем хаоситы. Банда мародёров оказалась в Шейдспайре случайно, но со временем вошла во вкус: проклятье не даёт жертвам этих ребят от них убежать.

Могильная Стража

Восставшие мертвецы, сохранившие обрывки воспоминаний о прошлой жизни. Когда-то давно они были жителями Шейдспайра, но теперь служат Могильному Смотрителю, верному слуге Нагаша, и стремятся вернуть город под его костлявую руку.

Не скучайте по Старому Свету. Игры и книги никуда не делись — в 2018 году даже появится новая редакция Warhammer Fantasy Roleplay. Дайте новому миру рассказать другие истории. Warhammer Underworlds: Shadespire — первая игра в мире Age of Sigmar, официально переведённая на русский язык, причём силами самих Games Workshop! Бойцы нового мира ещё не успели сравниться с героями Империи, Люстрии и Наггарота в количестве подвигов, но у них всё впереди. Games Workshop делают ставку на некрупные варгеймы-скирмиши. Если «большие» форматы Fantasy Battles требовали серьёзных финансовых вложений, Shadespire предлагает тактические сражения и битву умов без необходимости собирать и красить десятки миниатюр. Доктор Кто остаётся популярным, каждые несколько лет меняя лицо и характер. Warhammer тоже изменился, и это интересно — пока в новом мире разворачиваются сюжеты интересных игр.

Первоначально в статье было несколько неточностей по истории мира, на которые нам указали внимательные читатели. Спасибо вам!

Как быстро разобраться в играх вселенной Warhammer и не сойти с ума. Большой гайд для новичков

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Вселенная Warhammer безмерно популярна. И в последние годы значимость этого сеттинга стремится все выше. Новые игры появляются на прилавках с завидной регулярностью. Как во всем этом разобраться? Во что играть стоит однозначно, а что лучше пропустить? В этом материале мы разберемся со всем игровым наследием одного из лучших виртуальных миров.

Этот материал адресован прежде всего молодому поколению геймеров. Ведь многие «олды», разбуди их среди ночи, без запинки перечислят все расы Warhammer 40,000 и все страны Warhammer Fantasy Battles. Если вы не столь искушены, мы попытаемся сориентировать вас в действительно огромной массе игр по самой брутальной вселенной современной поп-культуры. Попавшие в этот материал тайтлы хороши не только принадлежностью к пафосному и суровому миру Warhammer. Эти игры не стоит пропускать, если вы просто любите погрузиться в увлекательный и проработанный игровой процесс. И цените крутой дизайн: это обязательная особенность каждой толковой игры по Warhammer!

Вот такие здесь боевые машины. Внутри навечно заключен недоумерший десантник

Стоит отметить, что Warhammer — это, первую очередь, настольные игры английской компании Games Workshop. Настолка (вернее, варгейм) с миниатюрами по миру Warhammer Fantasy Battles появилась еще в 1983 году, а в 1987-м мир увидел научно-фантастическую версию этой вселенной, варгейм с новыми миниатюрами сеттинга Warhammer 40,000. О миниатюрах стоит сказать отдельно: это хобби, завернутое в хобби. Собирание и окраска собственной армии хаоситов или космических десантников — это занятие, что по слухам крадет сон, покой и бессмертную душу.

Те самые миниатюры

Но не стоит думать, что видеоигры по Warhammer появились недавно, в эпоху третьей или четвертой PlayStation. Такие игры создавались еще в прошлом веке, но мы отметим лишь те, что не потеряли актуальности и прошли проверку временем. Поиграйте в них сами, покажите друзьям, родителям и бабушке с дедом.

Тактики и стратегии, да побольше!

Так как исходная настолка Warhammer была тактическим варгеймом, неудивительно, что в мире видеоигр эта вселенная лучше всего представлена стратегиями в реальном времени и в пошаговом режиме.

Для начала можно вспомнить успешную Warhammer: Shadow of the Horned Rat. Вы управляли отрядами Империи, изводя под корень злобных нелюдей. Спрайтовые войска двигались по трехмерным картам, игра была сложна, но очень популярна. Правда, вышла она в далеком 1995 году на ПК и чуть позже — на первой PlayStation. Поэтому устаревшая картинка, «дубовая» анимация и излишек хардкора вряд ли понравятся современному игроку. А вот сиквел, Warhammer: Dark Omen, вышел уже в 1998 году и неплохо играется даже сегодня. Процесс очень похож на культовую Myth: The Fallen Lords. Мы управляем небольшими ограниченными силами, спасая человеческие земли от орков и оживших мертвецов.

В 90-х уже умели делать удобный и аккуратный интерфейс

В том же 1998 году выходит Warhammer 40,000: Chaos Gate, и эта пошаговая тактика в духе X-Com до сих пор будет интересна поклонникам жанра. Неторопливый, сложный геймплей, обязательные и побочные миссии, знаменитые боевые скафандры цвета ультрамарин — все это обеспечило Chaos Gate успех и может обеспечить его вновь даже в 2021 году.

В 2006 году свое видение вселенной Warhammer Fantasy Battles представила венгерская команда Black Hole Entertainment. В Warhammer: Mark of Chaos была симпатичная графика, нужный градус пафоса в озвучке истории войны с хаоситами и, чуть ли не главное, здесь был чудесный режим набора армии. В этом режиме можно было часами выбирать и разглядывать трехмерные модели воинов и монстров, а затем с упоением раскрашивать их на свой вкус. Дополнение Battle March добавило расу орков, сделав игру еще чуть лучше.

К сеттингу «Молота войны» разработчики охотно примеряли самые разные игровые механики. В 2018 вышла, к примеру, удачная Warhammer 40,000: Gladius — Relics of War, глобальная пошаговая стратегия в стиле Civilization Сида Мейера. Игроки, на которых гипнотическим образом действуют шестиугольники-гексы, обязательно должны ознакомиться с Relics of War. Солидный выбор армий прилагается, есть и Имперская гвардия, и некроны, и прочие колоритные агрессивные товарищи.

Warhammer Civilization? Почему нет?

Неожиданно крутой оказалась тактика 2018 года Warhammer 40,000: Mechanicus. Небольшая и никому особо неизвестная команда Bulwark Studios выдала игру с потрясающе «липким» пошаговым процессом, с прокачкой и жесткими боями небольшим отрядом. Основной особенностью стали центральные персонажи. Это не космодесантники и не «Да Бойз» из клана орков. Адептус Механикус, орден техножрецов, гораздо интереснее как отряд управляемых персонажей. В телах Механикус больше проводов и схем, чем костей и сухожилий. Это, собственно, уже не совсем и люди. От этого игра только стала интереснее.

Адептус Механикус. Главное, чтобы не закоротило

Что касаемо конкретно мира Warhammer 40,000, то нашлись разработчики, вспомнившие о космосе и бороздящих его кораблях. Дилогия Battlefleet Gothic: Armada рассказывает именно о сражениях звездных флотов разных рас. И если в механике боев удивить современного игрока сложно (после старинной уже упомянутой Homeworld или тоже старинной и тоже крутой Haegemonia), то в дизайне кораблей Armada удивляет, и еще как. Космические корабли Warhammer 40,000 — это нечто. Летающие соборы людской Империи, хищные птицы Эльдаров, невразумительные, но грозные механизмы орков — на все это буйство дизайнерской фантазии приятно просто смотреть, а уж вести такой флот в битву — удовольствие сильно выше среднего. Добавьте к этому хорошую фантастическую картинку, внимание к сотне мелочей и получите Battlefleet Gothic: Armada.

Но стратегической вершиной игр по «Молоту» стала серия Total War: Warhammer. Бесконечно талантливые британцы из студии Creative Assembly развивают серию Total War уже третий десяток лет. Брутальная вселенная Warhammer Fantasy Battles гармонично вписалась среди исторических игр франшизы. В Total War: Warhammer можно найти все то, за что мы полюбили лучшие игры серии, вроде Rome: Total War.

Здесь и невиданный масштаб, и прекрасный арт-дизайн, и десятки самых разных механик, от шпионажа до морских десантов. Ну а конкретно Total War: Warhammer стала еще и образцом ассиметричного геймплея за разные армии. Каждая сторона конфликта здесь уникальна, глубоко проработана и по-своему интересна. Армию рыцарской Бретонии никогда не спутать с ордой крысюков-скавенов. Две номерные части и несколько крупных дополнений показали во всей красе многие расы Warhammer. А грядущая третья Total War: Warhammer даст нам возможность возглавить легионы демонов и отряды ратников Кизлева, местных славян. Самая ожидаемая стратегия 2021? Вы знаете ответ.

Total War: Warhammer легко увлечет на 200+ часов. Проверено

Хватит стратегии, дайте, наконец, экшен!

2003 годом датирован шутер Warhammer 40,000: Fire Warrior. Несмотря на разброс критических оценок, игра действительно интересна. Хотя бы тем, что играем мы за воина империи Тау, эдаких космических коммунистов, и сражаемся против людской Империи. Стоит отметить неплохие сюжетные ролики и непривычный арсенал стволов. По понятным причинам графика за 18 лет устарела, но настоящие Огненные воины Тау ценят иные материи.

Не стоит связываться с Тау!

Талантливые люди талантливы во всем, и в 2011 году мастера RTS из студии Relic неожиданно выпустили брутальный слэшер Warhammer 40,000: Space Marine. Заглавный космодесантник обрушивал под управлением игрока всю свою бронированную ярость на ксеносов, врагов рода людского. Цепные мечи, энергетические молоты, тяжелые болтеры и ракетный ранец — все это можно было лично опробовать в игре на плотных рядах инопланетных злодеев. Многие поклонники вселенной «Молота» до сих пор грустят о том, что игра не стала франшизой.

Один из известнейших героев книг по Warhammer 40,000 — инквизитор Айзенхорн — блеснул в экшене Eisenhorn: Xenos. Изначально эта игра вышла на мобильных платформах и лишь потом добралась до ПК. Поэтому многие игроки кривились от не самой лучшей графики и смачно сплевывали в серебряные плевательницы. Но если быть объективным, то игра вовсе неплоха. Там очень правильный градус мрачности и фатализма, а главного героя отлично озвучил голливудский актер Марк Стронг (фильмы серии Kingsman, кинокомикс «Шазам!»).

Всем стоять! Работает инквизиция!

Очень классно показал себя экшен от первого лица Warhammer: End Times — Vermintide с продолжением. В мире Fantasy Battles крысолюди собираются устроить конец света и никак иначе. Отряд отважных воинов разных рас (да, без кооператива не обошлось, и он здесь очень хорош и удобен) отправляется в опасный поход за жрецами скавенов и их колоколами. Экшен здесь органично совмещал стрельбу из луков и мушкетов с ближним боем. Приемов было немного, зато порог вхождения переступался легко и незаметно. А крысы-скавены атаковали действительно огромными стаями по сотне хвостов. Во второй части добавились мутанты Хаоса и детальная прокачка.

Грозные терминаторы гоняли по огромному космическому кораблю толпу генокрадов в боевике Space Hulk: Deathwing (2016) — вот она, такая притягательная со времен настолки игровая формула. Не все в этой игре было хорошо (хотя расширенное издание многое исправило). Но роскошные интерьеры корабля-дворца и ощутимая мощь отряда терминаторов покорили многих фанатов вселенной Warhammer 40,000.

В закрытых пространствах космические генокрады особо опасны

Новая, совсем недавняя работа создателей Deathwing, студии Streum On Studio, получилась гораздо лучше. В Necromunda: Hired Gun несложно найти недостатки вроде неработающих механик. Но это вновь крутые декорации (на этот раз города-улья, огромного и беспощадного) и действительно зажигательный процесс стрельбы из фантастических пушек. Ждем новую игру от этой команды, пускай только не забывают о мире Warhammer 40,000.

И немного ActionRPG

Нет, в мире Warhammer нет полноценной эпической RPG уровня ААА. Никаких вам Warhammer: Mass Effect. Но при желании можно найти кое-что интересное и для поклонников ролевого жанра.

Warhammer Quest (2015) может надолго увлечь пошаговыми боями партии авантюристов, мнущих бока всяческим монстрам в зловещих подземельях. Правда, многих любителей крутой графики игра отпугнет аскетичной внешностью

А вот Warhammer 40,000: Inquisitor — Martyr уже действительно крепкая игра жанра Action-RPG. Четкая насыщенная картинка, обилие лута и вариативная прокачка — здесь есть все, за что мы когда-то полюбили Diablo. Ну а дополнение с подзаголовком Prophecy добавило новый класс героев, сделав игру еще разнообразней.

Хаос и скверна! Выжечь и порубить!

Схожая игра, только во вселенной Fantasy Battles, называется Warhammer: Chaosbane. Это тоже довольно красивый клон Diablo с чуть меньшим бюджетом и динамичными сражениями. Вот только DLC к Chaosbane можно смело игнорировать, они просто затягивают базовую игру, не привнося ничего особо нового.

И ведь в ближайшем будущем не будет покоя во вселенной «Молота войны». Анонсы новых игр появляются с завидной периодичностью. Вот недавно именитый писатель Дэн Абнетт отрапортовал, что пишет сценарий для экшена Warhammer: Darktide, игра выйдет уже в этом году.

Естественно, мы не перечислили абсолютно все достойные игры по миру Warhammer, но охватили многое. Пишите в комментариях, какие крутые штуки мы пропустили и почему весь цивилизованный мир, по вашему мнению, сыграть в них просто обязан.

Dwarf

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Many Dwarfs can now be found living in the cities of men. The Dwarfs who continue to live in the ancient Dwarf cities are known as Imperial Dwarfs, and comprise a deeply secretive, insular, chauvinistic kindred of the Dwarf race, and are the most feared and powerful of all Dwarf warriors.

As well as defending their own besieged realm, Dwarfs have often given their support to other races against common enemies. Their closest ally is The Empire.

The Dwarfs are masters of the forge and of metal working, where they make use of many minerals and metals including their famed Gromril.

Contents

Physiology

Dwarfs are short, powerful and squat. They are highly resistant to the effects of magic, including the corrupting effects of Chaos energy. The corollary of this resistance is that, outside of their own unique power, rune smithing, Dwarfs have no ability to use magic. Needs Citation

History

The Dwarfs are an ancient race with a long history. Dwarfs divide their history into a number of distinct periods [2b] :

Time of the Ancestor Gods

The era of migration; led by Grungni, Grimnir and Valaya, the Dwarfs migrate northwards, slowly colonising the Worlds Edge Mountains, and reaching as far as Norsca. The first strongholds are founded.

Coming of Chaos

According to one account in the Book of Grudges, that most ancient of all Dwarf books of lore, the Coming of Chaos rent the earth and sky, and tore the very mountains apart. The sky darkened and turbulent winds of multi-colored magic clouded the air. It was evident that something terrible was occurring. The Dwarfs watched the sky, uncertain of what happening.

The Dwarfs themselves maintain that it was Grungni who warned of the Coming of Chaos, and showed them how to delve deep into the mountains. There deep in the mountains they took shelter as Chaos scoured the world. In their wake, the winds of magic settled as a fine layer of dark magic mutating and corrupting everything. The Dwarfs huddled in their caves and mines as everything on the surface was tainted by Chaos. Eventually the tempest passed and the Dwarfs were able to emerge into the daylight again. They found the world had changed and terrifying monsters and daemons roamed the lands in broad daylight.

The Dwarfs were not defenseless. The ancient tales tell of how Grungni taught them how to inscribe magic runes onto their weapons and armor. He armed Grimnir with two powerful axes and armour harder than the mountains themselves. From the underground strongholds they sallied forth to do battle with the hordes of Chaos. Valaya protected the Dwarfs against the dark and corrupting magic of Chaos and Grimnir slew many daemons. They did not have the numbers to turn away the hordes of Chaos, but at least they kept the mountains clear of their evil.

Golden Age

The founding of the Dwarf empire: Karaz-a-Karak is established as the capital of the Dwarf empire. Dwarfs and Elves meet for the first time, establishing trade to their mutual benefit. In the Elf/Dwarf Alliance both races rid the Old World of Chaos and other evil races.

The War of Vengeance

Elven treachery and Dwarven stubbornness leads to war which devastates both races. The Dwarfs inherit the Old World but their power is severely weakened.

Time of Woes

The age of darkness: volcanic activity shatters the Dwarf empire, and precedes a massive migration of the Goblinoid races, which besiege the Dwarf empire.

Goblin Wars

Aan age of unrelenting struggle between the Dwarfs, and the Goblinoids and other foul creatures.

Silver Age

An age of reconquest: aided by Sigmar Heldenhammer and the united human tribes, the Goblinoids are driven from the Old World. Several strongholds are retaken by the Dwarfs.

Chaos Wars

Men and Dwarfs fight side by side once more in the Great War against Chaos.

Society

Dwarfs are organised into strongholds each governed by a king. The kings of each stronghold are independent but all swear allegiance to the Dwarfen High King.

Social structure

Each stronghold is home to several Dwarf clans. Social ranking is based on clan. The lowest-ranking are the disgraced Clans who are often outcasts from the holds. The next lowest are the Clans which have no home hold, and instead wander from hold to hold as traders, as well as work in the cities of the Empire.

The middle-ranking class are the respectable clans who dwell within the holds. The top ranking clans are the clans which engage in the most respected trades, such as goldworking, weaponsmithing, runesmithing, and engineering. The ruling class is the royal clan, whose members are the nobility, one of whom is the king of the Hold.

Dwarfs keep titles simple, and with the exception of the King and his heirs, the princes, simply call their nobles thanes.

The standing of individual Dwarf women is usually taken from their husbands, or former husband in the case of widows. Dwarf fathers look to their daughters to marry above their station and hence raise the status of her family. [2a]

Clans

Dwarf clans are extended families who can trace their ancestry back to a founding ancestor who may have settled a specific valley, built a strong hold or founded a mine.

Dwarf clans are made up of many families, all of which share a common homeland. Often the clan has long lived elsewhere, as the original homeland has been lost or destroyed, although the clan has never given up the dreams of one day reclaiming their homeland and building it anew. The ancestors of the clan are highly honored, and part of this honor involves singing their sagas and maintaining their tombs and relics.

Economy

Each Dwarf hold is a self-contained economy. Most are at the centre of a network of smaller holds which operate their own mines, farms and workshops. Trade exists both within this network, and with the outside world.

The fact that the Dwarfs are exacting craftsmen and would never simply mass-produce their crafts means that their work remains rare and in high demand. Consequently, prices for Dwarf work are always high.

Dwarfs trade the raw materials and finished goods for food and other goods they cannot easily acquire. The skills of the Dwarfs at working materials (unlike their empire) have never declined, meaning that their goods will always attract a high price. Good farming land is scarce in the mountains, and Dwarfs do not make good farmers, but they are enthusiastic hunters and often feast on the meat of beasts they have killed while roaming the mountains around them. Grain and fruit are brought into the mountains by traders and are bartered for metalwork and gold.

Some other known jobs are Stoneshaper and Runescribe.

Age, wealth and skill

The most important principles of Dwarf society are often summarised as three things: age, wealth and skill. The more of these that you have, the higher you are in Dwarf society. Dwarfs do not boast of their family achievements, they merely set the record straight and proclaim their ancestors’ greatness by their wealth and skills.

The other important part of Dwarf culture is their beards. Dwarfs never cut or trim their beards, as the length of a beard indicates age and thus wisdom. Those with the longest beards are looked to for leadership.

Dwarfs have an affinity for the past and constantly seek to remember their forebears by repairing and maintaining their products. All Dwarfs know how to reforge an ancient blade and are constantly trying to incorporate ancient relics into their newer works.

They also enjoy hoarding their hard-earned treasure and gold. When a Dwarf dies, his wealth goes to his family and so passes down the generations. This process ensures the memory of the dead and secures a Dwarf’s supply of money for a more desperate time. Often a Dwarf will measure his security by how far off the ground they are when they sit on their treasures. Often the supplies of the stronghold itself are so huge as to be a massive attraction to Orc and Goblin hordes willing to take the risk of death to gain huge amounts of gold.

Marriage

To even ask for a hand in marriage, a prospective groom must be able to wrap his beard around his brides waist at least once. [2a]

The Grudge

Dwarfs have a rigid and unyielding sense of honour, which is centered around the bond or promise. A promise does not die with an oath-maker, nor does treachery die with an oath-breaker. A Dwarf will be bound to an unfulfilled promise made by an ancestor, and will commit themselves to their fulfilment. Likewise they will look to the descendants of oathbreakers for recompense. Serious breaches of faith against the Dwarfs are recorded in the Great Book of Grudges. This massive tome is kept in Karaz-a-Karak, the capital of the old Dwarf empire, and constitutes something of a chronicle of Dwarf history.

Womenfolk

Language

The Dwarf language is called Khazalid. It is an ancient language that has remained unchanged over many thousands of years both in its spoken and written runic form, absorbing only a few words from Elven and human languages. Khazalid is kept a secret language, and is rarely spoken in the company of other races, except for their feared and infamous battle cries.

Khazalid includes very few words of obvious Elven or Human origin. By contrast there are many loan words from Khazalid in the tongues of Men, which suggests that Dwarfs must have taught some fundamental words to their taller allies. This is most obviously the case of words to do with traditional Dwarven craftskills of smithing and masonry, skills which Dwarfs taught Men many centuries ago.

Khazalid well reflects the nature of the Dwarfs. There are a relatively large amount words for things such as different kinds of rock, underground tunnels and precious metals. It is said there are over a hundred words for «gold» in Khazalid, each subtly different and describing its lustre, color, purity and hardness. On the other hand, there are few words for abstract concepts. Words for physical things are also used for concepts which the Dwarfs perceive as related. An example is the Khazalid word for mountain, which is also used to denote concepts such as unyielding, enduring and permanence.

The sound of Khazalid is guttural. Dwarfs have deep, resonant voices and a tendency to speak more loudly than is strictly necessary. Khazalid vowel sounds in particular are uncompromisingly precise and heavily accented. Consonants are often spat aggressively or gargled at the back of the throat. Contrary to Men, whose dialect differs widely depending on geographic location, the Dwarfs remain fairly consistent in dialect across the Dwarven realm, although there are exceptions.

Warfare

Dwarfs are well-prepared for war as each is already a battle-hardened warrior. In times of war, members of the clans will form regiments of Warriors, Quarrellers, and Thunderers under their own leader.

The superior Dwarven craftsmanship and engineering skills give their armies the most advanced technology including superb armour, black powder weaponry such as handguns and cannons, and powerful war machines. Dwarfs tend to prefer close combat where they are more than a match for most other creatures. Dwarfs do not make use of the wild winds of magic in the form of wizardry but instead rely on the powerful runic magic of their Runesmiths.

Dwarfs are not suited to riding beasts, let alone horses, but occasionally ride in their advanced Gyrocopters through the sky to attack their foes with a small cannon. Occasionally Dwarfs are mounted on Dwarf-drawn thrones if they are of sufficient rank and power.

Total War: Warhammer

Total War: Warhammer

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Developer

Publisher

Platform

Release date

Genre

Rating

Requires

Storefront

Total War: Warhammer released on: 24 May 2016 (Windows), 22 Nov 2016 (Linux), 18 April 2016 (Mac).

The game was later re-released as the Old World Edition, Dark Gods Edition and Savage Edition. See below for details.

A sequel called Total War: Warhammer II was released in September 2017. Total War: Warhammer III was released in February 2022.

Contents

Features [ ]

Playable races [ ]

Races in the base game:

A lot of free and paid content was released for the game. See DLC for a full list.

Background [ ]

The very first Total War game to feature a fantasy setting. In The Old World campaign, Total War brings to bear a gigantic sand-box map. Crafted from a twisted magical landscape and populated with an incredible array of awesome and deadly creatures, this is your chance to experience fantasy strategy on a scale as yet unimagined.

The battlefields of Total War: WARHAMMER echo to the swoop and roar of dragons, the bellowing of giants and the thundering hooves of monstrous cavalry. Towering beasts of both earthly and supernatural origin wade into the melee of battle, bringing death to hundreds of lesser creatures at a time.

Smite your enemies with magical storms, melt their armour, sap their fighting spirit or bolster your own forces with devastating spells that split the sky and consume the battlefield. Rally wizards, shamans and necromancers to your armies and bend titanic and unpredictable energies to your whim.

Harass your enemies with Dwarfen Gyrocopters, plunge into their front-lines with terrifying Wyverns and achieve air superiority with a stunning array of flying units for the first time in a Total War game. Entirely new tactical possibilities present themselves as you deploy your winged minions in open battles and jaw-dropping sieges. What is more, this title will go on to combine with two future sequels and additional content packs to create the largest Total War experience ever. An epic trilogy of titles that will redefine fantasy strategy gaming.

Gameplay [ ]

For information on gameplay, see the main page of this wiki.

Pre-order editions [ ]

Before the game was released, it was possible to preorder special editions of the game which cost extra.

Old World Edition [ ]

In February 2017, after Bretonnia was added, the game was re-released in retail stores as the Old World Edition, which also included a digital novella «Prince of Altdorf». [2] [3]

Dark Gods Edition [ ]

In September 2018 the Dark Gods Edition was announced. This was a limited-run physical release of the game, which included the Chaos Warriors Race Pack and Norsca (DLC). This version also included a free ebook called Lord of Chaos [4]

Savage Edition [ ]

In August 2020 this edition was announced. This was a limited-run physical release of the game, which included the Call of the Beastmen and Chaos Warriors Race Pack DLCs. The Savage Edition features brand new box art by Jose Cabrera Peña. [5]

В преддверии Total War Warhammer 3

Основанный на позднем Муркоке сеттинг WFB претерпел немало изменений, начиная от сугубо косметических и заканчивая радикальным удалением целых фракций. Увы, игроков не сильно увлекала богатая на истории вселенная, да и настольная игра была слишком дорогой. Армии нужны были большие, миниатюрки стоили приличных денег, а наборы были достаточно маленькими. К тому же правила оказались гораздо сложнее, нежели в 40k. Собственно, End of Times уничтожил привычный мир, а на его руинах стали плясать зигмарины. Ладно, мне просто не нравится новая псевдо-пародия на 40k, хотя миниатюры вполне себе качественные. Хотя сама арка End of Times мне тоже понравилась, несмотря на некоторую скомканность и рваность повествования. Были там удачные сценарные ходы, навроде легитимности настоящего Короля-Феникса, так и откровенно глуповатые. Эльтариона я вам не прощу GW, так и знайте! Ладно, ладно, к чему все эти разглагольствования, спросите вы? Перед выходом третьей части просто захотелось поговорить о мире игры, слегка разбавленном старческим брюзжанием «раньше было лучше», хотя я бы назвал это ностальгией.

За основу Total War: Warhammer взяли восьмую, финальную редакцию, показав мир аккурат перед тем самым Концом Времен. Конечно, есть ряд весьма вольных допущений, но как-то наплевать, уж простите за прямоту. Благо перед нами лучшая интерпретация старого мира вообще. Да, да, я трепетно отношусь к Age of Reckoning, но он давно погиб, хотя серверы можно найти и поныне. Словом, давайте слегка освежим знания об этом мире, попутно устроив краткий экскурс в историю. Затронем всех, кто был и «будет» в TW: Warhammer 1-3.

Помимо ушедших в небытие богов существовали отдельные расы, также последовавшие за ними в небытие. Наследие DnD, в виде этих Dwarfes и Gnomes, наконец-то было упразднено, поэтому гномы унаследовали свои подгорные чертоги. Кентавры, болотные демоны-фимиры, даже зоаты уходили в прошлое, оставляя после себя только оригинальные расы. Особенно тонко поступили с порождениями фантазий разных писателей, заочно переведя всех в ряды уже порождений Хаоса, которые как бы все уникальны и лишены даже подобия систематизации. Теперь же пришел через CA дать нам шанс вновь увидеть забытых существ, буквально вытаскивая тех на белый свет. 20 лет назад зоаты заключались в холодном пластике, а теперь мы воочию можем наблюдать за их массивным натиском во вражеские ряды.

Сейчас Империя представляет собой полноценную аллюзию на Священную Римскую Империю, с Рейксгвардией, пуританскими охотниками на ведьм и засильем пороха. Правит ей обычный выборный Император в лице Карла-Франца, не менее обычного 35летнего мужика, славного разве что своим грифоном. Между прочим, в оригинальном первом кодексе Карл и погибает, однако впоследствии этот момент был упразднен, причем по просьбам фанатов.

Череда изменений убрала множество людских цивилизаций, статьи о Ниппоне, Норске и Катае постепенно теряют свою актуальность. Изначально мрачный Катай, насквозь пропитанный культами Тзинча, влиянием скавенов, самоизоляцией, с недоверием относящийся к остальным людским цивилизациям, зато вполне себе торгующий с темными эльфами, к выходу третьей части TW стал вполне себе чистеньким, пряничным и гораздо более дружественным игроку. Не могу сказать, что такое решение придало ему атмосферности, но в целом, Катай он и в Троецарствии Катай.

Ниппон также исчез со страниц истории, ограничиваясь небесной сталью, путем самурая и воинами тумана. А ведь когда-то даже в рядах Кхемрийцев присутствовали неживые воины, идущие путем меча. Увы, пустыня хранит множество тайн. Быть может, успех Катая откроет нам другие острова?

История человечества потеряла Ремейскую Империю, распад которой дают жизнь Тилее, Эсталии плюс империи Константина. Теперь мы лишь можем видеть лучших наемников в мире, продающих свои услуги за звонкую монету, а табельные пики Тилейцев вызывают зависть у всей имперской пехоты.

Темные эльфы в целом тоже не претерпели особых изменений, оставшись во всем своем мрачном великолепии Муркока. Во-первых, они не плохие парни, это стоит вынести в заглавие. Ну, не плохие именно по эльфийским понятиям. А с теми кто не эльф, обычно и обращаться надо соответствующе. Почитайте «Элрика из Мэлнибонэ», и поймете всю психологию этой расы. Друхии целиком и полностью списаны с мэлнибонийцев. Они правят чистой силой и жестоки просто потому, что такова природа любого эльфа. Просто Высшие умеют выглядеть прилично для остальных народов, а темным такое не к чему. Железной рукой правит этим обществом Малекит, наследник Аэнариона, а значит Истинный Король-Феникс. Останавливаться на этом не буду, но горел Малекит знатно, хотя со второй попытки у него все получилось, да так, что вернулась внешность до получения ожогов 8 степени.

О Лесных сказать нечего, ибо подобно Атель-Лорену, в котором они живут, кодексы этой фракции не менялись. С попеременным успехом эльфы дружат со злобными лесными духами, охраняют волшебный лес от всех подряд и со смехом смотрят на разборки высших с темными. Да и в целом смотрят на них как на младших братьев. Значимым изменением была концепция Атылвита, леса вечной Зимы, правитель которого, Сцеолан Зазубренный Клинок живет в постоянном сражении с чудовищами. Кстати, отличный кандидат на третье DLC для фракции Лесных эльфов.

Кроме того, скавены славны своими катайскими ниндзя, биотехнологиями и предательствами каждые 10 минут. Именно они своими мохнатыми лапками выпилили Нагаша, что символизирует. А если знать, что города и туннели крыс есть под КАЖДЫМ городом этого мира, окромя Ультуана, становится очень не по себе..

Первые вампиры появились там же, где и цари Гробниц, однако овампирились путем испития жидкости из бутылочки, а не классическим «кусь». Не сказать, что это пошло им на пользу, но побочек они отхватили гораздо больше, включая светобоязнь и страшные рожи. Благо, от первого всегда можно защититься тучами, а второе в мире вархаммера и не минус даже. В общем, горе-нежить выгнали из пирамид в серые хмари Империи. Долгое время лор вампиров не меняли, разве что авторы книг издевались над ночной братией. До сих пор вампиры в панике просыпаются по ночам, если на ухо прошептать «Женевьева».

Потом пришли линии Крови с четкой специализацией по типу прародителя, но сильно из классических медийных образов кровососов не вытащили. Это все те же «Дракулы» и «Носферату», управляющие людьми-крестьянами, а также ведущие войны за трон Империи. Наибольший интерес вызывают Ламии, со своим «официальным» эскорт-ремеслом и умением промывать мозги/удовлетворять любого, да Кровавые Драконы, пьющие в основном всяких чудовищ, и в целом помешанных на рыцарстве. У вампиров куча персонажей, тесно связанных с любым местом на карте старого мира, что дает шансы увидеть кровососов в третьей части. Халида ждет свою давнюю соперницу, Неферату. TW:Warhammer подходит к тем краям, куда ушла последовавшая за Абхорашем четверка, причем сразу и Катай, и пустоши Хаоса. Грядут величайшие сражения и величайшие чудовища, поэтому Валах Гаркон просто обязан взять копье в неживую руку, изголодавшись по достойным противникам.

Кстати, победа Гримгора над Архаоном давно отменена. Интрига была в том, что итог поединка определялся фанатскими результатами настолки. Хаос вполне ожидаемо проиграл, и простой зеленый парень набил лицо великому непобедимому чемпиону Хаоса. И хотя мы, фанаты, все помним, увы, это всего-лишь история.

С динозаврами, обрамленными в парадные одежды ацтеков и майя, все было совсем сложно. Изначально именно ящеры были главными врагами Хаоса, причем в половине случаев побеждали. Создали эту расу Древние, стереотипные предтечи, как своих помощников и пушечное мясо. Вообще, под пушечное мясо готовили орков, потому что эльфы делались для управления армиями. Кстати, Древние создали почти все расы, включая и человеческие, окромя как выяснилось катайцев. Однако здесь есть один нюанс. У Катая и сейчас есть свой чешуйчатый Властелин, весьма напоминающий повадками самих Древних. А самое смешное, что обрисовав катайцев как расу старше эльфов, GW попросту допустило, что Властелин просто чуть-чуть улучшил базовых пигмеев, которые существовали еще аж в 1 кодексе, причем именно как аборигены планеты. Так что богоизбранный народ произошел об обычных карликов, такие дела. Что за отсебятина, спросите вы? Увы, простая логика.

Таким Warhammer предстает перед Концом Времен. Это самобытная, огромная вселенная, проработанная на том уровне, когда мир не ограничен рамками превозмогания (Wh40k передает привет). Здесь есть все, начиная от похода полуросликов к Одинокой Горе (серьезно, ходили за котелком), и заканчивая лихими пиратскими романами. Непопулярность сеттинга, как уже говорил, была только из-за самой настолки. Разумеется, процентов 70 выходящих по этому сеттингу книг являются откровенным мусором, как и 40k. Но возвращаться хочется именно сюда, где на весьма узнаваемых континентах живут тысячи историй, часть из которых, благодаря Total War, мы создаем сами. Мир, где миниатюры оживают, а перед глазами проносятся настоящие битвы.

Поэтому хочется верить, что третий TW принесет не только тысячи часов геймплея, но и вторую жизнь сеттингу. В конце концов, зачем ограничиваться только ММО и стратегиями? А я вновь запущу вторую часть, ведь пока Мрачный Страж будет нести свой дозор, Иврессе не падет!

Warhammer old world

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Unboxing: English & Dutch –.

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Cult Of Games XLBS: Tabletop Games &#8.

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World War 2 Late War Soviet Infantry P.

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Unboxing: Full Colour Dice Tower | Sar.

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Community Spotlight: Alpha Legion, Ank.

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Content Creator Interview: PanzerKaput.

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Meet More Warhammer Fantasy Role-Play Patrons Of The Old World

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Cubicle 7 has been adding more colour to The Old World of Warhammer Fantasy Role-Play. Patrons Of The Old World II offers up four new characters for you to meet during your adventures throughout The Empire.

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Patrons Of The Old World Part II // Warhammer Fantasy Role-Play

Each of the characters presented here come with their own plot hooks that could take your heroes off on different adventures. As well as offering up the chance to start adventures, these characters might end up helping or hindering you during your endeavours. The characters included in this supplement include.

Every party needs a good patron to help them get started and these all sound very interesting indeed. I particularly like the idea of exploring the story behind Wilhelm Von Vaulk. If this set of patrons hasn’t caught your eye then you’ve also got Patrons Of The Old World I too!

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Patrons Of The Old World // Warhammer Fantasy Role-Play

Here, you have another four patrons for you to choose from.

If you’re looking for a quick and easy way to start off a new adventure, or perhaps a chance to add a sidequest into the mix, these two PDF supplements seem like a good idea. With a few more options like this, you can start to populate your towns with interesting folk that you haven’t come up with on the spot!

As well as the Patrons Of The Old World supplements, the folks at Cubicle 7 also recently released a new adventure called Something Knocking.

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Something Knocking // Warhammer Fantasy Role-Play

Here is how this adventure gets twisted and wound into the developing adventures of your heroes.

«Something Knocking takes place on just such an artery of trade and trouble. A band of pirates has been the cause of a great deal of trouble along a stretch of the river, and strange phenomenon has been linked to their activities. The Characters may have to form an unlikely alliance and dip into the murky waters of folklore and magic to solve a mystery and bring the reavers to justice.»

This seems like a good option for those following the Death On The Reik storyline. Maybe they are following the storyline and threads that lead from Altdorf to Bögenhafen during Enemy In Shadows? If you’re interested in checking this out then you can download it right now!

Are you going to be taking a peek at these supplements?

«. the folks at Cubicle 7 also recently released a new adventure called Something Knocking»

Elves

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The Elves are one of the many races created by the Old Ones. They are tall, slender humanoids who are inherently magical and live for millennia. There are three main factions of Elves: the High Elves, Dark Elves and Wood Elves.

Contents

Overview

Compared to humans, Elves are tall, fair-skinned, and slender. Most artworks portray them with high cheekbones, slightly angular faces and slanted eyes. Some depictions show them with black eyes, while others show them with normal pupils/irises. High Elves are often shown with blonde hair, Wood Elves with brown and Dark Elves with black but these changes are minor and the three groups are for the most part physically indistinguishable. Elves are slender in build but strong. Assuming they do not die a violent death, Elves are capable of living for thousands of years. It is not considered impossible for an Elf to live to the age of 6,000, although this would be extremely unusual. Most often an Elf will not die of old age in the human fashion, rather he or she will simply grow weary of the world’s troubles and lose passion for life, eventually passing away. [2a]

Elves are inherently magical, and their long lives give magically gifted elves more than enough time to train their skill at controlling many of the winds of magic. This is in contrast to human wizards, who can usually only hope to use one form of magic. Elves are resistant to disease and to physical mutations caused by Chaos, although notably they are still vulnerable to Nurgle’s Rot. There is also some evidence that Chaos can affect their minds in more subtle ways. Elves experience emotions and thoughts more intensely than most other races. At best, this can result in them spending centuries training or honing a skill to perfection. At worst, they can become «lost» in their experiences, over-indulging and losing track of reality.

Elf nations

The race of Elves are divided into three nations, distinct in culture and attitude.

History

Early history

The Coming of Chaos

During this time, Caledor Dragontamer made contact with the Dwarfs and learned from Grimnir of the Portal at the North Pole which spewed Chaos energy and empowered the Daemons. Caledor devised a plan to create a Vortex to drain away the magical energy and banish most of the Daemons. Aenarion defended Caledor while the great spell was put in action, but was mortally wounded in the process. Before his death, he returned the Sword of Khaine to its place. Caledor succeeded in creating the Vortex, but was imprisoned within it for eternity.

Aftermath

When it came time for the elves to rebuild and elect a new Phoenix King, they chose Bel Shannar of Tiranoc rather than Malekith. Malekith instead became the leader of their military and ruler of Nagarythe. It was at this point that they explored the seas and shores and established several colonies, most of them in the Old World to Ulthuan’s east. They fought battles against Orcs and Goblins and Beastmen, and also re-established contact with the Dwarfs. Trade flourished between the two peoples, for a time.

The Sundering and the Dark Elves

Malekith used an inquisition against the Elven Cult of Pleasure (secretly headed by Morathi) as a cover to murder his enemies. Eventually, he poisoned The Phoenix King, framing it as a suicide. He then massacred many of the princes and, as a final demonstration of his fitness for the throne, attempted to emulate his father by walking through the flames at the Shrine of Asuryan. However, unlike his father, he was horribly burned.

Malekith was nursed back to health by his mother, and placed inside a suit of magical armour. Bitter at his rejection by Asuryan, Malekith launched a massive civil war, attempting to claim the Phoenix throne by force. Eventually, facing defeat, he planned to undo the Vortex. However loyalist mages interfered with this plan and the resulting magical cataclysm sunk much of western Ulthuan, an event known as The Sundering. Malekith and his followers fled across the Ocean, founding the kingdom of Naggaroth on the western continent and becoming the Dark Elves. The loyalists remained in Ulthuan and became the High Elves.

The War of the Beard

After the Sundering, the Dark Elves attacked a Dwarf caravan, disguised as High Elves. Outraged, the Dwarfs sent an ambassador to Ulthuan to demand recompense from the Phoenix King. The High Elves responded by shaving the Dwarf’s beard and sending him back. This angered the Dwarfs even more and they began to attack High Elf colonies in the Old World. The war raged on for many years and finally culminated at the 14th siege of Tor Allessi, where the Dwarf King Gotrek Starbreaker killed the Phoenix King Caledor II. The Dwarfs took the crown and retreated to their holds, while the High Elves abandoned their colonies. Relations between the two races never fully recovered.

The Wood Elves

Some High Elf colonists refused to leave, as they had grown attached to their new home. Without the protection of the High Elf military, these colonists were vulnerable to attacks from Greenskins and Beastmen as well as Dwarfs. Over time they retreated further and further into the mysterious enchanted forest of Athel Loren. The spirits of the forest were wary of the Elves at first, however they soon discovered that the Elves could protect the forest during the long winter months when the forest spirits were dormant. Eventually two Elves became the avatars of the Elf gods of the hunt (Kurnous) and life (Isha) and they rule the Wood Elves to this day. Over time the Wood Elves became inextricably linked with the fate of Athel Loren.

Modern day

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End Times

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Religion

There are many gods and goddesses in the Elf pantheon, roughly organized into two groups: the Cadai who rule the heavens, and the Cytharai who rule the underworld. All Elves believe in the existence of all the elven deities, however different nations emphasize the worship of different ones. The High Elves place Asuryan the highest, while the Wood Elves venerate Kurnous and Isha, and Khaine is by far the most worshipped by the Dark Elves.

The Chaos God Slaanesh also thirsts for Elven souls more than any other, and the High Elves and Wood Elves take precautions to guard their souls against Slaanesh in the afterlife.

Language and names

The original language of the Elves is known as Eltharin, an ancient and flowing tongue. However, dialects differ between the kindreds of Elves. The High Elves speak the purest, most unchanged form which is known as Tar-Eltharin; the Dark Elves speak a language called Druhir, which has changed significantly from its Eltharin roots, while the Wood Elves speak a dialect known as Fan-Eltharin. Elven writing is notoriously hard to decipher for non-Elves, as the runes appear to flow across the page and blend with each other. Some scholars even attest that Elven runes have changed shape before their very eyes. Human translations of Elven languages in Reikspiel, Bretonni and other Human languages have historically been full of missing or undecipherable sections, inaccuracies, and paragraphs of garbled nonsense. However by the same token, Elven writing is aesthetically distinct and even the lowliest Human peasant is able to recognise a rune of Elven origin, even if they can’t understand the meaning of Elven writing itself.

Game of Travel

Travelling around the world and painting miniatures

Welcome to The Old World – Warhammer Fantasy Tournament

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As general rule I don’t participate in tournaments. I am little bit fed up of the idea of winning the game at any cost. The same army list as cheesy as possible, everything must work out like in the most precise clock. I had to win no matter what.

‘Victory is life’ as Jem’Hadar used to say. Yeah, it was pretty important. I stopped to take part in tournaments, around 6th editions of WHFB, as I got little bit bored with playing the same armies, same models, using same list all over again. Thanks, but no thanks. Not any more. I took a break.

I needed quite few year to change my approach to any of miniatures games. I realised that victory is not the most important factor (sorry, Jam’hadar…). Having fun is. And by having fun I mean, painting my entire army, telling the story and playing different army lists with wide diversification of models. And, believe me I never been so happy with the hobby as I am now. I paint my minis, I write battle reports and my hands are finally not tied with urge of win. I can do whatever I want. Imagination, not rules, is the only limit. Hey, it’s almost like in Age of Sigmar, but better;).

So, imagine the surprise, when I, with my no competitive attitude, I decided to break my ‘no tournaments’ resolution. When, my friend Andrzej announced next Warhammer Fantasy Battle 8th edition tournament for April 16th 2016, I felt I’m in. I simply read the rules, and it was no turning back, I knew I will have great time there. Just read it and tell me what you think.

Warhammer Warrior’s Code:

Warrior’s Code made me think about participation. Requirement of WYSIWYG and painted models tempt me a lot… and then I read the specific rules for the tournament.

We will play Warhammer Border Patrol 600 points battles. Take a look, what is it.

Border Patrol

This is wicked! That kind of the tournament I would love. After really short inner struggle, I was in. I can have fun here, such restrictions should prevent really serious power gaming (reality of course happened to be rather different, but it’s the topic for separate post, I guess) and this event will finally bring me to base my Skaven army as it should be long time ago.

My Army List – Skaven 600 points

I really wanted to prepare something special for this tournament. Some new unit, I didn’t use before – well, what about Plague Monks? I needed to paint 20 of them and two weeks before I had zero models painted. At first I thought I will have lots of time, and there is nothing to worry about. Two weeks is plenty of time to prepare bases and paint Plague Monks in normal usual ‘above tabletop level’ way. However, it happened as always – there was not enough time, and unfortunately has to end up with good ol’ speed painting. Life.

Two weeks of basing and Clan Pestilens and I made it. Nothing fancy. Nothing to brag with, and eventually I have to sit over those and make them right. For now they have to be enough.

That is exactly what I chose for the tournament.

Plagrot Cyst – Plague Priest (Level 2 wizard, Two hand Weapons, Poison) 117 points

20 Plague Monks (Full Command Group, Two Hand Weapons) 165 points

20 Clanrats (Full Command Group, Light Armour, Shields, Spears) 120 points

20 Slaves (Some rusty weapon…) 40 points

Doomwheel 150 points

TOTAL: 592 points

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I say…screw the competitiveness. Let’s have fun! Three small regiments provide little crowd on the battlefield. Nothing more. Oh, maybe, Plague Monks can mess up a little, but to be honest… no, too few of them.

Only Doomwheel has the potential to make a difference, but you know how Clan Skryre is with their creations… too chaotic and unpredictable. So, just finger crossed:). I can’t do anything else.

This event is supposed to be as first of many, that promotes Warhammer Fantasy Battle. Not Age of Sigmar or 9th Age, but still kicking WHFB. There are many players around, that they are not willing to give up on this game. I think as long as they is community – the game will go on.

Personally, I believe it will never die. The players might resign from Warhammer, move on to Malifaux, Infinity or whatever new is on horizon, but only Warhammer Fantasy has rich, developed, 30 years old world with plenty of scenarios to play. And, whatever many players say and think, it’s still has potential, especially right now, when no new rulebook or supplement will be published. We have what we have, and there’s no risk that HQ will ruin that with some new unexpected FAQ or errata;).

So, as long as there are handful of Warhammer players, Old World will go on.

Like during ‘Welcome to The Old World’ tournament for instance.

We all met in Warsaw wargaming club ‘Adeptus Mechanicus’. Really cool place that gathers local community among those popular games, and those little bit less known. There are regular meetings, tournaments, leagues in Warhammer 40k, Warhammer FB, Age of Sigmar, X-wing, Bolt Action, and let’s face it – anybody can play whatever they want.

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Club is located in grounds of Airbus Military EADS PZL at Al. Krakowska 110/114. For details, please visit Adeptus Mechanicus webpage or their Facebook group.

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We have at our disposal 8 nicely arranged tables with plenty of terrain pieces scattered around. All thanks to Andrzej, who was setting up all this the day before.

There was 12 participants. Following armies took part:

Vampire Counts x 2

Orcs and Goblins x 2

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13. player without the pair was Andrzej himself, ready to field his Chaos Dwarfs. Unfortunately he was on the bench during all tournament.

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Andrzej’s Chaos Dwarfs

Each and every player were about to play 4 games. Those with the highest number of Victory Points would be paired with other winners, and those with worse statistics will play other, let’s say, mediocre players;).

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After 4 games – player with most VPs will be declared a winner. Simple as that. Unfortunately, after 2. battle I needed to make off. So, no medal for me, this time:).

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Even though, two battles I played were awesome and I had splendid time. Border Patrol idea for the tournament were superb idea.

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…and now I’d like to present you the battles I fought from my personal (Skaven) point of view:).

Background Story

Border Princes – Varenka Hills in flames

Lesser Brother Plagrot Cyst of clan Pestilens were sent to patrol Southern region of Border Princes known as Varenka Hills (or whatever might man-things called this region of above kingdoms these days) by Plaguelord Skrolk himself. Reports indicated increased activity of many armies of above – Undead of few Vampire Counts families, Lords of Ulthuan, Dwarfs of Barak Varr, hordes of Greenskins and other Under-empire Clans. All here – at Varenka Hills. Something unusual definitely was going on, and Clan Pestilens did not want to be excluded from this.

Is it some ancient mysterious artefact were discovered? Or maybe manifestation of Chaos Gods revealed itself somewhere deep in the hills area (perhaps one of the Nurgle Princes)? Whatever was happening, Lesser Brother Plagrot Cyst and his small patrol had orders to find out.

Battle 1. Dwarf-things! Curse-curse on them!

Brother Plagrot had his orders. First of all, do not tie in useless countless skirmish with too many enemies… However, the temptation of spilling some red, thick blood of weaklings from kingdoms above was strong. Some pointy ear elf-thing, or annoying dwarf-thing. He want it so bad… The opportunity was about to come sooner than he expected.

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Skaven army deployment.

Small force of Dwarf Engineer Yadri “Kingly-Stone” Grimlisson from Barak Varr were also in Varenka Hills. When Plagrot’s patrol were crossing some abandoned man-thing village, they spotted Dwarfs on the other side of the settlement. The confrontation was unavoidable. And Plagrot did not complain – quite opposite. Despite his orders, he wanted to fight. Dwarf-things will die today. Die for good.

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On the other side of the village, Dwarfs started to set up their firepower.

All Skaven units and hellish Doomwheel – Clan Skryre invention rented to Clan Pestilens for two loads of warpstone moved forward.

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Skaven move forward, and all of the sudden Miners attack from the flank (as you can see, Doomwheel is behind the house – look for waving banner:)

Not quite sane, Plagrot had only one thing on his wicked mind. To stab, and spill the blood of those cursed dwarf-things. Slash their corpses, crush their skulls, cry in the glory of Horned Rat! In his frenzy he didn’t notice small tunnel in the right flank of his patrol force. Right in the side of rolling Doomwheel, small party of Dwarf Miners popped off the hidden tunnel and almost right away charged at it.

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Doomwheel about to be attack!

Their mighty double-handed axes chopped off substantial part of wooden construction, and Skaven Warlock Engineers decided to withdraw. And imagine that – short legged Dwarfs caught in purse Doomwheel. Impossible, right? But it really happened. Even Plagrot couldn’t believe his own eyes.

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Doomwheel fled and caught by pursuing Miners.

Meantime, unit of Clanrats and Plaguemonks were under constant fire from Organ Gun and Thunderers. Many brave (for real!) Skaven died this day, but thanks to the Horned Rat blessing of breed and fertility, they soon will be replaced by even braver and stronger generation of warriors.

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Skaven march for glory….

When, Plagrot saw destruction of Doomwheel, he turned the unit of his faithful brothers Plague Monks and faced Miners. From the back, Slaves approached. Eventually Dwarfs were charged from the front and back, only to be found in hopeless situation.

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Miners surrounded form the front and back.

Surrounded from both sides, they lost their morale and flee as fast as possible. Caught and cut to the delight of Plagrot.

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Miners surrounded and wiped to the last Dwarf.

At the same time, Clanrats, being fired round after round and despite heavy losses managed to reach Dwarf defence line. Dwarf-things should not be underestimated. That is the lesson to learn for all Skaven. Dwarf Thunerers held their ground and killed bunch of attacking rat men, and they weren’t able to prove themselves as worthy opponent.

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Thunderers vs Clanrats. Soon to be chased off…

Sadly for Skaven patrol, Clanrats tuned their tails ad ran as far as possible.

Plagrot suspectedtreason. Dwarf-things were killing his Pestilens brothers with too greater ease. That was not supposed to happen! He ordered to march against Thunderers and Organ Gun.

…and Dwarfs were just standing and shooting. When Plagrot Cyst finally managed to charge at defending dwarfs – they were only handful of Plague Monks still alive.

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Brother Plagrot Cyst, handful of Plague Monks and Slaves tried to make a difference. Futile attempt…

As could be easily predicted, Skaven were driven off with easy.

Lesser Brother Plagrot Cyst’s patrol was chase out. Disgraceful defeat…

Battle 2. Short legs, short live…

Oh, Unholy Vermin Lord…Oh, Father of Filth, Great Nurgle… why have you abandoned me in the time of need? – Brother Plagrot was starting to question the wicked ways of his divine patrons. While licking his wounds, he gathered the survivors of the encounter with dwarf-things and thankfully Doomwheel somehow was repaired by its Engineer and it was ready to roll.

…and well, just right everything was patched up, Pestilens patrol encountered the second party from Barak Varr. Unit of Longbeards, Troll Slayers led by Rungni “Fire-Beard” Belgondsson, The Dragon Slayer and Gyrocopter, was another patrol from nearby Dwarf keep, ordered to investigate Varenka Hills.

Varenka hills were full of old settlements, and even older ruins remembering the times of Nehekhara. In such ruins, Plagrot Cyst’s Skaven was camping, completely unaware of incoming Rungni’s patrol.

Skaven Slaves and Clanrats were outside the camp looking for provisions, while Dwarf came. Gyrocopoter was flying around camping Plague Monks. And they could do nothing but shout with anger at it. Longbeards and Troll Slayers were coming, and there was only followers of Clan Pestilens and Doomwheel to defend. Even Plagrot was out the camp.

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Dwarf-things incoming! All back to the camp!

Driven by insane frenzy Plague Monks seemed not to worry about the odds and marched forward to meet their ancient foes. Doomwheel also rolled, but its slightly damaged wooden construction was most probably malfunctioned, because it rolled right into the charging Troll Slayers.

» data-medium-file=»https://gameoftravel.files.wordpress.com/2016/05/doomwheel.jpg?w=300″ data-large-file=»https://gameoftravel.files.wordpress.com/2016/05/doomwheel.jpg?w=840″ src=»https://gameoftravel.files.wordpress.com/2016/05/doomwheel.jpg?w=840″ alt=»doomwheel» srcset=»https://gameoftravel.files.wordpress.com/2016/05/doomwheel.jpg?w=840 840w, https://gameoftravel.files.wordpress.com/2016/05/doomwheel.jpg?w=150 150w, https://gameoftravel.files.wordpress.com/2016/05/doomwheel.jpg?w=300 300w, https://gameoftravel.files.wordpress.com/2016/05/doomwheel.jpg?w=768 768w, https://gameoftravel.files.wordpress.com/2016/05/doomwheel.jpg?w=1024 1024w, https://gameoftravel.files.wordpress.com/2016/05/doomwheel.jpg 1200w» sizes=»(max-width: 840px) 100vw, 840px» />

Doomwheel charged by Troll Slayers.

Doomwheel ground two of them, but they were skilled and determined fighters. They destroyed it completely – Skaven Engineer was killed, rats chased away and the wheel just trampled…

…at this moment Brother Plagrot Cyst with Clanrats and Slaves got back to the camp. When he looked around, he turned furious! Dwarf-things again! Unbelievable! Dark Gods are mocking him! Enraged, he gave order to march.

Plague Monks charged at Longbeards, but without inspiring leadership of Plagrot (who temporary joined the unit of Clanrats), they were no match for Dwarf veterans of many wars. Dwarfs killed about the dozen of Skaven and Plague Monks all of the sudden lost their determination to fight and started to flee. Longbeards pursued, but they did not catch them.

» data-medium-file=»https://gameoftravel.files.wordpress.com/2016/05/plague-monks-defeat.jpg?w=300″ data-large-file=»https://gameoftravel.files.wordpress.com/2016/05/plague-monks-defeat.jpg?w=840″ src=»https://gameoftravel.files.wordpress.com/2016/05/plague-monks-defeat.jpg?w=840″ alt=»plague-monks-defeat» srcset=»https://gameoftravel.files.wordpress.com/2016/05/plague-monks-defeat.jpg?w=840 840w, https://gameoftravel.files.wordpress.com/2016/05/plague-monks-defeat.jpg?w=150 150w, https://gameoftravel.files.wordpress.com/2016/05/plague-monks-defeat.jpg?w=300 300w, https://gameoftravel.files.wordpress.com/2016/05/plague-monks-defeat.jpg?w=768 768w, https://gameoftravel.files.wordpress.com/2016/05/plague-monks-defeat.jpg?w=1024 1024w, https://gameoftravel.files.wordpress.com/2016/05/plague-monks-defeat.jpg 1200w» sizes=»(max-width: 840px) 100vw, 840px» />

Plague Monks fighting Lonbeards

Few moments later, Troll Slayers were already in close combat with Skaven Slaves, and Clanrats charged Longbeards. Gyrocopter were just flying around releasing the enemy steam form the cannon.

Clanrats were fighting Longbeards, Slaves were clashed with Slayers, while Plagrot casted most horrible of all Spells of Pestilens – The Plague. Many Lonbeards died because of this spell, and this lethal disease spread with the wind, killing few Clanrats as well. And when everyone was suspected The Plague went out, suddenly, some of The Slayers and Slaves started to die in horrible agony! That was massive unexpected twist for both sides. Plagrot was proud. Maybe now, Father Nurgle will be pleased with this sacrifice and give him victory.

Unfortunately, the hope often deludes the foolish rat! Longbeards broke Clanrats from combat with ease, and Palgrot was stripped from his wishes and hopes in the matter of seconds.

Slayers killed all Slaves. However they also found death from the hand of Skaven. The last Dwarf standing – Rungni “Fire-Beard” Belgondsson said the words of the prayer to Grimnir and ran after Plagrot and Clanrats.

While Plague Monks lost their nerve totally and fled out of the battle, then Plagrot managed to rally Clanrats and persuade them to fight against dwarf-things some more. Clanrats stood no chance against Longbeards, but Plagrot hoping to take at least a piece of revenge over dwarf-things of Barak Varr. He and Rungni, the Dragon Slayer clashed in the challenge. Rungni couldn’t strike final blow against already wounded Plagrot, who doged all his attacks. And Plagrot Cyst scratched Dragon Slayer in several places with his poisonous weapon. In the matter of minutes, Rungni “Fire-Beard” Belgondsson was started to get dizzy, and he slowly losing his conciousness. But before he fell, he struck the final Deathblow at Plagrot and smashed the Skaven’s head with his mighty axe.

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Rungni “Fire-Beard” Belgondsspn vs Plagrot Cyst

Summary. Well, I did it once again. Doomwheel exposed to charge distance (plus once again I rolled 2 for lighting strength) and it was taken care quickly of by Troll Slayers this time. We played Meeting Engagement scenario and I rolled Slaves, Clanrats and Plague Priest to be in reserves. 3 of 5 in reserves! Really!? On plus side, I drew Plague from spells deck and even managed to cast it successfully:) I also killed Dragon Slayer in the challenge (I try to forget the part that he killed Plagrot with his final deathblow. Yeah, never happened…).

Final Thoughts

Second battle was my last. I had to run. But there was still battles to be fought. Each player had 2 battles ahead. And after 4 battles – one winner with most VPs was announced. And look at that, it was one of Skaven players (yay!). Congrats to the winner!

Second trophy, for the best painted army went to Kris and his Orcs and Goblins. Amazing job, you deserved completely!

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Kris’s best painted army.

And me? I lost two battles, but I had extremely good time. I met few familiar faces, few new friendships started. Yeah, definitely good time:). Good work Andrzej! I hope you will proceed with volume II and III and even further editions! Fingers crossed!

» data-medium-file=»https://gameoftravel.files.wordpress.com/2016/05/andrzej.jpg?w=300″ data-large-file=»https://gameoftravel.files.wordpress.com/2016/05/andrzej.jpg?w=840″ src=»https://gameoftravel.files.wordpress.com/2016/05/andrzej.jpg?w=840″ alt=»andrzej» srcset=»https://gameoftravel.files.wordpress.com/2016/05/andrzej.jpg?w=840 840w, https://gameoftravel.files.wordpress.com/2016/05/andrzej.jpg?w=150 150w, https://gameoftravel.files.wordpress.com/2016/05/andrzej.jpg?w=300 300w, https://gameoftravel.files.wordpress.com/2016/05/andrzej.jpg?w=768 768w, https://gameoftravel.files.wordpress.com/2016/05/andrzej.jpg?w=1024 1024w, https://gameoftravel.files.wordpress.com/2016/05/andrzej.jpg 1200w» sizes=»(max-width: 840px) 100vw, 840px» />

Andrzej, organiser of the tournament and sole umpire. Good work, man!

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