Races and nations of Warhammer Fantasy

In the fictional Warhammer Fantasy setting by Games Workshop, there are a number of different races and nations. The most important of these feature are individual armies in the Warhammer Fantasy Battle table top game.

Realms of Men

All of the featured human nations are based in the Old World.

Kingdom of Bretonnia

Bretonnia is based on real-world medieval France; its name is clearly derived from the French province of Britanny and it draws heavily from Arthurian legends which are associated with Medieval Brittany; for instance with The Lady and The Green Knight who both have parallels in Arthurian lore. Though originally received by the Warhammer community as too idealistic for the Warhammer atmosphere, further source books have revealed the underlining arrogance of Bretonnian knights and their casually cruel treatment of their lowborn citizens.

Bretonnia was founded when the Knight Lord Giles drove the hordes of orcs and chaos out of Bretonnia in the name of the Lady, the goddess the Bretonnians place their faith in. Since then Bretonnia has been divided and collectively ruled by the King of Bretonnia and his twelve Dukes and their families. Each Duke, in turn, rules over several barons and earls, each having great swathes of land and are able to call upon dozens of knights from the lesser nobility they rule.

Bretonnia's official religion is the worship of The Lady. However, this religion is only exclusive to the aristocracy, as peasants are considered unworthy to worship Her and any caught doing so are brutally punished.

Bretonnian knights train extensively from boyhood in riding and heavy armor combat, specializing in two kinds of weapons, the longsword and the lance; completely abstaining from using ranged weapons, which they consider dishonorable. Their blacksmiths are the best human armorers in the world, second only to the elves and dwarfs in craftsmanship. Though indoctrinated in the art of knightly chivalry (similar to that which is practiced in Arthurian legend), Bretonnians generally believe that chivalrous acts and responsibilities only apply to their fellow aristocrats and do not extend the same courtesies and respect to their peasant citizens. Bretonnian knights are born exclusively from the nobility of Bretonnia as peasants cannot afford the cost of the armor and weapons required to be a knight, as well as the upkeep necessary to keep horses and maintain equipment.

Some more well-off peasants may still serve as Men-at-arms in their lord's forces, each aristocrat being able to raise a few hundred men-at-arms from their peasant tenant families. These part-time soldiers are paid a marginal wage and are provisionally given basic armor and carry pikes or spears as their armaments. Each is also required to wear the livery of their lord's house. Though organized and markedly courageous, they are mostly poorly trained and under-supplied as their lords will rarely spare the time and resources to properly equip them. As such, men-at-arms often rely on salvaged or captured arms and other war gear from the battlefield.

Additionally, Bretonnian armies are supplemented by the Fey Enchantresses (women who are mysteriously abducted by fey spirits when they are young, raised by the Lady and endowed with magical powers) and the famed Pegasi Riders (knights trained to ride highly-temperamental winged horses exclusively raised by Bretonnian breeders and serve as the kingdoms aerial forces). For heavy firepower, Bretonnia has only one major siege weapon, the Trebuchet. While boasting impressive range, the siege weapon is as inaccurate to fire as it is cumbersome to load. These are usually kept far to the rear of Bretonnian armies along with their peasant long bowmen who rank even less than Men-at-Arms.

Thus, Bretonnian armies rely on powerful charges from their many heavily armed and armored knights in order to achieve victory. Bretonnian knights are arguably the best heavy cavalry in Warhammer Fantasy, along with being the most varied. For support units, they have the Pegasi and the Enchantresses and for basic units, Bretonnian armies can also contain cheap and expendable peasant longbowmen and men-at-arms to serve as fodder.[1]

The Empire

Smaller states of the Old World

The North, East, and South

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

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

Elves

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

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

Dwarfs

A Dwarf.

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

Lizardmen

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

Orcs and Goblins (Greenskins)

A Goblin.

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

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

The toughest and most disciplined of the Orcs are the Black Orcs. These mean beasts are "armed to da teef" and are covered in heavy black armour. This is one reason why they are called Black Orcs, the other being their unusually dark green skin compared to their brethren. The most unusual thing about these Orks is that they take care of their weapons and armour (to an extent), cleaning them after each battle, while the other orcs like to leave pieces of their foes stuck to their gear.

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

Chaos

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

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

Skaven

Skaven or "Children of the Horned Rat", are a Chaotic race of rat-men.The Skaven have a general Steampunk motif, in that they use primitive and magic-driven science similar to alchemy and medieval proto-science.

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

The Undead

All undead in the Warhammer world are a result of the black sorceries devised by the first necromancer, Nagash, in the long distant past. The Undead are effectively split into two distinct armies: that of the Tomb Kings which has a strong ancient Egyptian feel with mummies and chariots driven by skeletons, and the army of the Vampire Counts which features vampires, zombies and so forth. They are colloquially known as "dry" and "wet" undead, respectively.

The Ogres

References

  1. Warhammer Armies: Bretonnia (Games Workshop, 1998) ISBN 1-869893-08-5
  2. Warhammer Armies: The Empire (Games Workshop, 2000) ISBN 1-84154-059-5
  3. Warhammer: Dark Shadows, (Games Workshop, 2001) ISBN 1-84154-198-2
  4. Warhammer Rulebook (Gamesworkshop, 1996) ASIN B000QGG4SA
  5. Warhammer Fantasy Roleplay (main rulebook, 1986, reprint 1995)
  6. Warhammer Armies: Dark Elves (Nottingham: Games Workshop Ltd., 1998) ISBN
  7. Warhammer Armies: High Elves (Nottingham: Games Workshop, 1993) ISBN 978-1-872372-63-1
  8. Warhammer Armies: Wood Elves (Nottingham: Games Workshop, 2006) ISBN 1-872372-45-7
  9. Warhammer Armies: Dwarfs (Nottingham: Games Workshop, 2000) ISBN 1-84154-066-8
  10. Warhammer Lizardmen (Nottingham: Games Workshop Ltd., 2005) ISBN 1-84154-644-5
  11. 1 2 Warhammer Armies: Orks and Goblins (Games Workshop Lts, 2000) ISBN 1-84154-060-9
  12. Warhammer Armies: Ogre Kingdoms (Games Workshop Lts, 2004) ISBN 1-84154-531-7
  13. White Dwarf Presents Warhammer Chaos Dwarfs (Games Workshop Lts, 1994) ISBN 1-872372-80-5
  14. Jøn, A. Asbjørn (2003). "Vampire Evolution". mETAphor (3): 22. Retrieved 20 November 2015.
  15. Jøn, A. Asbjørn (2001). "From Nosteratu to Von Carstein: shifts in the portrayal of vampires". Australian Folklore: A Yearly Journal of Folklore Studies. University of New England (16): 97–106. Retrieved 20 November 2015.
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