Warhammer - Estalia

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Transcript of Warhammer - Estalia

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ESTALIA

By Mathias Eliasson

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CONTENTS

INTRODUCTION .................................................... 7 THE LAND OF THE SETTING SUN .............. 9 The Estalians .............................................................. 10 The History of Estalia ................................................ 17 Timeline of Estalia ..................................................... 26 The Cult of Myrmidia ................................................ 29 The Estalian Inquisition ............................................. 35 Map of Estalia ............................................................ 38 Kingdoms of Estalia .................................................. 40 SOLDIERS OF ESTALIA ................................... 49 Army Special Rules ................................................... 50 Commanders .............................................................. 51 Inquisitors .................................................................. 52 Battle Magi ................................................................ 53 Priestesses of Myrmidia ............................................. 54 Diestros ...................................................................... 55 Tercio Pikemen .......................................................... 56 Rodeleros ................................................................... 57 Handgunners .............................................................. 58 Caballeros .................................................................. 59 Genitors ..................................................................... 60 Almogavars ................................................................ 61 Marines ...................................................................... 62 Royal Guard ............................................................... 63 Conquistadors ............................................................ 64 Grenadiers .................................................................. 65

Mountain Bandits ....................................................... 66 Knights of the Blazing sun ......................................... 67 Sisters of Fury ............................................................ 68 Black Watchmen ........................................................ 69 Culverin ..................................................................... 70 Mountain Gun ............................................................ 70 Fire Bulls .................................................................... 71 War Dogs ................................................................... 72 Pegasus ....................................................................... 72 Griffon ....................................................................... 73 Isabella Giovanna Luccelli ......................................... 74 Juan Federico ............................................................. 75 Santiago de Vivar ....................................................... 76 Grand Inquisitor de Hojeda ........................................ 77 Francisco Cortez ........................................................ 78 Don Lomente ............................................................. 79 Alonso Diaz de Mirajo ............................................... 80 Maria de Salvo ........................................................... 81 Inquisitorial Powers ................................................... 82 Relics of Estalia ......................................................... 83 THE ESTALIAN ARMY LIST .......................... 86 Lords .......................................................................... 88 Heroes ........................................................................ 90 Core Units .................................................................. 93 Special Units .............................................................. 95 Rare Units .................................................................. 97 SUMMARY .............................................................. 98

Compiled, Edited and Partly Written by: Mathias Eliasson

Cover Art: P-G-Moran

Art: WFRP: Tome of Salvation, WFRP: Renegade Crowns, Warhammer Online, Fantasy Flight Games, Ubisoft Montreal, Hell Dorado, Age of

Empires III, American Conquest, Deadliest Warrior Legends, Empire: Total War, Augusto Ferrer Dalmau, Giuseppe Rava, Pedro Ramos, Amanda Spaid, Ruslan Svobodin, Davide Bonadonna, Vladimir Malakhovskiy, torei, Ganbat-Bad, Clauzel, ethicallychallenged, Angel Garcia Pinto, nero,

rudyao, phoenixlu, bloodcor, emotion founder, Wei Shen, Nacho Molina, Artofinca, Nonie, Perun Tworek, jOuey, Maxime Kuppert, Arturas Slapsys, Nicholas Bockelman, kamikazuh, Jeffrey Lai, Dong Lu, Greg Staples, Knight in Flames, leventep, boscopenciller, Tuomas Korpi, RUshN, Sinto

risky, Mikel Olazábal, jsek, thegryph, Nick Keller, jamga, anndr, Wiggers123, PE Travers, Craig Mullins. Book Design: Mathias Eliasson. Rules

Development: Mathias Eliasson. Original Material: Games-Workshop, Hell Dorado, Steven Lewis, Steve Darlington, Eric Cagle, David Chart, Andrew Kenrick, and Andrew Law, Owen Barnes, Kate Flack, Robert J. Schwalb, Rodrigo Merino, Alfred Nuñez Jr, Mike Allen, Athelsaan, Mark T.

Harter, Xavier Sanchez Loro, Damien Kennedy, Alexander J Bateman, Fautshie, Leif U. Schrader, New Guy, Cidracin, Van Riekert, Demonslayer,

Templar Grok Facecruncha, Silac, Raf, Scurrdi.

Special Thanks To: All the players that have contributed with feedback and ideas.

Some illustrations in this book are from the Spanish Estalian Army Book and are copyrighted. Used with permission.

This book is completely unofficial and in no way endorsed by Games Workshop Limited. The Chaos devices, the Chaos logo, Citadel, Citadel Device, the Double-Headed/Imperial Eagle device, 'Eavy Metal, Forge World, Games Workshop,

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Reserved to their respective owners.

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INTRODUCTION Welcome to Warhammer: Estalia, your indispensable guide to the Land of the Setting Sun.

This book provides all the information you’ll require to play with an Estalian army in games

of Warhammer.

WHY COLLECT ESTALIA? The Estalians are proud and haughty soldiers, who

have always been able to claim victory from the jaws

of defeat. Their soldiers are tirelessly drilled in the

image of the Goddess Myrmidia, the patron of War and

Wisdom whom they worship above all else. When the

Estalians go to war they do so under her banner,

marching tirelessly with unmatched discipline.

The Estalian armies are filled with well trained soldiers

using pikes, crossbows and swords, supported by the

knightly Caballeros and fast moving Genitors.

With them go the clergy of Myrmidia, the

Missionaries, the Knights of the Blazing Sun and the

Sisters of Fury. Powerful Inquisitors march beside

them and powerful elite Watchmen. Rounding out their

forces are the elite troops well versed in the use of

gunpowder, with Handgunners, Conquistadors,

Grenadiers and Culverins.

HOW THIS BOOK WORKS Warhammer army books are split into sections, each of

which deals with different aspects of the titular army.

Warhammer: Estalia contains:

Land of the Setting Sun. This section introduces

the Estalians and their part in the Warhammer

world. It includes their society and history. You will

also find information on the land of Estalia, the land

of the Rising Sun.

Soldiers of Estalia. Each and every troop type in

the Estalian army is examined here. You will find a

full description of the unit, alongside the complete

rules for any special abilities or options they

possess. This section also includes the Relics of

Estalia – magical artefacts that are unique to the

army – along with rules to use them in your games.

Estalian Army List. The army list takes all of the

characters, warriors, monsters and war machines

from the Soldiers of Estalia section and arranges

them so that you can choose an army for your

games. Units are classed as characters (Lords or

Heroes), Core, Special or Rare, and can be taken in

different quantities depending on the size of the

game you are playing.

FIND OUT MORE While Warhammer: Estalia contains everything you

need to play the game with your army, there are other

books and updates to be found. For the other books in

the series and the latest rules updates, visit:

www.warhammerarmiesproject.blogspot.com

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THE LAND OF THE

SETTING SUN

Far to the south of the cold and benighted

Empire of Sigmar lies another land, a land

of wide open plains warmed by a gentle

sun, bordered by perfect blue seas. This

great southern peninsular has been spared

the worst ravages of the greenskins, and

knows little of Chaos.

Here, threats are distant and religious

strife is unknown under the overarching

protection of the Maiden Myrmidia.

Culture and learning bloom, and art, music

and the pursuit of pleasure dominate over

all. However, this peninsular is not one

nation, but many. The Kingdoms of Estalia

have never needed to unite against an

outside force and so remain forever

fractured.

Here, the enemy lies within, and the

business of politics, war and even love is

settled with knives in the darkness or blades

at dawn, and so every man must be a

master swordsman if he hopes to live until

his beard turns grey. Beware then, the men

of the south, for they are quick to anger,

slow to forget and their hands never leave

their sword hilts - save only to drink their

sweet lemon wine, or to kiss the hand of a

passing beauty.

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THE ESTALIANS

Most people outside Estalia refer to the lands

southwest of Bretonnia simply by this name. The

people living in these lands however have quite a

different perspective. They will not only refer to the

city they live or were born in, but often to the quarter

of the city and sometimes to the street. Putting people

from Bilbali and Magritta in one basket may be

acceptable elsewhere, but it certainly is not in either of

the two cities. This is not a never-ending source of

argument, but also a good way to start physical

confrontation with even the more peace loving people.

The people of Estalia are very proud of their origin.

They claim to be the first Humans to have settled in the

Old World, but this is not taken seriously elsewhere.

However, it would be an unwise traveller who chose to

debate the issue within the Kingdoms' boundaries.

Even peasants can sometimes trace back their family to

the time before the reconquista (although not

everything may be true). They are also much more

connected to their birthplace than people in other parts

of the Old World. Even large families continue to live

in one house or in houses next to each other long after

the children married and have their own children. Some

streets of the cities are inhabited by members of the

same families and one quarter of Bilbali is called

Cuarto Borgeos, from an exceptionally large family.

Besides the family and place of birth, Estalians have a

very rigorous view on honour, pride and courage.

These character traits are held in high esteem.

Questioning someone's honour is almost as bad as

questioning his mother's sexual preference. Both can

lead to duels or a knife in the back. Someone who

behaves dishonourably is socially dead and even

ignored by his former friends. It is said that the

Estalians are very hardy folk, who will slay a man for

mistaking them for a Tilean or even greeting them in a

Tilean accent by mistake.

A strong part of honour is representation. Physical

labour on the other hand is not considered to

appropriate for an Estalian, even among those that

plough their fields. Abilities are not so important, as

flamboyant lifestyle. Even ordinary artisans and

merchants spend most money on clothes, servants and

festivities than reasonable. During noon many leave

their work, not only because of the heat, but also to

saunter through the streets.

Another way to earn honour is to buy titles. Many

noblemen are poor enough to be forced to accept such

proposals. However this way is left only to the richest

citizens. Others try to bring in some irrelevant

document to the king which they sign with the prefix

Don. They hope to receive an answer, even if it is just

an insult to stop such correspondence, which is

addressed to a Don Soandso. Then there are those that

use bribery or blackmailing to get a title. This may be

the reason why some influential criminals have titles.

The importance of courage and honour of course means

that many people are willing to go on any adventure.

Dropping words like "dangerous", "great foe" and alike

is likely to raise the interest of some people. They will

be enthusiastic to join any adventuring party and will

arrive in the most fashionable adventuring gear the

next morning. However they are likely to lose interest

very soon, generally as soon as they find out that

adventuring means hiking, climbing and sweating,

while carrying large packs of equipment.

Although Estalians generally look down upon

foreigners, they are honest and reliable towards their

friends. Should a foreigner become the friend of an

Estalian, he will get all support he wants to. The

biggest compliment that can be made to foreigner is

that he is worthy to be Estalian.

Passion defines everything in Estalia. The people are

not idiotic or suicidal, but they prefer action over

thought, and boldness over caution. Estalians never do

anything by halves. They love with all their hearts,

promise all their strength and never eat or drink

without filling themselves to bursting. To the Estalian,

prudence and parsimony are signs of poverty,

cowardice, disloyalty or weakness of conviction. He

who holds back must be hedging his bets; he who saves

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his strength in a battle is keeping it to run away.

Which is not to say the Estalians do not think of the

future: they are always thinking of the future, which is

why they must give their all today, at this moment.

Better to die and have songs sung about your victory

than to live with failure or dishonour.

Social Classes

On top of the food chain is the nobility. The most

important is of course the local king or queen. No

matter how small the kingdom may be, the king/queen

has any right he wants to have. He can kill

discretionally without fearing prosecution and take

without justifying himself. Of course, this does not

mean that the rulers are very popular among the

citizens. In practise these powers vary very much.

Theoretically King Felipe III of Magritta has the right

of the first night, but he is good advised not to use it. In

general the bigger the town, the less direct is the

presence of the ruler. His presence is mostly reduced to

levying high taxes.

Below the ruler are often a great number of lords and

ladies. These have a fief that, depending on its size,

guarantees for a more or less regular income. These

noblemen and noblewomen can hardly ever be found

on their fiefs. Instead they prefer to spend most of their

time at the king's court. When they do not appear on

some festivity, scheming seems to be their favourite

pastime. Trying to further their influence or bring rivals

into discredit. Such a live of luxury requires large sums

of money. This means that their serfs have to work

harder.

The mayor part of the nobility is formed of the

Hidalgos, who stand on the lowest step of the nobility

and are mocked upon by other noblemen. These are

noblemen who received their title for some outstanding

achievement. The status as a Hidalgo is not connected

with a fief. It can take centuries for a Hidalgo to gain

enough influence to get a fief, although clever

assassination also has played a role in the past. Those

that have not been granted a fief often have to work for

other noblemen (e.g. as heralds or equerry) or serve in

the military. Most of these are spend to differentiate

themselves against the richer merchants and artisans.

The priests of Estalia are not much different from those

in the Empire or elsewhere in the Old World. They

church of Myrmidia has the biggest influence and its

main temple is in Magritta. Priests can often be found

to work as advisors for the rulers. Although this is also

practised in the Empire, the influence of the

Myrmidians is much bigger. Some priests resemble

more politicians and have lost touch with their cult a

little bit. They can rarely be found in the churches, but

are willing to use all of their influence to further the

aims of their church, since they know that their power

is just borrowed. Although most cults can also be

found in Estalia, the churches and temples are often

made for a saint and the god itself steps somewhat in

the background. Many people have small shrines where

they pray to a saint and ask for guidance or protection.

Below the priests stand the merchants and artisans.

Some of these have as much influence as noblemen,

but they are cautious to overuse this influence for

fearing to attract the attention of the higher classes. The

peasantry is a social class that seems to be very similar

throughout the Old World. They work hard and are

poor.

Outsiders almost form a class of their own. Due to their

exaggerated sense of origin, Estalians regard people

from other parts of Estalia and especially from outside

Estalia, to be untrustworthy, dishonourable and of bad

character. They are looked down upon by almost any

Estalia. It has happened more than once that a beggar

who asked for a few coins scoffed his donator

afterwards. On the other hand Estalians can prove to be

friendly when they see any chances that they have get

some advantages.

The people of Arabian descendant or people born in

Araby form a group of their own. Social classes are by

definition almost impervious, this group however is

virtually closed to any outsider and what is an outsider

is in the discretion of those who are not. The contacts

between Estalians and those of Arabian origin remain

superfluous and mostly on a professional basis.

Personal contacts are extremely rare and no one, from

either side, would allow intermarriages between the

two groups. The reasons for this separation can be

found in the time when the south of Estalia was under

Arabian rule and the reconquista. The northern regions

of Estalia have only very, if any, people of Arabian

descendant. The biggest community can be found in

Magritta and its Arabian Quarter. Easily identifiable as

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it is the most run down part of the city, since the King

has forbidden any kind of structural repair in this part

of the town. Of course there are contacts on another

level society. Various "herbs" can only be found in

small shops and dens of the Arabian Quarters and there

are enough people who have interest beyond the law

that are willing to deal with their Arabian counterparts.

Professions

The professions in Estalia generally resemble those in

other parts of the Old World. Here are only some

peculiarities and a new profession detailed.

Thieves & Criminals

Crime is not less a problem in Estalia, as it is elsewhere

in the world. Some criminals form almost a parallel

society, with their own jurisdiction, markets, taxes,

temples et c. The most famous of these groups is

"Orm's Court" in Magritta. The watch tries to ignore

the problem at best and will only interfere when the

criminals carry their problems out of their quarters. As

long as they do not worry the nobility and influential

merchants, they are tolerated.

Criminals have a strong sense of community. The

worst crime in their eyes is treason and cooperation

with the watch. This is because jurisdiction in Estalia

in general is swift and harsh. Even misdemeanours are

often punished by death or forced labour in the silver

mines, which is nothing but an extended death

sentence. Of course the nobility enjoys great privileges

and is seldom prosecuted, left alone sentenced.

Almost any criminal native to the city can lean on a

great number of connections, helpers, fences and

similar trades. However any outsider is considered to

be a rival and can soon be found in the nearest river,

should he act suspicious. And the definition of the

word suspicious in this context is very broad.

An Estalian specialty is fraud. This crime is probably

more widespread than anywhere else in the Old World.

Nobody knows where the borders of the various

kingdoms exactly are and often foreigners have to pay

tariffs for kingdoms that do not exist or are stopped at

borders that do not exist. In the cities people

identifiable as become from elsewhere are asked to pay

dubious taxes. Others offer the help in the bureaucracy

or arrange meetings with people at the local courts.

Although few may be able to do so, most are never

seen again after they received their advance payment.

Merchants

Estalia, or more precisely, Bilbali and Magritta are a

good place for merchants. They can find most goods

available in other parts of the Old World.

Additionally the markets offer a wide range of Arabian

goods. Most of these are very expensive outside

Magritta and Bilbali and some cannot be found at all. It

is not unusual to find Estalian merchants in the north,

and their mule caravans frequently tour the cities of the

southern Empire.

Merchants in Estalia do not form guilds as the

merchants of the Empire do. Instead many merchants

have a monopoly on certain goods. This ensures great

wealth for those that enjoy this privilege. The trade

with perfumes in Magritta for example is in the hand of

Jorge Bastos and his family in the sixth generation. The

trade with less lucrative goods is left to the ordinary

merchants. They vigorously competent against other

merchants this has prevented any cooperation in the

past.

Duelling A complex legal system of formal duels was

established throughout the Empire ages ago. Duellists

are specialists in the lethal application of sword and

pistol, hiring themselves out to safeguard the honour of

others, though many of their kind come from the ranks

of younger Nobles who duel for their own purposes.

Duellists come in two varieties: happy-go-lucky devil-

may-care swashbucklers who regard their exploits as a

continuous adventure, and deadly serious fighters who

wear their honour on their sleeves and are very quick to

take offence at slights, imagined or otherwise.

Formal duelling has a very specific structure and

complex set of rules governing its performance.

Duellists must follow all these rules if they hope to

avoid being branded common murderers, which means

they must know the rules thoroughly. Because of this,

the single most important organisation for any duellist

is a proper duelling school. All duellists belong to a

duelling school, where they learn the rules and also

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practice their skills. Each duelling school has its own

preferred fighting style and methods, and a good

duellist can tell an opponent‘s school by watching him

duel or even practice. Duelling schools also provide a

place where nobles and merchants can go to hire

duellists – the school takes a small commission for

arranging the meeting and for guaranteeing the duellist

is a professional and will behave accordingly.

They do not guarantee victory, of course. Many

duellists also belong to duelling associations. These are

less formal organizations, simply collections of

duellists who share common interests and like to gather

to compare stories, techniques, and tips.

Most duelling associations only admit duellists from a

single duelling school, and often rivalries spring up

between different associations. The associations also

provide opportunities to spar with other duellists, and

some nobles prefer to hire through these organizations

rather than going to the schools.

Overseas Exploration

When not fighting each other, the Estalian states are

especially interested in overseas exploration. Portigelle

has been the most successful state at this, as their good

relations with the High Elves ensures that Elven

ambushes of treasure fleets are a relatively rare

occurrence. A number of Portige sailors have claimed

to have passed the Citadel of Dusk and the Fortress of

the Dawn, and sailed all the way round the world, but

everyone in Estalia knows that the world is in fact flat

and these dangerous individuals are usually suppressed

by the Inquistion. Nonetheless, many treasures from

distant lands keep appearing in Portobella, as well as

the occasional Nipponese or Cathayan.

Most Estalian overseas exploration, however, happens

in the lush jungles of Lustria. The discovery of gold

there by a Bilbali adventurer made expeditions very

popular. Even though at least half of the treasure ships

sent out each year are captured by Elves or Pirates, the

ventures are still incredibly lucrative. So far, however,

the Estalians have failed to establish any towns further

south than the Norse settlement of Skeggi, thanks to

the Lizardmen who live in the area. The most famous

and successful Estalian in Lustria is Pirazzo, who

recruited his Lost Legion in Tilea and still occasionally

returns to the land of his birth.

Estalian Relations It is difficult to characterise the Estalian view of other

nations as their exposure to them is so varied. An

inlander might have no idea of the existence of other

nations, while a citizen of Magritta might converse

with Norscans and Kislevites on a daily basis. Trade

agreements can also have a vast effect on exposure to

foreign nations: two towns may be separated by only a

few miles but due to their trading agreements one may

know Bretons well, the other Empire folk, and never

the twain shall meet. The same goes for the

multifarious kingdoms, with each having their own

policies regarding and opinions of the rest of the Old

World.

One thing all Estalians agree upon, however, is that

their kingdoms are by far the greatest in the world. In

general, Estalians see little difference between the folk

of the Bretonnia and those of the Empire. Both come

from cold, wet, northern lands, where they insist on

wearing ridiculous armour and fighting with

ridiculously heavy weapons. They are also famously

po-faced and dull, and given to always predicting the

end of the world. Of the two, the Bretons are slightly

preferable, because they understand chivalry, make

good wine and have the good sense to worship a

woman, even if the Lady is not a patch on the Maiden

Myrmidia. The Bretons have also proved strong allies

of the northern states in dealing with past incursions of

Iron Orcs and the skaven.

The southern Bretons usually return this respect,

viewing the Estalians as something like their younger

brothers. They feel the southern sun and lack of deadly

enemies at all sides have made the Estalians soft, and

inattentive of the proper business of war. One day,

perhaps, the Estalians will need to grow up but for now

the Bretons are happy to let them enjoy their

innocence.

Men of the Empire are less patient, seeing the Estalians

as foolishly naive or frustratingly frivolous. Just as

Kislevites resent the safety they provide the Empire,

Empire warriors believe that the Estalian way of life is

only possible because of their efforts and sacrifices.

Estalians are lampooned on the stage as being

extremely soft-living, mindless, slovenly and cowardly,

preferring to lie about reading or drawing instead of

fighting. This lampooning stops however if they ever

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serve with Estalian mercenaries, who shore up their

homeland‘s reputation with an unexpected courage,

even when lacking strong Empire armour. Empire folk

are also surprised at how quickly an Estalian can go

from languishing with wine, woman and song to

charging into battle, and back again. Then the northern

soldiers wonder whether the hot sun makes all

Estalians into madmen who must do everything to the

extreme.

Estalians are quick to defend themselves against slurs,

but are forgiving of the northerner folk. To live in such

a cold, wet, strife-ridden, Chaos-marked place makes

them deserving of pity more than scorn. The Estalians

however spare no wrath when it comes to their nearest

neighbours, the Tileans. These two nations share a

common ancestry, a border and many national

characteristics but most importantly they share an

enmity for the other that edges on the pathalogical.

There is no real cause or event behind the enmity

between Tileans and Estalians. There is a great

religious divide between the nations but that is more a

result of the antagonism than a cause. Tileans and

Estalians fight for the same reasons brothers fight: they

are so similar, and live in such close proximity, that

they seek every chance they can to find differences and

faults in their counterpart. Estalians will accuse

Tileans of such things as being thieves, cowards,

shirkers, weaklings, fops, hypocrites, betrayers,

bastards, homosexuals, necromancers, dog-lovers and

women-beaters, and the Tilean litany in return will be

much the same. The most iconic insult however stems

from the Tilean‘s devotion to finance and trade.

"How dare you even consider that my old blood is not of lineage, Don Diego!" Don Garcia roared. "An insult of this size can only be repaid in the field of battle, but that will be tomorrow. If you survive then you honour shall be cleared!" The two veterans went to bed, even though angry and eager to solve the "issue" there and now, held back to be able to battle tomorrow.

Although Estalians equally pursue trade supremacy,

Tileans are seen as gold-hording bankers, who will

backstab anyone to increase their coffers. The

stereotyped Tilean captain sits in his cabin, effetely

stroking his piles of gold and paying off spies and

traitors, instead of standing bravely at the prow in the

fury of the storm. A ‗Tilean promise‘ is something

worth less than nothing, a ‗Tilean oath‘ is something

that lasts no time at all, and a ‗Tilean bargain‘ is being

paid to take a dive.

Tileans, in return, characterise Estalians as being too

foolish, stubborn or romantic to know a good deal or a

wise peace when they see one, preferring ever to fight

or get drunk than to actually accomplish anything. On

the theatre stages of Tilea, Estalians are sozzled

berserkers, always tilting at windmills or charging into

trouble.

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The last and most unique Estalian relationship is with

the land of Araby to the south. No other nation in the

Old World has anything like the ties Estalia has with

this alien land, and although their past history has

involved terrible wars and religious genocide (on both

sides), their relationship has evolved into a truce of

mutual respect. As long as each party keeps its

distance and never rattles its sabre, trade flows fast

between the two nations, both of goods and ideas.

Arabyan magic fills the courts of Estalian kings and

Estalian steel is sold on the streets of Copher and Al-

Haikk.

Other Races in Estalia As there are so few forests in the Estalian lands, and

because Elven mariners consider these southerners

such a threat, there are few elves seen on the Estalian

mainland. As elven attacks at sea become more

common, those elves that are seen are more and more

likely to be regarded as untrustworthy, if not enemy

spies. However, there is as yet no war and the ports

trade with Elven vessels when the coin is good (and if

often is). Meanwhile, the Pina Wood and other smaller

forests are home to Wood Elves, but they share their

cousins‘ dim view of humans and keep to themselves

far more than the elves of the Empire.

So far from their empire in the World‘s Edge

Mountains, dwarfs are very rare in Estalia, but are

neither unknown nor treated badly. It is considered a

northern habit to be friends with dwarfs, but there is no

stigma associated with Estalians doing so. Halflings,

meanwhile, are found in abundance in Estalia, where

they find much to love in the climate and the vivacious

temperament of the people. As in Tilea, Halflings

enjoy a more celebrated status in the south than in the

Empire. They are far less likely to be servants and

many princes field whole regiments or orders of the

little folk.

The Estalians have little knowledge of the Skaven.

They do not live in denial like the Empire; rather their

rocky nation seems to resist extensive tunnelling and

the ratmen are considered more of a Tilean problem.

Only Tileans would make so many business deals they

would end up dealing with such beasts. Mutants and

beastmen are almost entirely unknown as well. Chaos

beasts and their tainting influence do not seem to take

root in the blessed hills, although giant beasts like

minotaurs and dragon-ogres are not unknown in the

terrifying peaks of the mountains.

Vampires are however more known in Estalia than

perhaps anyone outside the blight landed of Sylvania.

As with the Arabyan occupation, the horror of the War

of Blood has left the Estalians terrified of the vampires

that may yet live among them, and assured that some

indeed do remain. Unlike the Empire, however,

vampire hunters are not shunned, and common sense

defences such as garlic and daemonsbane plants are

ubiquitous.

16

Don Guillermo Cardonzo surveyed the scene before him. A city lay partly ruined on the plain below. Near its centre lay a smoking crater – the source of the heresy he and his band had been dispatched to cleanse. His thoughts briefly turned to his family‘s beautiful villa and the equally beautiful wife he‘d left behind. Esperanza, he thought to himself, will I ever see your lovely smile again? He turned to inspect his men. Father Frederico stood scowling in his red robes, his back absolutely straight. The man never smiles, thought the Don. The good father was a priest of the Inquisition, the organisation within the Church of Myrmidia that had gained so much popularity in recent years. With so much uncertainty and fear in the world today, the order offered by the church was very comforting to the common people. The ruthlessness of their methods was seldom questioned, as it was accepted that extreme measures were necessary in these desperate times. Chaos-worshippers and heretics were abundant throughout the Old World, and it was the Church‘s job to weed out these diseased individuals and protect the souls of the innocent. The Church had been fairly successful in containing the Chaos threat in the Estalian Kingdoms, and he decision was made to spread the word beyond those lands throughout the Old World. To this end the Church sent out members of the faithful like father Frederico to weed out the Chaos infection wherever they found it. To protect its representatives from more worldly threats, the Church hired and equipped bands of soldiers and sent them along with its priests. This was what Don Cardonzo‘s men had been hired to do, and they were determined, though none of them enjoyed being in the presence of so many unbelievers for such a length of time. In addition to the priests, other officers of the Inquisition were commonly sent out with the expeditions as well. An Inquisitor Brother had been sent along with Don Guillermo‘s band. As Guillermo gazed over at the proud face of the Inquisitor, he reflected upon the reputation of such men. All Inquisitors were thought to be very persuasive in their attempts to get heretics to beg for redemption. The idea of torturing another man sickened the Don, but he forced such thoughts away. Sometimes distasteful acts were necessary in the war for men‘s souls. Guillermo walked down the line of his men and pride filled him at the sight of these brave men of Estalia with their gleaming armour and steely look in their eyes. He knew he should say something to inspire them, but the Don had never been very good at oratory. He believed in inspiring men with deeds, not words. Fortunately Brother Frederico took the Don‘s silence as a signal for him to speak. "Today we go to spread the word of Myrmidia to the heretic. Those who repent will be offered absolution. Those who turn a deaf ear to out holy cause will be sent into the afterlife, their souls unsaved. Either way, never falter in our cause, and never doubt that we do the will of Myrmidia. You have the complete backing of the Church in this holy mission, and those who fall will have the assurance that our Goddess will be with us in the afterlife." After completing his speech, the priest turned to Don Cardenzo and nodded. "Forward men" cried the Don, "For Myrmidia! For Estalia!"

17

THE HISTORY OF ESTALIA

THE RISE AND FALL OF TYLOS The history of the people of the Kingdoms of Estalia

begins almost four and a half thousand years ago with

the tale of the tragically flawed Tylos, the legendary

father of the Tilean peoples. Tylos made a covenant

with raven-haired Myrmidia, a Goddess of Civilisation,

Beauty, and Honour, and with her help built a great

city for his tribe. However, this city was not enough for

Tylos, for he dreamed of surpassing the slender, white

structures to the south. So, he ordered his people to

build a tall tower, one to humble even the Elves.

Myrmidia was appalled at this pointless toil, and, after

many warnings, abandoned Tylos, claiming she would

return when his people knew honour again.

Shortly before the temple‘s completion, a young

Priestess of Myrmidia received a vision that showed

the city‘s destruction. She convinced a number of

families to leave and head west, where a promised land

awaited them. Not long after their departure, upon

completion of the great temple, the city was destroyed

by a terrible catastrophe, as fire fell from the sky and

burned the city to ashes. Seemingly overnight, the

devastated land became foetid swamps and ill-fated

Tylos disappeared from history. The fate of the city is

unclear, but some scholars claim it fell to the Dark

Gods, its corruption spreading outwards to form what

is now known as the Blighted Marshes.

The followers of Myrmidia‘s prophet knew then the

Goddess had saved them, and raised her above all

others in their faith.

The Promised Land Those that chose to leave the City of Tylos before its

destruction were led by the Priestess of Myrmidia

towards the setting sun, in search of the Gods that had

once walked amongst mankind. They travelled west,

making the perilous crossing over the Abasko

Mountain range and into the lands now known as the

Estalian Kingdoms. Estalian religion and folklore have

several tales of this time, and perhaps the most well

known concerns a Prince of Tylos that discovered a

rich vein of silver in the mountains and attempted to

settle the people there. While the settlement lasted for

several years, it was constantly plagued by attacks from

a monstrous Minotaur. The young Prince left the

safety of the village to lead the Minotaur away from his

people, deeper into the maze of what is the Abasko

Mountains.

Having safely completed the perilous mountain

crossing, the refugees discovered a rich and fertile land.

Since the Elves had already left this part of the Old

World, beaten back by the Dwarfs to defend other

colonies further to the north, the Estalians chose to

settle within the Elf ruins they found. Around -1600,

18

they established the city of Magritta in the remains of

the ancient Elven city of Astar. Amongst the ruins they

found a casket made of gold. On its lid a golden eagle

wreathed in flames. The refugees took this as a sign

that they had in fact reached their promised land and

chose the site as their home. They named the site after

the prophetess who had first had the vision of escape:

magra means ―thin‖, and the journey had worn the

young girl to nothing but skin and bone. Legends say

she did not eat for her entire journey, as she was carried

on by the will of Myrmidia herself. Histories of the

time also record that the girl did not die, but upon the

finding of the chest, was gathered up in Myrmidia‘s

arms, and became her first shieldmaiden. For her

devotion to her faith, she was renamed Debera, or

Duty, and made the patron maiden of the city.

Around this new city, clearly blessed by the Goddess

herself, the settlers began to consolidate into a new

nation. Within 200 years most of the peninsula was

ruled from the city of Magritta. Those few tribes that

resisted were pushed northwards or into the wilderness

or mountains. It seemed as though no army could

stand against those chosen by the Goddess Myrmidia.

Such was the prestige of these new settlers that every

modern noble from the Estalian Kingdoms claims to be

a descendant from the original refugees from Tylos,

rather than the few smaller nations they absorbed upon

their arrival.

Centuries passed, and the shattered remnants of the

people of Tylos spread through the other, southern

tribes. After a great war with the Dwarfs, the Elves

abandoned the Old World, and humanity cautiously

replaced them, slowly building new civilisations

around the Elder Race's ruins. They soon learned to

build proper ships and became able sailors, traders and

explorers, and the nation flourished.

War and Strife However, the new kingdom‘s stability did not last. In

the year -1151, the dead began to rise from the earth all

across the southern Old World. Thousands of people

fled the cities – homes to the largest burial sites - to

escape the Undead menace. Without leadership from

Magritta the rulers in the north were unable to unite

under a strong leader and reclaim the south.

During this time, several small kingdoms established

themselves within what would become the Estalian

peninsula, situated away from the previous major

settlements. The magic that had originally animated

the Undead declined, but there remained a fear of cities

and any neighbouring people that could harbour the

undead. Thus each nation became hostile and

isolationist, seeing all outsiders as a threat.

Meanwhile, thanks to the natural barriers of the

mountains, most of the peninsular was safe from the

Greenskin and Undead tides. With no common cause to

unite them, the kingdoms remained fragmented and

scattered, fighting amongst themselves.

Unification During the 5th centuary, a miracle occurred which

would once again unite Estalia and make it strong once

more. For reasons still hotly debated by her modern

cult, Myrmidia then returned to the descendants of

Tylos; however, she came not as a God, but as a

mortal. At this point, she was, like her sister Shallya, a

pacifist.

19

When still a girl, her parents died, so Myrmidia went to

live with her aunt and uncle, who were farmers, and

very poor. They hated the girl, and took any

opportunity to spite her, forcing her to work from dawn

to dusk. Eventually, when she came of age, they gifted

her to a local lord, hoping he would be Fateful, and

ease their taxes. The lord was not a kind master, and

the mortal Goddess was subjected to many indignities.

Eventually, unwilling to accept the injustice any

longer, Myrmidia, enraged, rose up and took a

ceremonial spear from the lord's collection, thrusting it

into his abdomen.

Myrmidia was changed forever. And from that day

forward, she never walked again without a spear, a

weapon that came to symbolise her future struggles.

Over the years, and many battles, she gathered great

heroes to her side and within a decade had bound all

Estalia and Tilea under her rule, staving off all manner

of invasions and rebellions. But, just as Myrmidia was

to be crowned queen, she was shot by a poisoned dart

from an unknown assailant. She was so strong that the

poison could not kill her though, and as she lay dying,

she ordered a great ship be built, and, it is said, sailed

west upon it, there to return to her home amongst the

Gods, known now, and forever after, as a Goddess of

War.

THE TIME OF WOES With the death of Myrmidia, the nation collapsed and

the old Kingdoms re-established, and Estalia returned

to an age of darkness. In 451 the Estalian Kingdoms

along the coast where raided by Lord Settra and his

Undead fleet numerous times over numerous centuries,

decimating Estalia‘s sea trade. There were also other

enemies at sea. Many legends of this time say that the

people of Estalia were punished by the Gods for not

protecting Myrmidia‘s new nation. The dark kindred

of the elves that once helped Mankind came in the

night to steal away their people, to the degree that

entire villages disappeared overnight.

While the Kingdoms along the coastline suffered in the

first half of the millennium, the second half brought a

new menace from within. Greenskins poured

unchecked across the Abasko Mountains into the Irrana

Mountains and the lands of Estalia, raiding at will and

killing all that they met. From these havens they

spread out, destroying everything in their path. During

this dark time only the cities of Magritta and Bilbali

seemed to be safe havens against the raiders – and even

they were not untouched When the sea raiders had

enough slaves and turned away, yet another menace

arrived that was interested in both worldly goods and

slaves. Arriving from the north in crude vessels called

Dragonships came the Norse Raiders. So bold was

their nature that in one raid they attacked the northern

city of Bilbali, and stole the great golden bell that had

rung in the harbour tower for the past three hundred

years, placed there by Myrmidia herself.

The Great Darkness It took a long time, but eventually Estalia began to

recover and prosper again. However, this attracted the

attention of the Skaven. In the year 800 the Skaven

invaded Estalia, destroying everything in its path. The

Estalians were not prepared to face an attack from the

ground. They had powerful fleets and cities, which

were only prepared to face attacks from the sea.

After the defeat of most of the humans, the Skaven

encountered unexpected rival in its attempt to dominate

the Estalian peninsula – Goblins of the mountains,

supported by powerful bands of ogres, were

determined to dispute the remains. The war between

the Goblins and Skaven was terrible but it gave the

Estalians time to recover and take the lead after a few

years, and so was able to recover their cities.

Gradually the Estalians were able to take control of

major portions of territory until the Skaven and

Goblins were driven into the mountains.

The weakness of the states, especially after the effort to

regain what had been taken by the Skaven and Goblins,

allowed several pirate groups to arrive and occupy

some settlements in south eastern Estalia. These small

states of pirates and bandits engaged in the capture of

slaves and piracy and could not be easily eradicated. In

fact some of them were able to compete against the

great commercial cities such as Magritte whose ports

20

had to be strengthened to cope with the incursions of

pirates who tried to loot the trade convoys.

The year 1111 I.C saw an influx of refugees from the

lands of the Empire, escaping the Skaven menace that

was trying to enslave them, but they brought the Black

Plague with them. While the Estalian people helped

the refugees as much as they could, hundreds began to

die from starvation and plague. Fearful that, unless

military aid was sent north to the Empire, the number

of refugees would swamp what resources the Estalian

Kingdoms could give, a small force of men marched to

help those still fighting in the Empire against the

Skaven, a fight that would last a decade. To this day,

there are Wissenlanders and Averlanders who

remember their debt to their southern saviours.

Over the next few centuries the Kingdoms of Estalia

finally began to prosper. A steady devotion to

improving their naval forces and seaside fortresses had

at last led to their coasts being safe once more. This

then allowed the nations‘ armies to get the Orc raiders

under some kind of control. It also permitted the

Estalians to begin to travel the seas again and trade

with their neighbours. After their successful

employment in the north, many of the Dons continued

to hire out their forces – armies and navies - to the

nobles of the Empire, to help rebuild the county and

fight in the numerous civil wars that raged there

throughout this time. The various knightly orders of

the Maiden used these exchanges to expand into the

north.

The Arabian Invasion In 1448, the Arabians launched a full-scale invasion

from the south, led by Sultan Jaffar, the despot of

Araby. Influenced by the Skaven, they convinced

Sultan Jaffar that the Kingdoms of Estalia would be a

future threat to his rule and that if he was to strike first,

his rule would never falter. The Sultan‘s forces landed

in the south of the Estalian peninsular and quickly laid

siege to the city of Magritta, while enslaving the local

rural population.

The various Estalian Kingdoms where slow to react to

the invasion, and so one by one the Kingdoms began to

fall again. The Sultan‘s forces marched north,

enslaving the people and tearing down what they saw

as heretical temples.

The Estalians, used to static warfare and hand-to-hand

fighting, were completely unprepared for the lightning

attacks which threatened them. A few months later,

most of the south had been overrun and many Estalian

armies had been destroyed. Too weak to field an

effective force against the Sultan‘s army the northern

Kingdoms rallied to Bilbali, the largest remaining

kingdom, and began a guerrilla style war against the

ever encroaching enemy.

With the Sultan‘s forces slowed, but still marching

north, hope was only restored when a Bretonnian army

(who were fearful that their lands would next be under

attack) and a smaller Imperial force arrived as rescuers.

Fighting men from all over the Old World put aside

their differences and joined in a Crusade against the

Arabyan intruders.

The Reconquest Over the following decade the lands of the Estalian

Kingdoms were reclaimed by the larger force from the

north and east and resistance fighters from within

Estalia. However as the Sultan‘s forces withdrew they

put many towns to the torch and captured the people,

sending them back to the lands of Araby as slaves. The

armies of the Old World became incensed at the

treatment of the Estalians and took oaths that the

Arabyans would feel their wrath. They began to put to

death any Arabyan they encountered, until the Sultan

realised that he could not defend against such hate and

would have to withdraw completely. He commanded

his forces to leave, but one rebellious sheikh, named

Emir Wazar or ―Emir the Cruel‖, refused to move his

troops from the city of Magritta.

A contingent of Knights to laid siege to the city, a siege

which would last for another long eight years and

require the intervention of Myrmidia to win. During the

siege, a group of knights lent their aid in the battle to

recapture the temple of Myrmidia from the Arabians.

The battle seemed lost for the Old Worlders until a

sudden, freak earthquake shocked the temple,

dislodging the huge bronze statue of Myrmidia atop the

building, and sending it smashing to the ground, where

it crushed the Emir Wazir the Cruel and his Black

Scimitar Guard. The leaderless Arabian horde

abandoned the temple to the Knights, who finally

21

succeed in retaking the city and drive out the last

Arabians in Estalia. The land was reclaimed but no

outstanding Estalian leader arose in this conflict to

unify the small kingdoms. Without someone to lead the

way, Estalia fell back into familiar patterns. In less than

a generation, the crusaders were gone and the Estalians

were once again fighting amongst themselves.

The war did not end there. Many of the knightly orders

and mercenaries craved more riches and glory and the

local rulers wanted these unruly and dangerous forces

out of their lands. So, Estalian ships, chiefly those from

Magritta, took advantage of the bloodlust and

transported many of these warriors to the northern and

western shores of Araby. The majority of the armies of

the Old World continued their blood hunt, waiting in

and around Magritta as a fleet was prepared to sail the

forces to Araby.

In 1451, the crusading armies of the Old World finally

defeated Sultan Jaffar in the Battle of El Haikk in

Araby. The majority of Bretonnians, having fulfilled

their oaths, turned for home, but others felt that the

Arabyans needed further lessons and the Crusade

continued. Over a period of 100 years numerous new

Crusades were launched from the Old World against

Araby, in the pursuit of revenge, treasure, or new lands.

Most of the Crusaders departed from the harbours of

Estalia and Tilea, bringing much wealth to the lands

and the opening of new trade routes. The Estalians

become even more proficient at ship building and

sailing, and began a race with Tilea to conquer the

world by sea. Over the next century, the countryside of

Estalia was almost entirely denuded of forest to build

their new navies.

AGE OF RECOVERY Some Tilean scholars proclaimed the years that

followed the expulsion of the Arabyans from Estalia as

the Age of Exploration. These scholars claim that

during this age Marco Colombo, the founder of the

ruling family of Trantio, ―discovered‖ Lustria and

brought back riches from that foreign land.

Within a decade of hearing of his discovery, every

nation in the Old World had heard the rumours of vast

cities made from gold and jewels hidden in those

foreign jungles, and rush to join the race across the sea.

Neither Estalia nor Tilea could match the military

strength of their neighbours but only they had

sufficient navigation and ship-building skills to ensure

safe passage. Both nations grew extremely rich from

selling their services. Eventually, the other nations

could not sustain their military excursions and Lustria

was, for the most part, abandoned to the southerners

again. A kind of cold war developed between the few

Estalian and Tilean settlements that managed to survive

in the jungle.

There is little doubt that the Tilean city-states took

advantage of the cessation of hostilities against Araby

to expand their network of trade. In this, they were in

direct competition with one another, as well as with the

Estalian ports, chiefly Magritta. Skirmishes,

particularly at sea, were common between these

competitors.

Border wars between northern Estalia and south-

western Bretonnia became frequent as each side sought

to gain some land at the expense of the other. The

Estalian kingdoms even battled one another for

influence and land, as well as battling the independent

Irranan dukedoms. The Bretonnians tried to extent their

influence here as well, but fared as poorly as they did

with their continuous attempts in northern Tilea.

Rumours of a war in the northern land of Kislev sent

many mercenary bands packing. Due to their absence,

peace reigned across the Southern Old World for the

few short years that the Empire, Kislev, and Norsca

were fighting for their survival.

The War of Blood In the year 1750 IC, the foul vampire Nourgul the

Necrarch launched an attack from his stronghold in

Sombra Wood. Although Estalia was and is no

stranger to the vampire menace, Nourgul‘s armies were

vast and his sorcery terrible. With the Crusades being

long over and a large part of the Estalian army

currently stationed in Lustria fighting the Lizardmen or

fighting as mercenaries in the Empire, the Kingdoms

once again struggled to remain free.

The armies of Nourgul had grown tirelessly over the

centuries in which the Vampire and his followers were

looking for the Great Book of Wisdom of Myrmidia.

The hordes of Undead moved slowly destroying

everything in its path, including armies who dared

oppose him. Nothing seemed capable of stopping

22

Nourgul on their way to Magritta. The Grand

Commander made one last attempt a few miles from

the city walls. This final conflict was the unequal as

expected because the army of Don Juan was vastly

outnumbered and succumbed after a hard combat. His

determination and courage saved the city, as after

fighting for two days the fortifications were completed

by the Estalians and the confraternity of merchants. In

addition, casualties occurred among Nourgul‘s

necromancers that were not compensated by the new

additions of dead Estalian soldiers to the army.

Nourgul reached the gates of the city two nights later,

mounted on a terrible winged nightmare. On the walls

of the city the Estalians and Tilean mercenaries that

were received from other cities were preparing to fend

off countless monsters of Nourgul‘s horde. But the evil

Necrarch was not aware that he was falling into a trap

as in the nearby hills and forests, thousands of family

and lay brothers were hidden, supported by the Knights

of the Blazing Sun and bands from the Irrana

Mountains, ready to attack the horde.

The undead immediately launched a first assault, but

the hidden army did not move. It was too soon. Then a

second wave was launched against the walls and was

also rejected, but neither was the time. The third wave

revealed the first signs of weakness among the

defenders and then Nourgul attacked ahead of his elite

troops.

That was the signal for the Grand Commander

Francisco Maldonado de Dezanola to launch his attack

on the rear of the Undead horde with preconceived

fury. Nourgul realized he was about to lose everything

and that his only choice was made to take the book and

disappear, so he led a fierce attack against the Fountain

Gate near the Temple of Myrmidia.

Thousands of Estalian soldiers perished in defending

the Temple, but eventually Nourgul and his bodyguard

penetrated their defence and entered the Temple. There

Nourgul faced the Grand Master Don Juan de Zapata

with a handful of Knights of the Blazing Sun, the last

defence of the Temple. de Zapata and his loyal men

could do little against the power of the Vampire whom

easily cut down the Grand Master. But as soon as the

Vampire tried to touch the Book of Wisdom, it is said

that Myrmidia herself appeared and smote the foul

creature. Whatever might have happened, the Undead

forces crumbled to the ground for no apparent reason

and the Vampire‘s ashes where found next to the

ancient Tome. What the foul Vampire had in mind for

the Tome of Wisdom is still a mystery, but from this

moment on, the faith in the Goddess and the safety of

the Kingdoms became united in the mind of the

Estalian people.

Despite their victory, the war had been was terrible for

Estalia. The lands of the north and west Magritta had

been reduced to ashes by Norgoul. They had lost tens

of thousands of lives and the best troops of Magritta,

Bilbali and Tobaro.

23

For years the kingdoms of Estalia were reconstructed,

the influence of Tilean mercenaries became

increasingly noted in the composition of the armies,

with a massive presence of pikemen and crossbowmen.

For three centuries, the kingdoms of Estalia reached

certain prosperity, especially Magritta, home of thecult

of Myrmidia, and Bilbali where weapons are created of

great quality that are appreciated by all the Old World.

Magritta ran a series of campaigns with the intention of

seizing some small realms and fixed their eyes on

Tobaro, but could not take the city with the help of

unwilling Tilean mercenaries.

RETURN OF THE ELVES AND RISE OF ESTALIA In 2051, the Elves returned to the Old World by sailing

into Marienburg and signing a treaty making the

merchant houses of that city the exclusive agents of the

Elves of Ulthuan in matters of trade. This coup

trumped the attempts of the various Estalian and Tilean

cities in reaching some accord with the Elves.

The reactions of these southern powers differed. The

Tileans saw an opportunity to expand their influence,

so they signed agreements with Marienburg to become

trading and banking partners. Bilbali, capital of the

Estalian kingdom of Aragona was hit hard by the turn

of events. Their shipping was greatly affected by

pirates from Brionne, who were suspected of working

in concert with the Marienburger merchants. Bilbali

used diplomatic channels to reach trade agreements

with L‘Anguille and Bordeleaux, rivals of Marienburg

and Brionne, respectively.

Magritta, irritated by the friendliness of Marienburg

and their Tilean rivals, concentrated their efforts

towards strengthening their trading network with the

caliphates and emirates of Araby and extending their

reach to the Southlands, Ind, and Cathay. This

extension placed the Estalians in direct competition

with the Elves for trade, which led to several

confrontations on the high seas. The risk was well

worth the difficulties as Magritta‘s wealth grew.

Having had enough of Brionne predations, Bilbali led a

coalition of northern Estalian kingdoms and dukedoms

against the Duchy of Brionne. Bilbali‘s Bretonnian

partners convinced their King that the incursion was a

local matter resulting from the piracy supported by the

Brionne duke. Well-placed bribes kept the Bretonnian

King content in the initial stages of the hostilities. As

the war continued for a number of years with Brionne

holding its own while under siege, other Bretonnian

dukedoms, chiefly Quenelles and Carcassonne, began

pressing the King to allow them to come to Brionne‘s

aid.

The inconclusive campaign proved to be a drain on

Bilbali‘s wealth. With the prospect of a costly and

broader war, L‘Anguille and Bordeleaux emissaries

brokered a peace in which Brionne would pay some

24

reparations to Bilbali and its Estalian allies in exchange

for the cessation of war. Brionne‘s support for the

pirates became less overt for a number of decades. In

time, that charade came to an end.

Magritta tried a different approach in the south. For

years, the daughters of the noble families of Astarios

and Cantonia were much sought after by the ruling

class of southern Tilea for marriage and political

alliances. This gave the rulers of these Estalian

kingdoms some influence in Tilean politics and power

schemes. The expenditure of capital gained some

additional trade concessions with Luccini and Verrezo,

which caused some alarm in Remas and Miragliano.

Tobaro began to become concerned with Estalian

activity, especially after Magritta invaded the island of

Sartosa on the pretence of acting against the pirates

based on that island.

The sacking of Sartosa caused alarms in Marienburg.

Their northern rival decided to act against Magritta‘s

interests by using its wealth to break Estalian influence

and power in southern Tilea. This threat forced

Magritta‘s hand and the Estalian kingdom of Astarios

led the attack on Tobaro, one of Marienburg‘s Tilean

trade partners, albeit a very minor one. This move

proved too much for Magritta‘s Tilean allies and a

general struggle commenced. The drain on Magritta

and its allies‘ treasuries made the Tilean venture too

costly to maintain. The irony was that the southern

Estalian kingdoms were forced to obtain loans from

Marienburg to keep their economies afloat while they

withdrew from Sartosa and Tobaro.

DON DIEGO ESTRAGON Throughout the early decades of the 24th

century Don Diego Estragon, Estalian merchant and explorer, worked to acquire a vast amount of wealth. He owned a fleet of

ships that sailed the globe and regularly traded with Arabian and Cathayan

merchants and occasionally even the people and other races of Lustria. His mansion in Magritta rivaled that of the local prince,

and it is said that the man attracted as many enemies as he did sycophants and lovers. He

survived many assassination attempts and many slanderous attacks on his character,

including some that stated that he was secretly a mage who practiced the dark arts.

Estragon seemed to weather all of these attacks – be they with words or swords -

with grace and good humour. Though many envied his wealth, prestige, and success, few

could deny that he was an affable, charismatic man whose boldness and

bravado were admirable. In 2348, Estragon set off with a great fleet of ships, each

loaded to the gunwales with trade goods from all over the old world. Estragon

planned to circumnavigate the globe and trade with merchants, craftsmen, and

artisans of all kinds. If the trip had proved successful, Estragon would have returned with more than a king‟s ransom in exotic

goods and could well have become the richest man in the old world.

Neither Estragon nor any of his ships or crews, however, returned from the voyage.

Little is known about Estragon‟s disappearance. Some say his armada went

down in a massive gale that struck the great ocean some weeks after Estragon‟s

departure. Others say that Estragon took a Cathayan wife and settled as lord of a large

province in an eastern kingdom. Others claim that Estragon became corrupted by

the power of chaos and that he and his fleet now serve the dark gods. Still others claim that Estragon‟s trading mission failed and that he and his sailors settled on a small

island where Estragon ruled as a pirate king. Hack writers in the old world have seized upon and embellished Estragon‟s tale, and

many an imaginative “penny dreadful” circulates among the literate of the old world. These works of popular fiction

detail the imagined exploits of this romantic Estalian figure.

25

By Fire and Sword After the Great War against Chaos many religions

blamed the use of sorcery for the evils of the Old

World. The people of the Estalian Kingdoms were no

different, having witnessed the foul sorcery performed

by Arabyan Wizards and the raising of the dead by

Vampires (which continued to decimate the lands of

the north). Since the Cult of Myrmidia was now by far

the most powerful of all the southern cults, having

slowly converted the other faiths to aspects of the

Goddess, the people looked to the Priests for salvation.

The leaders of the Cult took advantage of these fears to

unite the Kingdoms of Estalia under the leadership of

La Aguila Ultima, the head of the Cult of Myrmidia,

who effectively became the leader of all the different

Kingdoms. In order to protect the lands from all threats

of Arabyan sorcery, necromancy and other deviation,

the Temple established its own military, uniting its

various templar orders into a centrally controlled force,

answerable only to the Aguila Ultima. Soon this was

augmented with a more subtle policing force dedicated

to finding the more hidden threats to the Kingdoms.

Called the Inquisition, it was tasked in hunting down

those tainted by necromancy and Chaos and putting to

the sword any that would stand against the Temple‘s

views. The Vampire Wars and the Great War against

Chaos in the north had given the Temple of Myrmidia

plenty of opportunities to quell any fears or doubts that

the people had about the new order.

Estalia Today As magic has gained legitimacy in the Empire and

Tilea, the Cult of Myrmidia has recently – and

grudgingly – begun to allow the practise of Magic once

more. However those that do follow this path are very

closely monitored and many have been known to

disappear into the night never to be seen again. While

the Cult of Myrmidia controls the various Kingdoms

throughout the land to some degree, the Kings and

Princes of the land still make war upon each other,

using the slightest dishonour to avenge a half forgotten

grievance made centuries ago. The land flourishes

from trade routes, including the New World, with

much of its gold finding its way to the coffers of the

Cult of Myrmidia. The Temple holds tight to its

control of the lands but all the while people plot to

remove or reduce its dominance. So although united in

faith, the Kingdoms remain, as ever, divided in

everything else – and more war and bloodshed is sure

to follow as a result. There is little evidence of the

influence of Chaos in the Estalian Kingdoms, but it is

there. Subtle perhaps, but no less deadly. It is not the

brute power of the raging Beastman, but the hidden

plotting of secret societies and cults which is eating

away at distant Estalia.

Although Estalia has been threatened many times by

enemies, none of these wars have reached the same

scale as they did in the days of the Arabian invasion.

On many occasions a strong ruler has emerged and

tried to unify the kingdoms as Myrmidia did and have

met with various degrees of success. However, none of

these settlements has lasted, and Estalia remains a land

divided.

26

TIMELINE OF ESTALIA

C-2500-2000

The city of Tylos is rapidly built to

become the most highly populated

human city in the Old World.

C-1860

Construction of the great temple of

Tylos begins and goes on

continuously for a century. The

goddess Myrmidia departs Tylos.

C -1780

The ancestors of the nobility of the

Kingdoms of Estalia leave the city of

Tylos, following a Priestess of

Myrmidia whom has foreseen the

city's destruction. Upon the temple's

completion, many meteors are

sighted, and fiery death rains upon

the city, killing those still remaining.

C-1600 Fernando de Astarios settles his

people near the site of the future city

of Magritta. Trade with the elves

helps to advance the skills of his

people. He becomes the first king of

Estalia.

-1589 Caradryel the Phoenix King recalls

the elves from the old world. A few

Elven families settle in the forests of

Estalia, making for the legends of the

Forest Brethren.

C -1400

A primitive Estalian nation is ruled

from the city of Magritta; those tribes

that resist are pushed north or into

the Irrana Mountains.

C-1350

Skaven tunnels are cut through the

mountains of Estalia and Skaven of

Clan Esrit raid the Estalian lands

taking slaves and plunder.

C-1300 King Juan I of Astarios builds the

first walls around Magritta hoping to

keep out the Skaven and raiders from

Araby.

-1151

The dead rise up across the known

world; thousands flee the cities away

from the Undead.

C-1000

Estalia is divided into many small

Kingdoms following the Undead

menace. Mistrust between the states

is spread wide.

C-400 Alfredo I of Bilbali marches his army

across the River Tarmas to expel the

Forest Brethren dwelling in Pina

Wood. He and his army are never

seen again, disappearing into the

forest.

42

San Luis separates from Bilbali

following a prolonged military and

political struggle. Both states

remained closely allied to this day.

436

The lands of Tilea and Estalia are

united into one nation by Myrmidia

in mortal form. On the day of her

coronation in Magritta, she is

assassinated by an unknown assailant

and the nation breaks apart again into

several individual Kingdoms.

451 Dark Elf raiders besiege Magritta.

The siege lasts four years until an

allied fleet from Bilbali dislodges the

Dark Elves. As a result of the attack,

a fortified harbour is built in Magritta

to enable supplies to be brought by

sea in the event of a siege, and the

resources of Astarios are focused on

building a large war fleet.

475

Orcs spill into Estalia, rampaging

across the land.

654

A brief civil war breaks out between

Portugelle and Aragona. Aragona

wins a decisive battle at Belsabino

and the Portege sign the Treaty of

Acceptance which recognises the

supremacy of Bilbali.

800

Skaven invade Estalia, sacking many

cities. They are in turn attacked by

hordes of Goblins, allowing the

Estalians to eventually retake their

cities.

824

The golden bell of Bilbali is stolen

by Norse Raiders.

1448

The Kingdoms of Estalia are invaded

by Arabian forces led by Sultan

Jaffar. Magritta is besieged and

captured.

1449

An army of Bretonnian knights is

dispatched to assist Estalia.

Santiago de Vivar defeats the

Arabians in multiple battles, before

he is wounded and killed by a

poisoned arrow. His corpse is

strapped to his horse, and in death he

leads the Estalian army to victory in

lifting the Siege of Almagora.

1450

Many of Empire Knightly Orders

joins the war against Araby. Together

with the Bretonnian and Estalians,

they push the Arabian forces out of

Estalia. Only Magritta remains in

Arabian hands.

1453

King Esteban of Estalia meet and

destroy a huge Undead army from

the haunted city of Lahmia at the

battle of Shanidaar. The crusaders

win, but so great is the fear placed in

their heart that they turn back from

the drive on the east and ship home

just as victory is in sight.

1457

The city of Magritta is finally free

from Arabyan control as the last

sheikh, Emir the Cruel, is defeated by

the first Knights of the Blazing Sun

and their allies. Estalia is reclaimed,

but with the death of Santiago, no

other outstanding leader arose in this

conflict to unify the small kingdoms.

Without someone to lead the way,

Estalia fall back into familiar

patterns. In less than a generation, the

crusaders are gone and the Estalians

are once again fighting amongst

themselves.

1492

Marco Colombo discovers Lustria.

Estalian attempts to find the fabled

land of riches across the Great

27

Western Ocean rebuffed by the Sea

Elves of Ulthuan. Several sea battles

take place with each ending in a

draw.

1495

Rival expeditions to Lustria are sent

by Magritta and Bilbali. Both

expeditions return with chests of gold

and rare artefacts despite suffering

greater than an eighty percent

casualty rate.

C1550-1850

Estalian mercenaries fight in the civil

wars of the Empire, bringing much

wealth to their lords.

1565

Several Estalian Kings send aid to

the Prince of Torbaro in the

reclaiming of his city from the vile

Skaven.

1750

The vampire Nourgul the Necrarch

launches an attack on the southern

Kingdoms of Estalia, in what is

known as the War of Blood. He is

defeated in the temple of Myrmidia

as he is turned to ash upon touching

the Book of Wisdom.

1993

Religious pressures bring bloody

repression of sorcery in Old World.

The Cult of Myrmidia begins to

increase its influence as the people

come to her for salvation after the

wars against Araby and the Undead.

C.2051-2250

The High Elves return to the Old

World, signing a trade agreement

with Marienburg. Estalian fleets fight

with Marienburgers, Tileans and

High Elves over the trade routes to

Araby, Ind and Cathay.

2242

Alliance of Estalian Princes headed

by Prince Dimas Moreno of Bilbali

invades and conquers much of

southern Bretonnia. This begins

nearly three decades of war in

Southern Bretonnia.

2274

The fighting ends following the

Siege of Brionne and the signing of

the Treaty of Brionne.

2271

The Great War of Chaos is fought in

the north. Following the war, the

Estalian Inquisition sets about to

destroy any and all Chaos forces

within the Kingdoms. The practice of

using magic is outlawed on pain of

death by the Church of Myrmidia.

2348

The famous Don Diego Estragon sets

off with a great fleet of ships, each

loaded to the gunwales with trade

goods from all over the old world. He

never returns to Estalia.

2351

Trade war erupts between Magritta

and Marienburg. Privateers on both

sides ravage the sea lanes. Many of

the pirates who were previously

raiding Estalia are employed.

2398

Struggle to maintain hold on

southern Tilea nearly bankrupts

Astarios treasury. Kingdoms of

Avila, Santoyo, Obregon, and

Cantonia pull out as their treasuries

are empty.

2400

Astarios armies return home to a

bankrupted kingdom. Riots ensue as

taxes are increased to pay off

emergency loan received from

Marienburg.

2438

Inquisitors stumble on a chaotic cult

in the process of summoning

Demonic forces. Striking during the

summoning ritual the cult lost control

of the chaotic energies and the

artefact that channelled them. The

resulting explosion destroyed an

entire township near Magritta. To

this day, chaotic energies remain

strong in this area.

2483

The ban on the practice of magic is

grudgingly lifted by church of

Myrmidia. The Estalian states all

rush to establish colleges of magic.

To the horror of the Inquisition many

of the states cannot afford to

maintain their schools resulting in

numerous magic users being taught

outside the supervision of the

Inquisition. Only Magritta and

Bilbali have the means to maintain

their own colleges.

2489

Queen Isabela of Astarios dies

suddenly. Succession s in doubt, but

nobles throws their support behind

her son, Prince Carlos Aguilar. Coup

attempt by Capitan Jorge Sancho

Diaz de Moleno fails and he meets

his end at the hands of the

Inquisition. Isabela‘s son ascends the

throne of Astarios as King Carlos IX

Montoya Aguilar.

2508

King Carlos V of Aragona attempts

to conquer the county of Siernos in

the Irrana Mountains. He is slain in

battle and his daughter crowned as

Queen Juana I la Roja Carlota

Martinez. The celebrations last an

entire year.

2514

Juan Federico becomes Grand Master

of the Order of the Righteous Spear.

He sets out to increase the power of

the Order even further, recruiting

thousands of knights to his cause.

2516

Grand Inquisitor de Hojeda burns the

entire population of the village of

Jávea at the stake for alleged witch

craft and Chaos worship.

2518

Isabella Giovanna Luccelli is made

La Aquila Ultima, Head of the Order

of the Eagle, Myrmidia's Church. She

is declared a living saint, possibly

Myrmidia reborn.

2520

Sailors of the old world reports

sightings of what they call Estragon‘s

Island, a magical, dangerous place

that, if it exists, seems to shift its

location from time to time. Most

believe that the stories of Estragon‘s

Island are little more than sailors‘

superstitions, but those who claim to

have seen this it report a lush, exotic,

tropical island that hides many

treasures, artefacts, and monsters.

2521

Francisco Cortez with his

Conquistadors blazes a trail of

destruction in central Lustria sacking

ancient native temples, Dark Elf

outposts and a Clan Pestilens

stronghold.

28

29

THE CULT OF MYRMIDIA

The Cult of Myrmidia is easily the largest organised

cult in the Old World. In Estalia and Tilea, nearly

everything is influenced by her, for beloved Myrmidia

is not only appealed to in times of war and injustice,

but in all matters, especially those concerning revenge,

honour, and art, three aspects of her mortal life that

have many legends attached to them. This almost

universal adoration of Myrmidia in the south is

something that northern folk find very hard to

understand.

Her statues are on nearly every street corner in the

cities of Tilea and Fstalia. Her name is invoked by the

people of the south as a ward against everything from

illness to death at the hands of Beastmen. As devout as

the people of the Empire are in their love of Sigmar, it

is almost subdued when compared to the wild and

devoted love of the southern people of Tilea and

Estalia for their lady, their champion, their Goddess,

Myrrnidia.

Myrmidia's role in the pantheon is subject to debate –

and passionate argument – across the Old World.

Scholars believe she was a mortal hero who rose in

Estalia and protected the people against invasion from

the barbarians to their north (the forefathers of the

Empire), Arabian invaders from across the sea, and

Goblins pouring out of the mountains to their east.

Whatever individuals may believe, all cities within

Estalia have a temple run by the Order of the Eagle.

There, sharp-eyed priests run classes in strategy and

war craft, open to any who wish to attend. They also

hold regular services for expatriate southerners (the

specific day varies according to local customs, but is

often every five days). These services—normally

conducted in Classical, Estalian, or Tilean—are more

interactive than most, with the priests actively

encouraging others to get involved, asking questions of

the congregation. This is too much for most Empire

folk, who are used to being preached at, not asked

questions, and rarely understand anything bar the

Emperor's Reikspiel; so, most avoid these deeply odd

sermons. Therefore, to most people of the Empire,

Myrmidia is nothing more than a Goddess of Strategy

and War.

"You just don't understand. She isn't like the other Gods. She understands us. She walked as

one of us! She experienced pain for us. She died for us. She isn't like your uncaring Gods. She's

Myrmidia!"

Beliefs Myrmidia‘s twelve greatest battles, and her

commentaries upon them, form the basis of The Book

of War. It contains all of the cult's core beliefs, and is

carried by many Myrmidians, who ponder long over

their Goddess's words and deeds.

Honour is central to the cult, as it is the guiding

principle behind all Myrmidia's actions. In life, the

Goddess followed a strict code that she called the

"Rites of War," and she offered all her opponents the

fair treatment that it afforded, even when they had

proven to be treacherous in the past (which they often

had). In kind, Myrmidians treat their opponents with

respect, especially when they surrender, which is seen

as one of the goals of a battle. The command structure

is also central to her teachings, but there are several

legends where the Goddess or her Shieldmaidens chose

to do what was right, not what they were ordered to.

Because of this, although most Myrmidians stick

rigidly to orders, they readily ignore them if it will

result in a betrayal of their honour.

Myrmidia also teaches her followers to master the art

of war. As a woman, she was physically weaker than

many of her opponents, so she learned how to best use

her strengths, and cover her weaknesses.

Unlike other war Gods, she focuses on avoiding

unnecessary conflict through use of clever strategies.

This is something that many soldiers favour, as few

that have experienced the horror of war relish it;

Myrmidians see it as prudent.

30

Myrmidia is quite popular with women who have sons

and husbands at war. They pray to the Goddess to

guide the officers into making wise choices that will

keep their loved ones alive. There is also a feeling that

Myrmidia, as a woman, is more likely to understand

their fear and heartache for their men.

Initiation Almost anyone, if they show the proper interest in the

Myrmidian cult and the honourable lifestyle it

demands, will be accepted if the local temple priest is

sufficiently impressed.

Once accepted, Initiates are given a white, hoodless

robe, and are each attached to a priest, who may be

training up to four other initiates at any one time. These

initiates form a "Flight," and they do everything

together, including eating, sleeping, listening to

lectures, and physical training. If a temple has enough

initiates to have several Flights, they will be pitched

against each other in various war games and tasks.

Honing the mind is as important as honing the body, so

lessons in meditation whilst inhaling sacred smoke, or

periods of contemplation during prolonged isolation,

often accompany the extensive lectures in Myrmidia's

teachings.

The best of any Flight will soon be elevated to become

the "First Eagle," a Flight's leader. No initiate can be

elevated to a priest until they have been a First Eagle

and have done something to distinguish themselves.

What this entails differs from temple to temple. It

could be something seemingly simple, such as

demonstrating insightful wisdom concerning a difficult

trial, or showing strong leadership skills. Or, it could

be something more challenging, such as bettering

Myrmidia's successes in a battle recreation using

painted figurines to represent opposing armies.

Whatever it takes, eventually an initiate proves himself

worthy of consideration to become a priest, or he will

be taken aside and told to leave. Those that are worthy

are given a task to complete by the temple priests,

which varies according to the temple. It may involve

navigating a puzzle-filled maze beneath the temple, or

ritualistically evading a powerful creature from the

myths of Myrmidia, such as a bull or wild boar. It may

require that the initiate survives abandonment in a

hostile environment, or quests to uncover the secrets of

a distant holy site. Whatever it may be, once the task is

completed, the initiate becomes a priest, and a temple

sergeant takes command of his training.

Cultists In the 'Book of Transformations' from the Bellona

Myrmidia, the Goddess takes the form of a sharp-eyed

Golden Eagle to scout enemy positions. The Order of

the Eagle thus identifies itself with this majestic bird,

and commonly pictures it with wings spread high

above its head. This symbol is worn on the left breast,

or as a clasp to hold a priest's white cloak in place. In

the Empire, members of the order also wear blue cowls

with red edging and white robes. Elsewhere in the Old

World, cowls take different colours according to the

regiment the priest belongs to. Rank in the Eagles is

shown with small claw pins worn at the neck.

The Order of the Righteous Spear wears well-polished

plate armour, with white tabards marked with the spear

and shield of Myrmidia, her favoured weapons.

However, the order has splintered into many scores of

lesser orders spread across the Old World, with each

sporting its own unique uniform, style of fighting and

weapon preference. The only thing all these disparate

31

orders have in common is the shield-and-spear symbol,

which is always worn somewhere.

In comparison, all Knights of the Blazing Sun wear

highly polished, ornate plate armour of black and gold,

often sporting the order's symbol – a stylised sun

emitting sixteen rays of wavy light – as a head crest, or

as part of their heraldry. The order's inner circle – an

enormously rich group of men – sport their wealth

ostentatiously, wearing stupendously expensive

armour, detailed in gold, jet, obsidian and diamond.

Many templars of the order bear polished, mirrored

shields, which they use to reflect sunlight into the eyes

of their enemies, dazzling them.

Priestesses Even though Myrmidia is a Goddess of War, the

initiation rites of her cult almost never involve combat.

That is not to say that people are not chosen for

initiation based on their combat prowess, but that

assessment takes place before the rite itself. Almost all

rites involve the presentation of arms and armour to the

new priest, and they are almost invariably public. The

details vary a great deal from place to place, and even

from one occasion to another, as it are common for the

rite to involve some reference to the bold deeds of the

particular initiate. For example, she might be presented

with a sword to replace one she lost fighting Orcs.

When a priestess wakes in the morning, her first task is

to arm herself for the day. Most do this literally,

putting on armour and taking up their weapons. Every

step of this ritual is accompanied by prayers to

Myrmidia, and the prayers recount the function of the

armour or weapon taken up. In many cases, armour is

not the appropriate garb for the day, so the next thing

the priest does is take it off again. Only if the

circumstances make keeping armour in their quarters

impractical will priests perform the ritual symbolically,

treating their clothes as armour and any tools as

weapons.

Most Myrmidian superstitions revolve around military

strategy. Thus, many refuse to enter blind alleys, or any

room with only one exit, and always keep an escape

route in mind. Similarly, it is very bad luck to make a

decision on impulse; priests should always be alert for

facts they may have missed. This can easily be taken to

extremes.

A very common superstition is the belief that a priest

should never be unarmed. This weapon can be fairly

small, but it must be a real weapon, not just a symbol.

This can cause conflicts when the priest wishes to

speak to a powerful and cautious individual.

A distinct set of superstitions revolve around eagles. It

is incredibly bad luck to kill an eagle, or even to see a

dead eagle. On the other hand, seeing an eagle take

flight in the morning is an excellent sign, while many

priests abandon a journey if they see an eagle land just

before leaving. A lot of sheep farmers regard eagles as

pests that harry their flocks; as the cult of Myrmidia

expands through the Empire, conflicts over this

become increasingly likely.

Myrmidian priests like clear chains of authority,

although they do not have to be the ones in charge.

They hate doing anything, even going to a tavern,

without a plan, and are willing to be the ones to suggest

the scheme, if necessary. They place great importance

on group loyalty and morale, and never abandon a

comrade, even one who does something foolish.

32

Structure In Estalia and Tilea, the massive Cult of Myrmidia has

seemingly countless positions of power spread through

its myriad orders. Although the Order of the Eagle is

organised like a vast army, where those below take

orders from those above, wisdom and insight, the gifts

of Myrmidia's mother and father, also command great

respect. Superiors not only listen to the counsel of their

lessers, but they actively request it.

A High Priest's Unit is split according to how many

temples he controls, with each temple commanded by a

temple priest. A temple priest is aided by one or more

temple sergeants, who each order up to ten priests each.

Lastly, each priest can direct up to five initiates.

In Estalia, appointments of most ranking positions

require the support of the Order of True Insight, which

is believed to have a greater understanding of

Myrmidia's strategy for the cult. The impartiality of the

oracles is never openly questioned, but it is whispered

that money and favours have more influence than any

revelation of Myrmidia during a smoke-fuelled

prophetic trance. Indeed, it is not uncommon to find

different oracles supporting different candidates, with

each claiming Myrmidia is guiding their choice.

The structure of the Order of the Eagle goes though

minor changes almost every other year, as it believes in

adapting to changing circumstances.

The Order of the Righteous Spear is one of the largest

orders of templars in the Old World: Most of their

number is spread through Estalia and Tilea, but

chapterhouses can be found in the Empire, Bretonnia,

the Border Princes and even Araby. In the Empire, they

have not spread any further than the temples that they

protect and support, but the order is slowly gaining in

popularity. The order is split into many minor orders,

each of which has its own grand master and unique

name, but they are all still answerable to the Glorious

Leader (El Lider Gloriosa), who leads the order from

Magritta.

The Order of the Righteous Spear has several

chapterhouses in the Empire, and although many

chapters use different names, they are all part of the

Righteous Spear order. Each chapter is typically tasked

to protect one of the Eagle's temples, although they

also respond to honourable causes as and when they

see fit. Because of this, the templars of the order are

rarely seen outside of the area they protect.

Each Righteous Spear chapterhouse is led by a templar

captain, who is always a knight of the inner circle.

The Order of the Blazing Sun is tiny when compared to

the Righteous Spears. During the Crusades, sixty

cornered Imperial knights swore to the service of

Myrmidia after a violent tremor toppled a massive

statue of the Goddess onto hundreds of charging

Arabyans, saving the knights from certain destruction.

When they returned to the Empire, they built a

chapterhouse and temple to the foreign Goddess near

Ravenstein in western Talabecland. With help from

other crusading knightly orders, such as the Knights

Panther and Knights of the Golden Lion, they worked

hard to open trade and pilgrimage routes to Estalia and

beyond. Today, the order, rich from its foreign

dealings, now has most of its influence in Middenland,

where the grand master orders his templars from the

Carroburg chapterhouse. The order is only answerable

to La Aguila Ultima in Estalia, to whom the original

Empire Knights swore fealty, which is a source of great

annoyance to the Eagle of the North, who covets their

seemingly endless coffers of gold.

The Knights of the Order of the Blazing Sun are far

more commonly encountered than the Righteous

Spears, even though there are numerically less of them

in the Empire. This is because of a unique custom the

order practises.

Foremost of the order's duties is the maintenance and

guarding of the important pilgrimage routes between

the Empire and the holy sites of Magritta. These duties

have proven to be especially lucrative, as many upper-

class would-be pilgrims are willing to pay handsomely

for the guarantee that their Gods will indeed keep them

safe as they travel (albeit using the Myrmidians as

vessels to ensure that safety).

Since it was established, the order has spread

throughout Estalia, and is one of the most prominent of

the knightly orders. Unlike most other templar orders,

its members do not reside in large chapter houses;

instead they travel the land individually or in small

groups, looking for new challenges to test their skills.

They are well versed in the use of arms and armour,

but their true expertise is as tacticians and strategists,

and they often serve as military advisers and

33

commanders on the battlefield. Throughout Estalia,

countless villages, farms and isolated outposts owe

their survival to the timely arrival (and subsequent

assumption of command) by a Knight of the Blazing

Sun.

Knights of the Blazing Sun spend a great deal of time

away from their chapterhouses and temples, often

embarking on crusades or quests for the glory of their

order. They travel in small groups, sometimes alone,

and lend support to whatever military endeavours most

need their aid, whether it is bolstering beleaguered

units of soldiers on the battlefield, taking command of

leaderless companies in the midst of a campaign,

offering military advice to generals and nobles, or

training local militia. Each knight must spend the first

several years directly after his initiation performing

these sorts of deeds, and only after putting his skills

and training to the test may he return to the

chapterhouse as a full brother of the order.

A Knight of the Blazing Sun lives in a similar fashion

as other knights, but there are some notable

differences. The knights spend a great deal of time

training in rather unusual methods of warfare, unafraid

to experiment with ploys, tactics, and equipment other

Knightly Orders might overlook.

The knights also spend a deal of time in the discussion

of broader military tactics, the deployment and

manoeuvre of entire armies, use of terrain, and

placement of artillery. While all knights have a

grounding in military theory, the greatest tacticians in

the Empire may be found within the ranks of the

Knights of the Blazing Sun.

The Knights of the Blazing Sun are known as an elite

force that values superior intellect in a battle as much

as a strong arm. They prefer to manoeuvre their foes

into the worst possible position before striking the fatal

blow, even to the point of using deception to gain an

advantage. Feigning retreat, planting false intelligence,

using spies, and even bribing enemy officers - all these

things are part of the arsenal of the Blazing Sun. To the

Myrmidian, the object of battle is to win, and almost

any tactic is fair game.

More so than other knightly orders, the Knights of the

Blazing Sun value ability and accomplishment over

noble status or birth. This opinion, which makes the

order the target of more than a few jokes among other

cults, stems from the Order's founding battle, when

men and women of all stations took up arms in a

desperate defence of Magritta. To this day, the

"brethren in arms" regard even the son of the lowliest

peasant as an equal, as long as he proves his worth on

the battlefield.

After an initiate has finished his training, he is sent to

wander the Old World for at least a year, which is

symbolically supposed to represent the time Myrmidia

spent as a mortal, learning of the world. Because of

this, Blazing Suns can be encountered in all corners of

Estalia, lending their swords to honourable campaigns

34

and explaining the finer points of strategy to those in

need. Many an isolated village, farmstead, or coaching

inn has been saved by a young Knight taking charge of

the defence.

Further, the Blazing Suns, the only Myrmidian knightly

order to have been founded by the people of the

Empire, is responsible for the cult's pilgrim routes from

the Empire to Magritta. Working these important trade

lanes has been extremely lucrative, and the order is

rumoured to be one of the richest in the Old World.

East versus West The Cult of Myrmidia is split. To the east, there are the

Tileans. They believe Myrmidia was born in Remas,

and was therefore a Tilean. Importantly, they believe

that Myrmidia, as a Tilean, conquered Estalia.

However, the Estalians believe Myrmidia was born in

Magritta, and was therefore an Estalian.

Similarly, they believe Myrmidia, as an Estalian,

conquered Tilea.

Both nations have their own versions of Myrmidia's

holy texts to support their beliefs, and both are

convinced they are correct.

This fundamental difference has been the cause of, or

the excuse for, much of the hostility between the

Estalian kingdoms and the Tilean city-states down

through the centuries. Indeed, the cult has almost

broken in two over the issue on more than one

occasion.

Currently, Magritta is considered to be the heart of the

Myrmidian religion, although the high temple in

Remas undermines this at every turn. La Aguila Ultima

(or, as Tileans prefer, tultima Aquila), the Order of the

Eagle's leader, is a Tilean woman; thus, the Tileans

expected her to support Remas as the future centre of

the cult.

However, she controversially swore to accept the

Estalian version of Myrmidia, and has moved to

Magritta, where she is working hard to put this old

division to rest.

This causes problems for the Empire branch of the

Cult. The Order of the Eagle is sworn to obey a High

Eagle from Tilea, thus they use the Tilean texts.

However the templars receive their orders from

Magritta, and, by default, accept the Estalian texts. To

make matters a little more complex, the Eagle of the

North has authority over the Order of the Righteous

Spear in the Empire, and has been ordered to ensure the

templars follow the Tilean texts, which, of course, they

resist.

"And she did hear of what had happened, and she

came unto Her, and she said, Because of what path been done to thee: from this day forward I renounce my name, and I shall be called Fury."

—BELLONA MYRMIDIA, 'BOOK OF FURY'

It is a massive divide, and one that, it seems, will

inevitably tear the cult in two, which could plunge

almost half of the Old World into an acrimonious and

bitter war.

Temples The fortified Myrmidian Temples are normally built

according to the architectural principles of Estalia and

Tilea, both of which are strongly influenced by the

extensive Elven ruins in those nations.

Thus, spired roofs atop slender, tapering towers are

common, as are domed central halls made of white

marble. Most temples are decorated with large bas-

reliefs of weapons and shields, which often form a

backdrop to the training grounds that surround

Myrmidian holy sites.

Within, it is common to find cramped, circular

lecturing theatres for lessons in war craft and strategy.

These are normally dwarfed by an airy, seated hall,

which has a lowered, central area where priests

(commonly working in groups, promoting concepts of

teamwork) lead services to their Goddess. Surrounding

this central hall are statues of Myrmidia alongside her

shieldmaidens, companions, and local heroes. Often,

these statues bear archaic weapons from the south, and

are often only dressed in a single scarf of silk about the

waist. Above the central hall, many temples also

maintain small, isolated shrines to the Goddess, where

her devout can retreat to ponder difficult questions and

pray to Myrmidia for inspiration.

Most Eagle temples also have a chapterhouse for the

Order of the Righteous Spear (under whatever local

name it has chosen) within its walls, making assaults

upon Myrmidia's holy sites a daunting task indeed.

35

THE ESTALIAN INQUISITION

The Holy Inquisition is a special religious court, one

focused on pursuing heretics, magicians, non-humans,

Arabians – anyone can fall in one of these groups if it

interests the Inquisition. It is a feared organization in

all the places where it has jurisdiction. Nobody

contraries it in public, although some nobles plot in the

shadows against it. It is a dangerous game and more

than once have a noble disappeared during the night.

Even the Cult of Myrmidia fear to openly argue with it,

instead giving a false public image of unity.

Although it is a powerful institution, it is far from

achieving total control of the Estalian Kingdoms. The

jurisdiction of the Holy Inquisition is limited to the

more rural and poor kingdoms. Here their control on

the people is amazing. They do not govern openly, but

all the petty kings of the region rule with an inquisitor

or have an adviser from the Holy Office. So they are

largely puppet Kings with an obvious apathy towards

the duties of government. The advisors and inquisitors

usually allow the King to think that they are the actual

ruler, until they deviate from the chosen path. In this

case, the King will have to face the raw reality of the

situation.

Hierarchy of the Inquisition Fray Tomás the Pure was the real creator of the

Inquisition as it is known in present day Estalia. He

created a complex bureaucratic structure to organize

the Inquisition. Heading the Inquisition administration

is the Supreme Council of the Inquisition lead by the

Grand Inquisitor. If the Grand Inquisitor is charismatic

or exerts great influence, he becomes an unopposed

"consultative" organ. On the other hand, with a weak

Grand Inquisitor, the la Suprema may become a real

power and the last chance for the accused.

Below the Supreme Council are a number of organisms

called Councils with a defined territorial jurisdiction,

usually an entire kingdom. At the top of each of these

Councils is a High Inquisitor, and below him are a

number of Inquisitors organized in Provincial Courts.

These also organize temporary Local Courts in those

places where heresy has been accused to make the

appropriate investigations.

A Local Court consists of one or more Provincial

Inquisitors, depending on the importance of the

accusation. In extreme cases the Local Court is led by a

High Inquisitor, but these are rare. It is also composed

of a prosecutor, some notaries, a physician, a cleric or

monk and a number of familiars. The familiars are

people such as torturers, jailers and constables who

have played some important role in an investigation,

more usually spies and investigators. A normal practice

is that the Local Court officials will arrive in a town

some days before the arrival of the Inquisitor, in order

to make the first investigations. The common people

fear them with an almost superstitious awe.

Sins, Crimes and Censorship In the beginning the Holy Office could only judge

followers of Myrmidia and only for witchcraft and

religious matters. That is the official charter as it was

stated by the cult of Myrmidia and the governors of

those Kingdoms under its influence. When the

Inquisition was founded it only had that jurisdiction,

but its reach has grown since then. Nowadays the

Inquisition can judge most citizens and for a variety of

crimes. These extra crimes and sins primarily include

bigamy, adultery, and reading books by non-human

authors. Between them a large range of more

appropriate crimes are judged by the Inquisition. These

are sins like blasphemy, apostasy, heresy, witchcraft

including unlicensed magicians or false believers and

converts. These crimes are their main duty and the

reason for the Inquisition‘s creation.

Due to the religious conversion of most Arabians and

the expulsion of the rest along with non humans, the

arm of the Inquisition currently reaches across all

Estalian Kingdoms. It is an effective tool of repression

present in all social classes.

Though these things are true in a general sense, one

must not forget that the powers and jurisdiction of the

Inquisition vary from crown to crown. A crime

prosecuted in one kingdom by the Inquisition, might be

under the jurisdiction of secular institutions in other

provinces or even be perfectly legal. In a similar vein,

36

the Inquisition is dependent on the different royal or

local authorities for manpower. The Inquisitors may

find their power limited depending on the mood of the

authorities. However, not many officers dare to deny

the Inquisitors their requests.

Another right of the Inquisition in some provinces,

with the particular agreement and control of the Crown,

is the moral and political censorship of ideas, books,

pictures, music and all artistic expression. In these

places, before a book is published or imported from

foreign countries it has to be examined by an

inquisitorial censor. This has the right to force changes

in the writing, eliminate parts of the text and even

forbid it completely, including it in the lists of banned

books. Different kingdoms have very different lists. In

some places these policies are applied retroactively and

the censor have the power to examine private libraries.

Despite the diligence of the censors their duties are

made difficult by a lack of manpower, the ingenuity of

the publishers and the use of the printing press. Writers

and publishers use tricks to avoid censorship like

printing in a neighbour kingdom or printing a first

edition purged by themselves and then print the

original text in the second edition. This last trick is one

of the most successful because the censors usually only

examine the first printing of a book.

The Inquisitorial Process All the inquisitorial processes start with the accusation.

Any citizen of a kingdom where the Inquisition has

jurisdiction can make an accusation of heresy. In some

kingdoms there are limitations on who has this right

and duty. If the accusations are scarce, the inquisitors

can provoke them with Faith Edicts which state that

every person of the community must accuse all the

heretics he knows or face excommunication. These

edicts usually provoke an accusation frenzy in the

community, with people accusing each other just by

sheer terror to the inquisitorial process.

The inquisitors also have the right to promote Grace

Edicts, which grant every person who recognizes he is

guilty of heresy the chance of self-accusation and ask

for mercy in 30-40 days. The sinner is sure he won‘t be

heavily punished, but he must pay some money ―as

alms‖. As the cynics say the provincial courts usually

sign these Edicts when they get short of money.

The accusation is studied by the Qualifiers, people

specialising in law and theology, who decide if the

accusation belongs to the jurisdiction of the Inquisition.

Sometimes they send some familiars to make some

initial investigations. If they prove that the accusation

is false, the informer is accused of calumny and must

pay a fine to the Inquisition.

If there is no evidence of the innocence of the accused

they are arrested, without an explanation, and all of

their assets as well as their families assets are

confiscated to pay for the salary of the inquisitors and

the cost of investigations and judgement. Once

arrested, the accused is informed vaguely of the terms

of the accusation, usually only stating that he is

accused of a crime of heresy. In the same vein the

name of the accuser is kept in secret to avoid any

possible vengeance. The accused has to demonstrate

their innocence preparing a defence with the aid of a

lawyer provided by the Inquisition itself. In the same

way they can collect favourable testimonies but they

have to wait until the inquisitors have finished their

investigations, including an interrogation of

themselves. This means that they usually have less time

to prepare the defence, but at least the accused, after

the interrogations, will have a better idea of what

crimes and sins are imputed against them.

The most feared part of the process involves the

extraction of evidence from the accused. Provincial

Inquisitors are designated to travel to the location and

demonstrate the guilt of the accused with various

evidences. These are accusatory testimonies collected

by the Familiars and the accused own confession. If the

accused deny their guilt during the first interrogation,

they are tortured until they confess. The accused is

given the chance to reject a confession obtained under

torture three days after the confession. If the confession

is denied, it is annulled – and the accused can be

tortured again.

Although torture is always applied in the presence of a

physician, the accused is told that all the temporary and

permanent damage and pain he‘ll suffer is his own

responsibility. This is due to their refusal to confess

and discharge their conscience. The frightened and

37

The Brotherhood

Unbeknownst to most people, this secret organization is one of the real Estalian powers. The few people who know something about it,

usually just its name, mostly think that they are just the secret arm of the Inquisition. Although it is not really true, nobody would say it is false. The Brotherhood usually acts as the secret arm of the Inquisition, compiling information, infiltrating in

strategic positions of power, blackmailing and murdering. They do the dirty work of the

Inquisition but they are not part of the Inquisition. The majority of members are layman and some are

or Inquisitors. If one scratches the surface, it is plain to see that their relation is not as clear as one might think. This started long time ago when Fray

Tomás the Pure created it.

half-alienated accused doesn‘t know the exact terms of

the accusation; basically they have no idea of what

charges they must confess. So they start a process of

trial and error trying to get the charges right.

Sometimes this is a short process, but with some of the

more insidious accusations the accused can confess

almost everything in order to put an end to the torture.

All the "extra" self-accused crimes and sins are also

judged in the same inquisitorial process.

Once all the evidences from two sides are collected the

process begins with the reading of the defence and

accusation (in that order). After that the court

deliberates in the named Faith Consultation and

decides a verdict. Due to the confession being

considered irrefutable evidence, those accused are

rarely absolved. The sentencing is performed during an

Auto de Fe, a ritual very similar to a mass. This

supposes that the heretic is reformed and reconciled

with Myrmidia for extension.

In the privacy of their homes many Estalians recognize

that the inquisitorial process is an excellent tool for

eliminating rivals and enemies. The accused is arrested,

humiliated by the crowd and his worldly goods

confiscated just for starters. Even in the case that the

accused is absolved he will always bear the stigma of

having been investigated by the Inquisition. Watching

from his anonymity the accuser smiles whenever he

remembers that his well planned vengeance is

completely free.

There are four types of verdicts: absolution,

suspension, defamation and conviction.

Autos de Fe One of the most solemn events in rural Estalia is the

Autos de Fe, which are performed periodically in the

market square. Nobles and commoners assist in these

events as if it were just another celebration. A foreigner

will probably find it tragic, perhaps even cruel. The

Auto de Fe is celebrated once the sentence is given.

This ceremony is performed to reconcile the culprits

with Myrmidia.

Before the shops open and with the first masses, the

Auto de Fe starts with a procession led by a standard

bearer and followed by numerous Myrmidian symbols.

The standard bearers are nobles and important people

dressed with austere black clothes. Behind them, walk

the commoners, dressed in the same fashion, followed

by the clergy. The barefooted culprits, guided by two

familiars, wear the sanbenito and follow the clergy. At

the end of the retinue walk the members of the

Inquisition.

The procession, softly singing Myrmidian verses,

walks to a chosen square. There a wooden flight of

steps is set, at the top is which the culprit is seated,

awaiting the sentence of death. Below this are seated

those sentenced to galleys or hard labour and at the

bottom sit those who will be lashed. With the exception

of the Bishop and the inquisitors, who have special

seats, the rest of the Inquisition‘s officers sit where

they can. The quiet public watch the ceremony in the

crowded square, assistance to the act is a must if you

don‘t want to be prosecuted with heresy or Chaos

worshipping.

The Inquisitor makes a speech to provoke fear of the

inquisitorial punishment. When he finishes, one of the

secretaries reads the name of a culprit, his crimes, his

confession and the punishment he will receive. He has

to listen standing on a chair with a candle in both

hands. When the secretary finishes, the sentence is

executed in situ. The death penalties come first,

followed by the rest. Sometimes this ceremony lasts for

a few days.

In some cases, the Auto de Fe is not done publicly and

it‘s performed in the inquisitorial dependencies. This is

only done in the most special or troublesome cases.

38

MAP OF ESTALIA

39

40

KINGDOMS OF ESTALIA

Estalia is a land shrouded in mystery and myth. Very

little is known of it elsewhere in the Old World. Even

on the doorstep of the Empire, Bretonnia and Tilea; to

most inhabitants of the Old World, Estalia is as remote

as fabled Cathay.

PRINCIPAL GEOGRAPHY The Estalian Kingdoms – and at any given moment,

none can be sure just how many nations this may entail

– are spread across the great south-western outcrop of

the Old World. To its north east, it is bordered by

Bretonnia, to its south east by the city states of the

Tileans. To the north, south and west it is bordered

only by the wild seas of the Great Western Ocean and

the Southern Sea. The oceans have defined Estalian

geography as much as its history, with the harsh sea

winds stripping its coasts bare of life, but also blowing

warm air north from the deserts of Araby. As such, the

peninsular enjoys a warm temperate climate, arguably

the most hospitable of anywhere in the Old World.

The only exceptions are the hot, dry weeks in the

middle of summer when the Estalians seek respite from

the wind and sun for much of the day.

Under the brisk winds and hot sun, the land of Estalia

has become dry. Its coasts are primarily sharp cliffs

with rocky hinterlands, and its interior is filled with tall

mountains, bald hills and stony bluffs. In other places,

the hills fall back to huge empty plains, both manmade

and natural.

Once, Estalia was as forested as the Empire, but the

huge demand for ships led to massive felling, creating

even more plains and plateaus across the land. In some

cases, this has even given way to desert-like areas,

where only thin sagebrush survives in the sand.

Although not true deserts like the deadly Arabyan

sands to the south, an Empire visitor would find these

desolate areas terrifyingly inhospitable.

In this rocky landscape, the soil is frequently poor and

the fields do not grow the type of crops familiar to the

northerners. The plains hold giant fields of wheat and

other grains, while the bare hillsides grow small bushes

of olives, onion vines and brassica. In the cooler north,

orchards are common, and the oranges and lemons of

Estalia are famous across the Old World. The plains

also hold herds of slender cattle and teams of tall,

strong horses and hardy hill donkeys. Estalian horses

are said to have Arabyan blood, making them the

swiftest and most agile in the Old World.

THE BORDERS Although the sea places a firm limit on Estalian

ambition in three directions, its eastern borders are less

clearly defined. Most Bretonnians take their border

with the peninsular at the south branch of the Brienne

River (the Seux-Brienne to the Bretons, La Trenza to

the Estalians) but in the hills the river and the border

become poorly defined. A Bretonnian Lord of

Carcassone would not be surprised to find his domain

included a few villages filled with Estalians, and

Breton villagers are used to meeting with Estalian

authorities. Neither side feels the need to enforce their

borders and have let the situation continue, for the most

amicably, as long as the peasants respect all authority

that comes their way.

41

The south-eastern border is even more indistinct.

Across the Abasko Mountains lies the city state of

Tobaro. Near it lie several smaller city-states as well

as other towns and villages which pledge allegiance to

these urban epicentres. These are most definitely – and

defiantly – independent settlements under Tilean

control and any Estalian force foolish enough to forget

that would taste the full force of their eastern cousins‘

wrath.

However, the mountains are deep and wild and refuse

all delineation. Both sides claim their control extends

to the other side of the mountain range, and the petty

kingdoms high in those peaks are constantly waging

tiny wars over national sovereignty and border

protection. These feuds are fuelled by racial pride and

many have existed for centuries - while others may

have begun merely days ago when one shepherd

moved his herd of sheep a few yards in the wrong

direction or a house has been built on the wrong rise.

Centuries ago, a magnanimous prince of Tobaro said

that any house that could see the Tilean Sea would be

counted as Tilean but this only caused Estalian owners

to erect large eastern walls and Tilean houses to

acquire enormous steeples or powerful spyglasses. At

times, the larger cities and states are drawn into these

conflicts, causing the body count to skyrocket, but

these are rare and short-lived. The narrow and deadly

peaks and the lurking greenskin tribes between them

have so far prevented outright or protracted war, but

the peaks are always claiming fresh lives.

Within the Estalian Kingdoms, borders are almost

equally as fluid and poorly defined. There are over a

dozen major kingdoms and more than a score of city-

states on the peninsular and often times the border

markers are little more than a line in the sand or a sign

on a tree. Only a guide with expert knowledge can be

sure which nation he finds himself in at any given time.

Little wonder that travellers from the law-filled Empire

sometimes refer to Estalia as the Land of Confusion.

THE MOUNTAINS Although Estalia prides itself and is most famous for its

sweeping plains, it is its mountains that have most

dominated its history and politics. Sweeping across its

centre from east to west are the mighty Irrana

Mountains. This range divides the land between north

and south, and this division marks the national

character. Regardless of their national allegiance or

kingdom, northerners will unite against the richer,

more decadent southerners, while southerners scorn the

wilder, more frivolous northerners – and both will heap

scorn upon those primitive, rustic folk foolish enough

to live in the middle.

There are few passes through the Irrana Mountains and

their deep valleys hide countless dangers from bandits,

rebels and monsters. Small pockets of greenskins have

been found there, and hordes of Undead lurk in the

dark caves. Deeper still are Skaven tunnel-empires,

locked in deadly struggles with small, isolated dwarven

karaks. Here too are remnants of the Abasko people,

the ancient residents of the peninsular. They worship

strange gods and use stranger magic. The mountains

also hide tiny kingdoms and even tinier villages, both

of which may also display cultures and beliefs that are

alien and unknown to the rest of the land.

Travel through the mountains is so slow and so

dangerous that north-south travel is typically done

instead by going around, either by boat or along the

coastal roads. It is joked that it is quicker - and safer -

to go from Magritta to Bilbali via Lustria than through

the mountains – yet still the roads are not empty, as

there is always the hope of gaining some time or some

great financial advantage.

The other major mountain range is the Abaskos,

running north-south along the eastern border. As their

name suggests, these are an even greater haven for the

Abasko people. Their villages exist in the gaps where

the Estalians and Tileans cannot or will not go, on the

narrow ledges of the most isolated peaks or in the most

lonesome valleys, using their strange art of Salto del

Pastor to get around. They have lived in these places,

in the same way, for thousands of years, since before

the coming of the Estalii, before even the fall of Tylos.

THE FORESTS Once covered in forest, now only two large woods

remain in the peninsular. In the north-west lies the

massive Pina Wood. Like the mountains nearby it is

difficult to navigate and even more difficult to survive;

trade routes divert around it and no nation claims

dominion over it. This is because the wood remains an

42

outpost of the Wood Elves, like the forest of Athel

Loren to the north. Unlike their northern brothers,

however, the elves of Pina Wood have withdrawn

almost entirely from the world and offer no counsel or

parley with the humans that surround them. All that

the average Estalian knows is that those who go into

Pina Wood come out forever changed – if they come

out at all.

To the east lies Sombra Wood, the wood of shadows.

Here there are few, if any, elves to be found. This

wood is the domain of the Undead. Estalia has long

battled the walking dead and in particular their dark

masters, the vampires, and have never succeeded in

completely exterminating this menace from the land.

The largest collection of their enemy currently lies

waiting in the Sombra, using the dark forest to hide its

numbers and prevent a great army from destroying

them. At the head of this growing force sits a conclave

of powerful and terrifying vampire lords, who possess

a frightening mastery of necromancy and other magic.

Soon enough they will make their move; Estalia‘s

vampire wars are not yet ended.

THE SEA More than any other people of the Old World, the

Estalians have conquered the seas. Their lands,

therefore, do not end at the ocean‘s edge, and they

claim conquest of several islands to the south and west,

as well as several colonies in Lustria, Naggaroth and

on the Vampire Coast. Many of these areas are also

home to Tilean claims and conquests, sometimes very

close by. Indeed, the Tileans claim that all of Lustria

belongs to them (and this was once proclaimed holy

writ by the Ultima Aquila) because it was first

discovered by the Tilean Marco Colombo. The

Estalians scoff at this, pointing out that first rarely

means greatest, and the forays and settlements of such

Estalian heroes as Lustros, Avarro and Aguerro more

than entitles them to the entirety of the continent.

For the most part, however, this issues are purely

theoretical, as neither nation has a navy of sufficient

size, speed or power to cross the dangerous ocean in

time to defend their colonies, and most Estalian kings

and queens only care about their distant dominions to

the extent that they continue to provide gold, jewels or

other treasures (see Material Culture, below). The

closer islands benefit from much greater protection, but

are likewise more easily beset by pirates and Tilean

interests, and trade with these hot southern ports is

always a game of cat and mouse, as each port changes

hands and allegiances as often as the wind changes

direction.

The largest island in the Southern Sea is La Isla

Atalaya. It is an independent Estalian nation state,

built on the ruins of an ancient Elven citadel. Although

fiercely anti-Tilean, it opens its harbours to any ship of

neutral colours, and as such is a hotbed of intrigue

known as the City of Whispers.

The elves of Ulthuan have of course taken note of the

Estalian excursions across the oceans which they know

so well and in many cases, over which they believe

they have sole dominion. Even the most generous elf

considers the Estalians dangerously naïve upstarts,

travelling in places beyond their understanding and

ability. Most importantly, they fear that the Estalians

risk becoming unwitting allies or enslaved forces of

their enemies, the dark elves of Naggaroth. This they

cannot stand and on top of all the other dangers of the

oceans, the elves have taken to sinking human vessels

on sight. To hamper travel, they are also reclaiming

their ancient naval citadels, adding further to the chaos

of the southern islands.

43

They are of course correct that their Dark Elf cousins

seek any route to gaining further mastery over the

ocean and vengeance against the High Elves. On the

sea, the pitch black slave arks of the Druchii are

unmistakable, but in the streets of the ports and the

cities, no mortal can tell one elf from another. Of

course, since both races are enemies of the Estalians,

few mortals have a care to differentiate.

THE CITIES The mountains and plains of the interior are scattered

with large towns and towering fortresses, but the only

cities of any real size or import lie along Estalia‘s great

coastline. A city without a port, it is said, is like a

house without a door. Sea-sider Estalians typically

mock their land-locked neighbours as being backward

and uncultured – even if those they mock live but a

mile from the coast.

Estalian cities are solidly built and well fortified, and

of a generally younger foundation than those of the

north (although the Estalians claim to be the first

humans to have settled in the Old World). There is a

strong tradition of seamanship and sea fighting

amongst the coastal cities. For example, the fleets of

Magritta effectively control the Southern Sea,

patrolling against pirates and imposing an impromptu

levy on trading ships of other nations.

Estalia‘s two most famous and by far largest cities are

Bilbali and Magritta. These twin jewels both claim to

be the unofficial (and at times, official) capitals of the

peninsular, and the kings and queens of these cities are

known throughout the Old World for their power,

wealth and influence. Likewise any sailor worth his

salt from Marienburg or Erengrad knows a girl in

Bilbali or Magritta.

The two largest Estalian cities are also, not

surprisingly, the wealthiest and most powerful Estalian

states. There are numerous towns and villages, but

none come close to the size of Bilbali or Magritta.

Bilbali Bilbali lies in the north of the country, controlling an

area between the sea and the southern forests. Bilbali is

the slightly smaller and poorer of the two cities, but it

is the second largest settlement in Estalia, and the main

one in the north of the country.

The surrounding coast is extremely inhospitable, with

towering cliffs that afford no shelter for ships. At

Bilbali, however, a steep sided crag gives access to a

shallow bay, where the city stands against a

background of cave-studded cliffs.

The most striking feature of the city is a tall tower,

built upon an island within the bay. From atop its lofty

height, a great bronze bell calls out across the Great

Western Ocean. In storms and times of trouble, pilots

listen eagerly for the sound of the bell with its promise

of a safe harbour and a mug of good Estalian wine. The

surrounding area is somewhat poor, so that Bilbali's

fortunes are wholly dependent upon the sea and,

toprotect her fragile maritime trade, the people of the

city maintain a close watch on the seaways. Their fleets

are well armed and her sailors renowned fighters, bitter

enemies of the many pirates who frequent the coasts of

Estalia and southern Bretonnia.

Although Bilbali is cut off from Southern trade due to

its northern location, it has its own Lustria colonies and

trades frequently with Bretonnia and The Empire.

Indeed, so often do northerners come to Bilbali that the

city is also dubbed the Gateway to Estalia.

Bilbali is sometimes called the City of Braggarts, for

every Bilbalin will tell anyone within earshot of his

city‘s glorious pre-eminence over all other cities in the

world. Bilbali is also famous for its fantastic and

frequent celebrations, and sailors are always happy to

stay a few days in town for they almost guaranteed a

grand party of some kind.

Magritta Larger and more fortified than its northern cousin,

Magritta has to some a darker demeanour. Magritta‘s

mighty walls and great spires ascend straight up from

the very edge of the perfectly calm Bay of Quietude, to

the great Temple of Mymidia and King‘s Palace

perched on the mighty hills above.

Within this city of faith and fortune, all power is held

by merchant tyrants and the fury of the Inquisition –

and neither is keen to share its power. It is a city riven

– and often blood-soaked - by its devotion to two

44

masters, and each day brings more pilgrims and more

traders to add fuel to the fire, and that fire spreads out

across the seas thanks to Magritta‘s enormous Armada

of explorers and pirate-killers. Yet unlike the wild,

rambunctious ways of northern Bilbali, Magritta

remains a city of gentlemen and scholars, of manners

and etiquette, of high culture and exquisite art – not to

mention more ale-houses than perhaps any other port in

the world.

Magritta is a great port, built by natural deep-water

harbours within the sheltered Bay of Quietude. Its

reputation as a friendly port with ready markets for all

manner of cargoes draws traders from many parts of

the globe. Its quays are usually crowded, and, among

the assortment of Old Worlder merchantmen, one can

occasionally catch a glimpse of a strangely rigged craft

from Araby or even further afield. Magritta's reputation

is well-deserved, for no pirates are tolerated here, and

the Magrittans maintain a strong presence in the

Southern Sea. They are fair, honest traders, and, over

the years, have grown to be rich ones. The Bay of

Quietude forms a natural fortress, and the Magrittans

control all the land thereabouts, including the bay's

twin headlands where two massive fortresses guard the

approaches to the port, and serve as its beacons.

The merchants of Magritta trade goods from the north,

as well as the natural produce of their lands, including

silver from the Abasko Mountains to the east, while

Couronne in Bretonnia is one of the larger markets for

imported silks and spices. Their southern trade is

deeply envied by the piratical Tilean states to the east,

who fancy themselves as merchant adventurers, and

there are frequent skirmishes between the rival cities.

To protect their trade, the Magrittans maintain a strong

navy, often hiring northern ships and crews to fight

alongside their own tireless galleons. Hostile shipping

is mercilessly sunk, whilst pirates are hounded and

captured whenever possible and their crews brought

back for public execution in the great market place.

Ships from rival states may be boarded, their cargoes

'inspected' and frequently their captains obliged to sail

into Magritta to trade their goods - thus swelling the

city's trade and reducing that of its rivals.

Like all open ports and trading cities, Magritta has a

polyglot population. The natives are hard-working folk,

largely ignorant of the dangers and temptations of

Chaos, thanks to the city's position in the deep south of

the Old World. Nonetheless, there are some who are

only too willing to take advantage of the city's lax laws

to practise their unspeakable rites and vile, demonic

faiths, undisturbed by the vigilance that characterises

the cities of the north. Even so, the worship of Chaos

Gods is a matter that would shock and disgust the

majority of easy-going Magrittans.

It is also the headquarters of the cult Myrmidia with its

marvellous temple and dozens of monasteries

surrounding the city. To protect all these riches, it has

both a powerful fleet and a respectable army with

troops reinforced by the Inquisition, whose

headquarters is near the temple of Myrmidia. Magritta

maintains a strong rivalry not only with Bilbali, but

most Tilean cities see it as a threat and protect many

pirates and their ships to harass the city.

THE ESTALIAN KINGDOMS

There was a time when Estalia was a united kingdom, a

land of peace and prosperity. Unfortunately, today it is

divided into a set of small fiefdoms (some call

themselves Kingdoms), League of Cities (republics)

and city-states. This sets mixed states with different

laws and ways of understanding the shared political

language, a Senate, the Inquisition and an extremely

bellicose nature that leads them to fight each with its

close neighbours or even more distant nations.

45

The Kingdom of Astarios

Since the Arabyans withdrew from their conquest of

the land the kingdoms of Estalia have grown in

strength and influence. The most powerful and richest

of these kingdoms is Astarios. Its lone stance against

the power of Araby and its hold on its capital of

Magritta has given Astarios prestige among the

Estalian people. It was this prestige that allowed

Astarios and her allies to build its own Empire (by

overrunning southern Tilea) during the middle of the

23rd century until its coffers were depleted in the

beginning of the 25th century. The Kingdom of

Astarios is based around the city of Magritta itself, the

city of Myrmidia. It has traditionally been the strongest

state in Estalia, and has mounted many campaigns to

subdue their neighbours. In 1642, King Carlos of

Magritta and his son Felipe managed to bring the

whole peninsula under their direct control for 50 years,

but after Felipe‘s death the other states revolted and

regained their independence.

Despite being the largest and most powerful state,

Astarios has often found itself pressed on all sides by

enemies. To counter this, the Kingdom has developed

the largest network of Inquisitors in the peninsula.

They spy on neighbouring provinces and have even

performed the occasional assassination for the

Magrittan King.

The Kingdom of Aragona

The second most powerful kingdom is Aragona with its

capital of Bilbali. Like Astarios, Aragona led her allies

into expanding their sphere of influence beyond the

Estalian frontier. The invasion of southern Bretonnia

was short-lived, however, and lasted just over 40 years.

Aragona, like most of the other kingdoms, sees itself as

the direct successor to the people of Tylos and the first

Estalian settlers. Their capital is the city of Bilbali, the

oldest part of Estalia; one of the first parts of the

country to be conquered by Santiago and the only part

to survive the Arabian incursions unscathed. They are

also, as their King constantly reminds the other

Estalian rulers, the people of San Juan, and they carry

his flag into battle to remind their enemies that

Santiago is with them.

Aragona has also adopted Bretonnian ways of warfare

more readily than some of the other states. Their

Caballeros are rightly feared as some of the best heavy

cavalry in the world.

The Kingdom of Portigelle During the Reconquista, many Estalian towns had been

sacked by Magritte and Bilbalin soldiers, and many

relics that the Portige considered sacred had been

destroyed. Shocked by this, the Portige sections of the

army mutinied and made their way to the coast, where

they established their own kingdom under their leader,

Alfonso.

Alfonso saw that the other states of Magritta and

Bilbali were unhappy that so much of their land had

been taken to form a separate kingdom. He also knew

that Portigelle was not strong enough to withstand an

assault from both other kingdoms. He set up a capital at

the town of Diamanterra on the coast and sent out

messages to the Empire, Bretonnia and some Tilean

city states, requesting assistance. Before any of the

states could reply, Portigelle was invaded. Alfonso

took his troops to meet them, but was defeated in some

early skirmishes and fell back. As the Portigelle army

was retreating down the coast, they came across a

group of High Elves, who had been shipwrecked in a

violent storm. Alfonso made a deal with the Elves- he

would rebuild their ships if they helped him against the

invaders. The High Elf leader, Anarion, readily agreed.

The next day, the troops of Magritta found themselves

facing not exhausted, starving Portigelle soldiers, but

serried ranks of Elven archers and row upon row of

armoured spearmen. The battle was brief as most of the

Magrittan army fled the field when the Elves opened

fire. The Bilbali army, seeing the fate of the

Magrittans, withdrew from Portigelle. Since that day,

relations between Portigelle and Ulthuan have been

excellent. There is a large Elven community in

Diamanterra and Portige kings can often rely on Elven

help in battle.

The Republic of Galicea The Republic of Galicea is the smallest of the major

Estalian states. Its population are descended from a

tribe that once covered much of the Western Old

World, but were dispossessed by the Bretonni and the

Estalian tribes. They fought alongside the Estalians

during the Reconquista, but soon found themselves

treated almost as slaves by the rest of the Estalian

people. Following the example of the Portige, they

revolted and set up their own state in the north of

Estalia.

46

Galicea was established as a Kingdom initially, but

after a series of wars with Magritta, they soon found

themselves lacking a royal family to take the throne.

The last King of Galicea was Jaime the Young, who

was inspecting his troops when he was blown up by a

Magrittan assassin. Unfortunately for the assassin, he

had overestimated the amount of gunpowder needed,

and was blown up as well. The Galicean people,

outraged by these actions, declared war on Magritta,

but were swiftly defeated. The ruler of Galicea is

known as El Presidente, and is elected by the twelve

greatest merchant families in the capital, Campastello.

Galicea has been overrun by Magritta many times in its

history, but its people have always maintained their

distinctive culture and have eventually thrown off the

Magrittan yoke. On a number of occasions they have

been known to ally with the Portige to defeat their

larger neighbour. The courage of the Galicean peasants

is legendary- on a number of occasions an invading

army has awoken to find that half its number have been

killed by Galicean peasants during the night.

Other states In Estalia‘s long history, many small states have sprung

into existence. Some, like the Principality of Catalina,

have existed since the Reconquista, while the Kingdom

of Rodrigo existed for thirty-six minutes in 1546 before

it was re-occupied by the Magrittans. Most of these

states spend their entire time fighting to retain

independence from one of the larger powers and so are

not worthy of separate detailing.

With the exceptions of the Obregon and Cantonia, the

other coastal kingdoms and duchies tend to ally

themselves with either one of the two most powerful

kingdoms. Astarios can nominally count on the support

of the kingdoms of Avila and Santoyo, as well as the

duchies of Zaragoz and Gualcazar. In contrast, the

kingdom of Navareno and the duchies of Alquezaro

and Barboza follow Aragona's lead. Obregon (with the

duchy of San Luis) and Cantonia tend to follow their

own respective policies and only join one or the other

alliance when it suits their purposes. The small

duchies and counties of the Irrana Mountains are

fiercely independent of any of the coastal powers and

serve as a strong barrier between Astarios and

Aragona.

As a peninsula, the sailors of the coastal Estalian

Kingdoms are among the best seamen in the Old

World. If not for the Norse, the Estalians would have

been the first to land in Lustria, or so they claim

anyway. With their dream of conquest in the Old

World a fading memory, the kingdoms of Astarios and

Aragona (with Obregon and Cantonia playing minor

roles) have turned their attention to expanding trade

and contacts with the land across the Great Western

Ocean. Conflict and competition with the Norse,

Bretonnians, and Sea Elves are seen as necessary evils

to which the Estalians are willing and able to respond.

Southern Littoral Along the entire length of Estalia‘s Southern Coast

runs a great chain of atolls and islands, mostly being

insignificant and too small to be marked on any general

chart or map. The chain starts as bony reaches of bare

dagger-like atolls that emerge from the Great Ocean as

one sails towards Estalia, broadening into a dense

archipelago of half-mapped isles until one reaches the

Eastern Coast of Estalia, where its shifting border with

Tilea is marked by the emergence of the much larger

islands of the Fool‘s Rocks.

The clear blue waters of the Southern Sea surround

these islands, and dense forests made up of laurel

leaved evergreen hardwoods and a rich undergrowth of

ferns, shrubs and other plants typically covers them.

Known locally as the Islas, settlers have established

many towns and villages here, from Estalian Kingdoms

and their colonies to independent fishing villages and

the occasional lawless enclave that provides a safe port

for buccaneers.

Many ships operate here: most merchants wishing to

travel from Magritta, Tilea and Barak Varr to the Great

Ocean follow the Estalian coast. The most prestigious

of these merchants are the so-called Treasure Ships

returning from Lustria, Araby and the Southlands.

Invariably after their long ocean crossings, they make

port in the settlements here to restock their stores and

take shore leave before sailing onto their homes, often

‗threading the teeth‘ through the Islas, sailing within

them to avoid pirates that sail upon the open sea.

47

48

49

SOLDIERS OF

ESTALIA

The Estalian people are a strong and proud

groups who are used to hardship and

suffering. Seeing their homes and families

threatened by outside forces it drives these

determined to fight longer and harder than

most people would. When facing a large

external threat, the kingdoms of Estalia

join together to protect their land, and

though they have suffered numerous

invasions, the Estalians has always been

able to come back and retrieve what is

theirs.

Because Estalia is not a unified country,

there is no "national army" as such. Each

state maintains some standing troops, but

the majority of any Estalian army is made

up of mercenary troops recruited shortly

before a battle.

In this section you section you will find

details for all the different troops, heroes,

monsters, and war machines used by an

Estalian army. It provides the background,

imagery, characteristics profiles, and rules

necessary to use all the elements of the

army, from Core Units to Special

Characters.

50

ARMY SPECIAL RULES

This section of the book describes all the different units

used in an Estalian army, along with any rules

necessary to use them in your games of Warhammer.

Where a model has a special rule that is explained in

the Warhammer rulebook, only the name of that rule is

given. If a model has a special rule that is unique to it,

that rule is detailed alongside its description. However,

there are a number of commonly recurring ‗army

special rules‘ that apply to several Estalian units, and

these are detailed here.

TACTICAL SUPREMACY The Estalians are fully devoted to the art of war of

Myrmidia, and as such drill tirelessly in her image.

This means they are among the most disciplined

soldiers in the Old Wold, easily capable of making

daring manoeuvres that most other men would struggle

with in the heat of battle.

Any unit with this rule may roll 3D6 when taking tests

to Rally, March, Reform and Redirect Charges and

discard the highest result.

ESTALIAN STEEL Estalian steel is seen as the source of some of the best

steel in the Old World. Even many dwarves grudgingly

admit the quality of the weapons and armour that can

be crafted from the Estalian ore. When properly

crafted, Estalian steel makes weapons of exceptional

durability and sharpness. Although the weapons are

relatively rare outside of Estalia and Tilea a variety of

troops within the nation are armed with weapons made

of Estalian Steel.

Models with this special rule have the Armour Piercing

special rule. This only applies to hand weapons.

TERCIO FORMATION The Estalians are famed for their Tercio formations,

where ranks of pikemen form an impenetrable wall of

sharp steel points, supported by swordsmen to the front

and handgunners and crossbowmen to the sides.

A Tercio formation consists of several units of Tercio

Pikemen, Rodeleros and Handgunners or

Crossbowmen, who are grouped together. This

formation may either be formed in the Remaining

moves sub-phase as a normal reform, or during

deployment. When reforming into a Tercio, no move

may move more than its Movement value, but units

may move within 1" from each other.

When forming a Tercio formation, all Rodeleros are

placed in the front of the new unit, with Pikemen

making up the rest of the formation. The two units

should be placed in base contact and moves and fights

as a single unit for all purposes as long as they remain

in this formation. They may break up the formation

again using a normal reform. For demining Victory

points, they still counts as two separate units.

All close combat attacks are directed towards the

Rodeleros, who uses their own armour save (against

missile attacks, roll a D6 for those slain; on a 1-3 a

Pikeman is killed, and on a 4-6 a Rodelero is killed).

Only once all Rodeleros are gone may attacks be

allocated against the Pikemen. Pikemen may still fight

as normal from behind the Rodeleros, as long as they

have enough reach with their pikes to do so. These

special rules do not apply if fighting to the Tercio

formation's flanks or rear.

In addition, units of Crossbowmen or Handgunners

within 3" of a unit of Pikemen (regardless if they are in

Tercio formation or not) may lend them support fire if

the Pikemen are charged to their front. This works out

like a normal Stand and Shoot reaction, except that

they do not suffer -1 To Hit for shooting at a charging

enemy.

51

COMMANDERS

The nobility of Estalia is an overbearing lot with far

too much time on their hands. The nobility lives a life

of extreme privilege and find the lives of those beneath

them as nothing short of a life of contempt. The nobles

of the land are arrogant and quick to take umbrage to

any slight, real or perceived. Most nobles are excellent

fighters, owing to their lives of one intrigue after

another. They will fight anyone, and lacking a common

foe they will fight each other without a thought.

Most armies are led by a noble of royal blood. This is

not as restrictive as one might think as all of the great

families of Estalia are considered "royal". As an

example the house of Aragon, consists of over 60

families each of whom has a patriarch whose honorary

title is "king" and who rules his lands as an absolute

ruler, even if it is only a few hundred acres. The young

sons of the house provide the knights for the royal

regiments. This can be very confusing for foreigners as

there seem to be hundreds of "kings" in Estalia, which

of course, in a sense, there are!

The Kings and Queens of Estalia are not just

figurehead; they formulate the foreign policy of the

whole of Estalia, including the introduction of the

Inquisition, and marshals Estalia‘s forces to war. The

Kings and the Dukes can muster individual provincial

and city-state armies. The Royal Estalian Army goes to

war under the direct gaze of either a King or a Duke,

who takes on the mantle of Grand Commander of all

the forces of Estalia and her tributary states.

In smaller forces a Grand Commander may not be

necessary. If an army is raised to put down a local

peasant uprising, or a less threatening Chaos Cult, the

Captains of the provinces assume the role of leaders

and commanders in an Estalian battle force. Captains

are also able leaders, generally nobles in their own

right, landed gentry who have spent time at the world

famous Military Academy and sometimes in the most

prestigious Knightly Order in Estalia – the Knights of

the Blazing Sun.

Sometimes the different domains that make up Estalia

gather together to make common decisions. One is the

meeting of an army to fight a common threat, in which

case one is elected from all representatives to act as the

Grand Commander, whom has absolute control of the

forces and is responsible for leading them to victory.

Much of the expenses incurred by the army, runs to his

office, and his reward is often include land in the

different kingdoms, so these tend to accumulate more

noble titles and properties than the kings themselves

and provide a link among all the territories where they

have possessions in almost all them. The Grand

Commanders are among the best fighters of their time

and always go to battle at the head of their troops.

M WS BS S T W I A Ld

Grand Commander 4 6 5 4 4 3 6 4 9

Captain 4 5 5 4 4 2 5 3 8

TROOP TYPE: Infantry (Character).

SPECIAL RULES: Tactical Supremacy, Estalian

Steel.

The baking sun was blistering down on the Army of King Sancho II of Bilbali. The

force of some 2500 men had been sent into the mountains to root out the chaos warbands high up in the mountains between Estalia and

Bretonnia. So far they had seen nothing except dust, weeds and mountain goats.

Spirits were sagging, as were the rations of the army. The army had been on reduced rations since a rockslide had killed a great

many of the mules in the baggage train. Still the group marched on. On the 13th day

out of Raro Vilela the army encountered their quarry. The Beastmen had formed up and were prepared to fight to the last. As if

on cue however the Estalian Lancers smashed into the rear of their defences and the slaughter of the beastmen commenced.

52

INQUISITORS

To the population by and large the threat from the

ruinous chaos powers to the north seems very far away.

Isolated as they are by Bretonnia, the Empire and

Kislev the threat seems very remote indeed. However

this is not the case, in their complacency many people

in the few large cities fail to realize the true dangers

posed. While a devote people, the religion of Estalia

does have its darker side. In a world full of chaos

mutants, heretics, beastmen and chaos warriors it falls

to the Inquisitors of Estalia to root out these problems.

In this role the Inquisitors form a fraternity sworn to

destroy chaos at every turn. In doing so no methods are

viewed as extreme.

The Inquisition is a secret brotherhood that exists

within the Estalian kingdoms, set up to monitor and

maintain the spiritual purity of all Estalians. Shrouded

in secrecy, the organisation is little known within

Estalia. The organisation works independently of all

the temples, but has government backing from several

kingdoms.

The Inquisition is involved in the torture and

elimination of those judged as serving the Ruinous

Powers, be they witches, cultists or simple agitators. It

claims to have been given official authority to question,

investigate and judge all Estalian citizens, although in

practice it works in secret so that matters of proof,

jurisdiction and appeal never occur. Inquisitors usually

work in small groups, often supported by a specialists

trained as Templars or Witch and Vampire hunters. All

Inquisitors are experts in the extraction of information

from non-willing suspects.

The Inquisitor is an exceptional individual who has

waged covert (and overt) war against Chaos, for

humanity‘s survival for the past hundred years. Every

Inquisitor has sworn potent oaths to defend the human

empires against its worst enemies, and those within the

Inquisition are concerned with destroying the physical

manifestation of Chaos itself – the Daemon.

Members of the Inquisition have pledged their every

waking hour to the discovering and scourging of Chaos

wherever it may be found. An Inquisitor has at his

disposal every citizen in Estalia in the worship of

Myrmidia, and will not hesitate to requisition local

troops at a moment‘s notice.

However, there are times when the scale of Chaos

perversion is such that even the most formidable and

righteous Inquisitors need to call upon aid to triumph.

The slightest lapse in Myrmidia‘s faithful vigilance has

the potential to allow ravening Chaos creatures and

Daemons to pour into the kingdom of Estalia, hungry

for the souls of the innocent. As such it is up to the

Inquisition to root out these threats and destroy them.

However, the threat to Chaos and other blasphemers is

far from the only truth – above all, the Inquisition is a

tool for the various Kings of Estalia to better control

their subjects by uniting them against a common foe,

minimizing the risks up rebellions and political

opponents overthrowing them. One word from a

higher-up means the immediate involvement of the

Inquisitors, which in nearly all cases means death for

the accused.

The Inquisitors are much feared throughout Estalia,

especially by their own people. Few would dare to go

against the will of an Inquisitor, and those that do are

never heard from again. Whenever the Inquisitors take

to the field of battle, there is bound to be at least one

witch burning afterwards, regardless of the outcome of

the battle itself.

M WS BS S T W I A Ld

High Inquisitor 4 5 3 4 4 3 5 3 9

Inquisitor 4 4 3 4 4 2 4 2 8

TROOP TYPE: Infantry (Character).

SPECIAL RULES: Tactical Supremacy, Magical

Attacks, Magic Resistance (2).

Burn the Heretic: The Inquisitor‘s passionate prayers

fill his fellows with righteous fury. The Inquisitor, and

any unit joined by him, is subject to Hatred. In

addition, when fighting Wizards, Undead, Chaos or

Skaven, he may re-roll all failed rolls To Wound.

53

BATTLE MAGI

The arcane arts are not unknown in the lands of Estalia.

Many of the wizards of the land of Estalia travel to the

Empire and the capital city of Altdorf to receive their

training in the arcane arts at the Colleges of Magic.

Battle Magi are also taught in a variety of small

independent schools that dot the Estalian countryside

magicians are the run of the mill hedge wizards found

in Estalia. These institutions teach the theory and

practise of magic, as first taught to Estalians by the

great Eminent Magus during the wars against the Dark

Elves of Naggaroth. Before this time Estalian wizards

were no more than wandering herbalists and shamans,

witches and warlocks who could brew simple potions

but not much more. With the establishment of these

schools this has all changed, offering some protection

for the Mages even from the overzealous forces of the

Inquisition. Despite the risks imposed on by the

Inquisition the practice of magic use is generally

allowed unless there is evidence that the Magician has

been corrupted by Chaos.

The Eminent Magi of Estalia are the most talented

magic users in the kingdom. Often sought after to lead

the numerous small magical schools, Eminent Magi

must answer to the Inquisition for his students, should

they be found to be corrupted by the dark arts.

The Inquisition has a long standing distrust of magic

and its practitioners. Many times the peace of the realm

has been threatened by the manic ambition of a

practitioner of magic tempted by the dark forces.

The Kings of Estalia allows the schools to operate for a

very good reason – the support of their services in

battle. In return for tolerance and patronage the Kings

and the Dukes receive a steady stream of Mages for

their armies. Every school can provide Mages to take

their part in battle, and sometimes whole units of

Mages go to war, using their combined enchanting

power to cast powerful spells to rend the foe and win

the day for Estalia. The presences of these magic users

on the battlefield can easily change the outcome of a

battle.

The Wizards being demanded by Estalian armies are

those that dominate the Lore of Light. Due to their

power of exorcism and ability to protect against the

dark powers, followers of White Magic are respected

even by the Temple of Myrmidia, which generally has

always opposed the use of magic in Estalia.

To most people, sorcerers are disturbed people, filled

with malice and dark thoughts. Some nobles, though

fearful of magic and its practitioners, often grants

authorizations to carry out such practices in their

domains, because they know very well how the wizards

can give them help when they were needed. This

mentality is often not shared by the subjects who

sometimes take the law into their own hands, scolding,

torturing and sometimes even killing the followers of

Aethyr. And this happens in the most cosmopolitan

cities and regions, as the Estalians seeks to punish

more harshly magicians within the law and through

collective fear.

M WS BS S T W I A Ld

Eminent Magus 4 3 3 3 4 3 3 1 8

Battle Magus 4 3 3 3 3 2 3 1 7

TROOP TYPE: Infantry (Character).

MAGIC: A Battle Magus is a Wizard who uses spells

from the Lore of Fire, Lore of Metal, Lore of Life, Lore

of Light and Lore of the Heavens.

SPECIAL RULES: Restricted Practise: Due to the suspicious nature of

the Inquisitors, the practitioners of magic are heavily

supervised in Estalia. Because of this, your army may

never contain more Battle Magi than Inquisitors.

54

PRIESTESSES OF MYRMIDIA

The Priestesses of Myrmidia are the disciples to the

goddess of war and attempt to praise their deity in all

parts of their lives. The members of her order consider

it a great honour and their sacred duty to fight

alongside soldiers and to counsel commanders on

matters both martial and spiritual.

In Tilea and Estalia, the many orders of the Myrmidian

Cult practise an array of different prayers, rituals, and

rites that reflect the many aspects of the Goddess. In

the Empire, where the Cult has less influence, prayers

tied to Myrmidia's association with the art of war are

most common.

The Order of the Eagle practises en assortment of

prayers, with two primary camps found in Estalia.

Some warrior priests perform tactical roles, leading

units of men according to the dictates of their leaders,

and learn prayers that aid them to do this. Others prefer

to support the generals directly and memorise rites

more appropriate for this role.

M WS BS S T W I A Ld

Priestess 4 4 4 4 4 2 4 2 8

TROOP TYPE: Infantry (Character).

SPECIAL RULES: Tactical Supremacy, Magical

Attacks.

Blessing of Myrmidia: The Priestess is said to have

the keen insight of Myrmidia Herself. The Priestess

and any unit she is with have the Always Strikes First

rule in the first round of combat.

Divine Power: Priestesses of Myrmidia may channel

power and dispel dice in the same manner as Wizards.

Prayers of Myrmidia: Priestesses of Myrmidia know

the three Prayers listed below. Prayers of Myrmidia are

innate bound spells (power level 3). Prayers are

augment spells that target the Priestess of Myrmidia

and her unit.

Command the Legion: The Priestess pray to

Myrmidia to lend her strength to her words, and

shout out her orders. The Priestess gains the Inspiring

Presence special rule. Remains in Play.

Shield of Myrmidia: The Priestess blesses her allies

with Myrmidia's protection. The Priest and her unit

add +1 to their armour saves, and gain a 5+ Ward

save against missile attacks. Remains in Play.

Spear of Myrmidia: The Priestess' weapon becomes

infused with the power of Myrmidia. The Priestess

and her unit gain +1 Strength, Armour Piercing

Attacks and Magical Attacks. Remains in Play.

ALTAR OF MYRMIDIA An Altar of Myrmidia is a four-wheeled war altar,

mounting a large standard and drawn by bulls. It is a

rectangular platform on which the standard of

Myrmidia and an altar erected with her statue. The

Priestesses hold services on the altar before the battle,

and the trumpeters beside them encourages the fighters

to the fray.

In battle the Altar of Myrmidia is often surrounded by

the bravest warriors in the army as guards, and it serves

both as a rallying-point and as the palladium of the

army‘s honour. Its capture by the enemy is often

regarded as an irretrievable defeat and humiliation.

M WS BS S T W I A Ld

Altar - - - 4 5 5 - - -

Bull 7 3 0 4 - - 3 1 -

TROOP TYPE: Chariot.

SPECIAL RULES: Ward save (4+).

Altar: An Altar of Myrmidia may join units despite

being a Chariot. It acts as the army‘s Battle Standard

Bearer, and any unit joined by the Altar is Stubborn for

as long as it is in the unit.

"The sword is not the answer to every military problem, for even the mightiest of swords will

miss its mark if the opponent is wise enough not to wait around to get slain."

– Myrmidian proverb

55

DIESTROS

One thing Estalians dearly love is swordplay. Its cities

sport many fencing schools, each with its own style.

Many of these styles are descended from the teachings

of Master Figueroa a legendary swordsman who

applied the latest scientific theories to his swordplay

with spectacular results. Followers of the Figueroa

style, known as Diestro, fight and duel across Estalia.

Some grow bored with their homeland and seek

excitement elsewhere, favouring Tilea and Bretonnia.

True Diestro devote a part of their lives to studying at

the great fencing academies in Estalia. There, students

are exposed to the most sophisticated sword fighting

techniques known in the Old World. Many of these

fencers go on to study at several different schools,

learning the strengths and weaknesses of various

disciplines. Through this comprehensive regime,

Estalian Diestros develop astonishing speed and

precision. They employ every trick imaginable – and

some that often take enemies by surprise!

What all Diestro have in common is their

overwhelming competitiveness. They strive to be the

best at what they do and defeat often becomes hard to

take. A Diestro, who fights with self-doubt in his heart,

is not often around for much longer. Many Diestro earn

a reputation over time and it is not too unusual to find

an experienced Diestro to be attended by his own small

retinue. Formal Diestro may have attendant physicians,

an official second who issues challenges on his behalf

and for the truly self absorbed Diestro, even a

biographer, whose job is to document the Diestro's

most famous bouts and immortalise him in print. They

are often proud and haughty, looking down on

commoners and their own peers. Always impeccably

dressed and groomed, these cunning warriors flaunt

their skills by spouting outrageous insults at their

opponents. Diestros tend to think of themselves as

legends in their own time. The height of the profession

is to be involved in a high profile dispute or to take part

in the irregularly organised Estalian ‗Diestro, Buenos

Diaz Carnival‘. Here Estalian Diestro cross swords

with duellists from far and wide for a coveted blade of

Tobaro steel.

There are many types of bouts that the Diestro partake

of, from fencing duels to pistols at dawn. But not all

are a fight to the death; indeed many are to first blood

only or finish when one party can no longer continue.

In a more formal duel with legal legitimacy, it is

common practice for the winning party to pay for the

care or funeral arrangements of his beaten opponent.

This fee is normally paid for by the Duellist‘s sponsor

or in a private duel, by the Diestro himself and is

known professionally as "The Mask of Sorrow". In this

way, the Diestro pays respect to his opponent in the

safe knowledge that he himself is still the best; largesse

is, after all, the realm of the worthy.

M WS BS S T W I A Ld

Diestro 4 6 5 4 4 2 6 3 7

TROOP TYPE: Infantry (Character).

SPECIAL RULES: Estalian Steel.

Face Me, You Coward! A Diestro must always issue

and accept Challenges.

Duelling Techniques: At the start of each round of

close combat, a Diestro may choose to utilize one of

the following Duelling Techniques. He may not use the

same technique two rounds in a row.

Rapido: The Diestro gains the Always Strikes First

special rule.

Defensa: The Diestro gains a 4+ Parry save.

Perforación: The Diestro gains the Killing Blow

special rule.

"I will parry your prima attacks on my three-quarters radial, and take zeh high ground. With just a fifty-three inch reach, you can‟t win this

fight using a cutting blade. Not with such a poor stance, senor."

56

TERCIO PIKEMEN

In the early days of the kingdom the Estalians were

disadvantaged by having poor quality and quantity of

cavalry. To even the balance the infantry adopted the

"Tercio" a square of spears supported by swordsmen

and missile troops. As the cavalry improved, these elite

units became an attacking formation using special

long spears, pikes, in a tight well drilled formation.

This formation takes continuous training and high

morale, but the end results are well worth it.

Pikes are the primary weapon of Estalian soldiers.

Their extreme length makes them a tremendous

hindrance both on and off the field of battle, but their

effectiveness as a weapon more than compensates.

Tercio Pikemen are well renowned, highly disciplined

professional pike troops with a fierce reputation. These

pikemen are decent fighters equipped with a pike and

protected by light armour. Able to present a wall of

deadly pikes at oncoming enemies, this unit will give

any charging cavalry second thoughts.

The Tercio is a well-trained military unit, often in the

employ of a local lord. Raising and maintaining a

Tercio requires time and expensive weapons, but those

who do manage to form a portion of their standing

army into a Tercio often need not worry about anyone

marching troops into his domain uninvited. Such is the

reputation of these units.

A Tercio goes to battle armed with a staggering variety

of weapons. Since the swordsmen of Estalia are

generally regarded as some of the best in the Old

World the idea of mixing units of pikemen and

swordsmen came naturally to many Estalian

commanders. The front ranks of the Tercios consist of

Rodeleros armed with short swords and shields that

repulse any enemies who manage to penetrate the

phalanx of pikes that strike from the rear. Beside them,

marksmen armed with Estalian handguns and

crossbows fire at oncoming enemies, weakening them

so that their colleagues may hack them apart in close

combat. The Tercio are legendary, well-known and

feared across the Old World.

M WS BS S T W I A Ld

Pikeman 4 3 3 3 3 1 3 1 7

Aventuro 4 3 3 3 3 1 3 2 7

TROOP TYPE: Infantry.

SPECIAL RULES: Tactical Supremacy, Tercio

Formation.

PIKE Pikes are the infantry weapon of choice in Estalia.

Twice as long as a normal spear and longer than a

cavalryman‟s lance, the front of a unit of pikes is an

impenetrable wall of steel.

Range Strength Special Rules

Combat As user Requires Two Hands,

Fight in Extra Ranks (3)

Enemy models charging a unit of Pikemen to their

front are subject to the Always Strikes Last special rule

in the first round of close combat.

Models armed with pikes receive a +1 Strength bonus

in the Close Combat phase of the turn they are charged

by anything except infantry, swarms and unique units.

Note that this bonus only applies to attacks directed

against the above charging units, not against other

models that might be part of the unit.

All of these special rules cannot be used against enemy

units fighting to the Pikemen's flank or rear.

Pikes at the ready! Swords ready! Handguns ready! Then let them come,

and feel the taste of cold Estalian steel! For Myrmidia!

57

RODELEROS

Duelling aside the men of Estalia are competent

fighters; Duellists however are exceptional swordsmen.

Swashbucklers are very valuable units and are at the

fore of most battles. They are fierce and aggressive,

recruited from among the numerous cut-throats, bandits

and renegades that inhabit Estalia. It could be risky to

hold such individuals in the field of battle, but

fortunately, like any Estalians, the Rodeleros have a

great sense of loyalty and honour just able to see their

sentences unlike the cowards of other nations.

In the dark days of Estalia when only Magritta and

Bilbao held out against their enemies, the citizens of

Magritta funded a unit of highly skilled swordsmen to

defend the walls of the city. Later the swordsmen

guarded the flanks of the Tercio Aragona. When the

Tercios became an attacking unit the Swashbucklers

formed an attacking unit of their own.

Rodeleros are armed with a metal buckler and double-

edged, razor sharp swords of the finest Tobaro steel,

they are protected by good light armour and an open

helmet. Renowned for their swordsmanship, Rodeleros

are capable of breaking pike formations and wreaking

havoc amongst less well armed and trained units.

Estevan and Casanova If Figuera is the father of all Diestro schools, then Estevan is his bastard son, and Casanova,

an impertinent grandchild. Estevan and Casanova are just two of the many scholars

who have experimented with Figuera's original doctrine.

Claudius Estevan was a younger contemporary of Figuera, whose teachings are rejected by many purists. Estevan's school incorporates

the main gauche, requiring the fighter to shift his center of gravity backwards by several degrees. Rather than using the off-hand for

balance as Figuera advocated, Estevan proposed it should be used for defence.

The Estevan style is less graceful and relies heavily on trigonometry.

Manuel Casanova died recently, after a long, successful career. Known for his blinding foot-speed and genius in physics, Casanova revolutionised tournament fighting with a

more strategic approach. Against weaker early round opponents,

Casanova developed methods to win quickly with minimal injury. A favourite tactic

involved disarming the enemy immediately, and snatching his weapon to force a

concession.

M WS BS S T W I A Ld

Rodelero 4 4 3 3 3 1 4 1 7

Duellist 4 4 3 3 3 1 4 2 7

TROOP TYPE: Infantry.

SPECIAL RULES: Tactical Supremacy, Estalian

Steel, Tercio Formation.

BUCKLER Bucklers are small, round shields designed for

parrying or deflecting blows. They are usually made of

steel for they need to be tremendously durable to

survive the brutal blows of hand-to-hand combat.

Using a buckler requires great skill, but a nimble

warrior can protect himself from blows which would

otherwise cripple him.

Shield. A buckler gives the wielder a 5+ Parry save.

However, it does not offer any protection against

missile attacks.

58

CROSSBOWMEN

The rich cities of Estalia are attractive targets for a

range of enemies. To defend themselves the mayors

and merchants raise forces and pay for their training

and equipment. The Crossbowmen are excellent

defensive troops; able to hit their target from far away

with the crossbows, they can outshoot most other

archers. Crossbowmen work as part-time soldiers and

watchmen over the cities. Whenever there is a war to

be fought though, they are recruited into the army as

support for the pikemen, an important position to hold.

The crossbow is a potent weapon ready to be used with

minimal training unlike other archery weapons. It is

slow to reload but makes up for it in power. Despite the

Inquisitions dislike of crossbows being used by

Estalians against Estalians, they are used throughout

Estalia by peasants and nobles alike.

M WS BS S T W I A Ld

Crossbowman 4 3 3 3 3 1 3 1 7

Marksman 4 3 4 3 3 1 3 1 7

TROOP TYPE: Infantry.

SPECIAL RULES: Tactical Supremacy, Tercio

Formation.

HANDGUNNERS

Handguns are starting to become a more and more

popular weapon in the lands of Estalia. Not as common

as in the Empire there are now foundries that are

making these weapons in Estalia, although a large

number of them are imported legally and illegally from

the Empire.

Handgunners are often good shots and can be quite

deadly, as long as their temperamental weapons do not

act up. Easy to learn and operate, it is a rare sight to see

an Estalian battlefield without Handgunners.

M WS BS S T W I A Ld

Handgunner 4 3 3 3 3 1 3 1 7

Sharpshooter 4 3 4 3 3 1 3 1 7

TROOP TYPE: Infantry.

SPECIAL RULES: Tactical Supremacy, Tercio

Formation.

You should see Captain, what a show a regiment of Handgunners put on! Thousands of flickers, a roar of thunder and a cloud of smoke rising into

the sky. What a feeling of invincibility to see the enemy ranks mowed down like wheat!

Invincible indeed...

59

CABALLEROS

The decaying states that are feudal Estalia have a large

amount of land but an even larger population of

landless knights. In order to make a living many turn to

the life of a mercenary.

Most Caballeros are part of the nobility of the different

kingdoms, small freeholders that form the shock troops

of the Estalian armies. However, despite the fact that

they hold the rank of knight, far from many of them

holds the privileges one would associate with being of

noble birth. Many Caballeros can just but afford their

horse, arms and armour. In order to work themselves

up in the hierarchy, they can often be seen selling their

services in the armies of Estalia.

Caballeros are impetuous and adventurous gentry,

eager to see the world and fight. Despite being well

trained these hot blooded nobles can act recklessly in

battle, eager to outdo other units and each other.

True knights in shining armour, in principle at least,

these men espouse the noble ideals of chivalry and

honour. In reality they are brutally effective warriors

who practice their skills daily in tournaments and mock

fights.

Caballeros are not only as the officer class of Estalian

armies, but are far more active than their counterparts

in many other lands, taking an active part as scouts and

outriders. In times of peace Caballero often spend time

hunting down bandits and wandering through the

villages of Estalia acting as impromptu lawmen.

The Caballeros are the backbone of most Estalian

cavalry forces. The predominant difference between

Estalian and Tilean or Bretonnian Cavalry is that the

Estalians rely more heavily on speed and mobility

rather than heavy armour. Caballeros appear in many

forms ranging from to pistol armed brigandines to a

reliable medium cavalry that is capable of breaking

lighter enemy units. Excellent on the charge, they are

more than capable of dishing out a very unpleasant

experience to any unit they choose to fight.

Typically armed with a spear or lance, sword and a

pistol, these are heroic individuals of noble birth,

although some may be tempted to join the bandits out

of poverty or sheer boredom.

M WS BS S T W I A Ld

Caballero 4 4 3 3 3 1 3 1 8

Knight 4 4 3 3 3 1 3 2 8

Warhorse 8 3 0 3 3 1 3 1 5

TROOP TYPE: Cavalry.

SPECIAL RULES: Tactical Supremacy, Estalian

Steel.

Munoz’s Black Riders Alfredo Munoz has made a name for himself as

one of the most feared men in Estalia, not for his malice or cut-throat philosophy, but for his

ability to take the young nobility of Estalia from their families. When Alfredo was a young boy,

he travelled to the lands of the Empire and observed the military might of the Emperor‟s

armies. He was intrigued especially by the units of pistoliers that young nobles joined to prove their worthiness. He concluded that this was

something that Estalia needed to help „improve‟ on the nobility of the country. He returned with an array of horses and truckloads of pistols, eager to begin. Since this founding over six years ago, Munoz‟s Black Riders have been found at every major battle in Estalia‟s history. They fight for whomever‟s pay check is higher. When not in

wartime, Munoz's Riders travel Estalia, enticing the young nobility with their freelance lifestyle and promise of great wealth, if you survive. In battle Munoz throws his riders right into the

midst of the main fray, having them ride straight through units of infantry from the flanks while blasting their pistols. This has proven extremely effective at disorganizing the infantry blocks of

Estalia, so long as the Riders do not find themselves engrossed in combat. It is a hard

lifestyle and many do not survive it. But, those that finish their term of service have earned

themselves enough of a fortune to live off of and create their own small estate.

60

GENITORS

Estalian warfare has a long tradition of light mobile

troops, both mounted and foot, fighting with the javelin

since ancient times. Genitors are fast cavalry popular

on the Estalian plains. These were the response to the

Arabian invasion, when fast cavalry became crucial.

The many noble houses of Estalia are supported by a

large number of Genitors who guard their lands and

manage the tough and wild cattle on the ranches. They

are expert horsemen and are able to fend off wolves in

the mountains and kill wild boar. In war they form up

under their house banner and support the heavier

cavalry. They excel in scouting and pursuing the

enemy.

These troops are drawn from the Estalian peasantry,

protected by light armour and fighting with the javelin,

in Estalian fashion, allowing them to hurl their

weapons at their foes to weaken their enemies and

break up formations, while remaining mobile enough

to stay clear of trouble.

On the battlefield, the strengths of the Genitors are

against massed stationary, disorganized or fleeing

knights and infantry. Genitors can also ride down

exposed enemy missile infantry. Finally, Genitors had

the discipline, weapons and armour to screen their own

friendly formations as well as challenge or drive off

enemy screening light cavalry.

Genitors can be very effective against slower troops,

where they simply ride up to the foe and hurl their

javelins into the mass. Knights, on their larger, heavier

and slower horses, cannot easily catch the Genitors on

their smaller, more agile horses. If a few knights break

ranks and chase after them, then the Genitors could

swarm around the knights and take them down. A mass

of knights which has lost its cohesion and is

disorganized could also be very vulnerable to Genitors.

Feigned retreats are often used as a Genitors tactic to

lure knights out of their organized mass formation. Of

course, Genitors cannot not halt a mass of well

controlled, advancing knights, but the knights usually

cannot catch or hurt the Genitors either. Genitors can

effectively attrite and provoke massed, stationary

troops with ease and little to no risk. They can also

directly engage and take out isolated or disorganized or

exhausted groups of infantry.

Influenced by both Estalian and Arabian light cavalry

traditions, Genitors shun heavy armour and lances in

favour of light armour and javelins. These well trained

horsemen are fast and manoeuvrable, capable of

employing a shooting circle tactic enabling riders to

create a continuous cycle of firing. Genitors hurl their

javelins before closing in and fighting with their

cavalry swords. While suffering from a lack of range

and armour, Genitors make for excellent fast cavalry.

M WS BS S T W I A Ld

Genitor 4 3 3 3 3 1 3 1 7

Outrider 4 3 4 3 3 1 3 1 7

Warhorse 8 3 0 3 3 1 3 1 5

TROOP TYPE: Cavalry.

SPECIAL RULES: Tactical Supremacy, Fast

Cavalry.

An Estalian landmark, the Valley of Windmills is located high in the

Abasko Mountains. Constructed long ago by the mad King Don

Jurno Esparo in an attempt to feed his people, the valley was soon

abandoned because of its location, and the hundreds of windmills in it

were left to rot. These days it is said that insidious Ratmen inhabit the windmills, and are rebuilding

them for some dark purpose.

61

ALMOGAVARS

The name Almogavar originally comes from Araby,

meaning raiders. Originating from the Miramar Hills,

these professional warriors are light infantry

skirmishers armed with javelins and spears, and

sometimes armour and shields. Despite their light

equipment, they have a fearsome reputation.

The Almogavars are born tough and strong from

constant skirmishes with Beastmen, Skaven, Undead

and each other. Living simple lives consisting

primarily of hunting and foraging, they mostly live

outside the rest of society, and are cautiously looked

upon by the rest of the people. Many nobles see them

as savages clinging to old traditions, while the Cult of

Myrmidia practically consider them heathens because

of their disconnect from the temples and rites of the

Goddess. The common folk on the other hand, view

them a little bit more optimistically and curiously,

trying to understand why anyone would choose to live

so far away from civilisation.

Though the Almogavars were originally just peasants

from the mountains and hills rallied together to fight of

the Arabian invasion, they have since then become

much more of a real military force. They often take up

arms as mercenaries when not fighting to protect their

homes, and many travel to Tilea to work their trade

there if the picking are slim in their own region. Plenty

of Almogavars have returned home to their villages,

rich enough to feed their whole family for a year or

more.

Don Roderigo is a noble from near the town of Escudo. His father was the champion for Lord Veres until his death in a duel. Don Roderigo

inherited a small tract of land and title, but no real source of income. The young noble was able to

enter a few tournaments, but never claimed a top prize (such as the hand of the rich Lady

Costanza). Indeed, he drew the ire of Lady Costanza after the of her first husband. Everyone through the land was shocked at the death of Lord Paolo months after his wedding. When the Lady Costanza married his younger brother, the court spoke of scandal. Don Roderigo interrupted the

wedding vows, and demanded that the couple swear before the gods of the land (and in front of the clergy, while holding scriptures) that they had nothing to do with the death of Lord Paolo. The

nobility applauded his actions, and the couple swore their oaths. This led to Don Roderigo

losing what little land holdings he had. After that, Don Roderigo led his household troops into

battle as a mercenary. Usually victorious, Roderigo fights for most sides willing to pay his hire. He does not serve those he thinks will not

honour their deals, namely Skaven and Dark Elves. His goal is to eventually claim some lands

as his own that he may govern.

When the Estalian Kings march to war, several

regiments of Almogavars are called up as required, and

no one can foretell how many men will turn up to a

muster. These troops receive no formal training or

discipline, and are armed with their own equipment at

their own expense. They wear their own clothes which

may sometimes have a vaguely uniform appearance

and are paid after battle from the spoils or the King's

war chest, before they are disbanded.

These lightly armoured skirmishers, drawn from the

peasantry, hurl their javelins at their foes to weaken

their enemies and break up formations. Despite their

humble origins these troops are excellent skirmishes.

They wield their javelins and swords with lethal

ferocity and skill, and make a lethal supplement to the

more drilled regiments of the Estalian armies.

M WS BS S T W I A Ld

Almogavar 4 3 3 3 3 1 3 1 7

Raid Leader 4 3 4 3 3 1 3 1 7

TROOP TYPE: Infantry.

SPECIAL RULES: Tactical Supremacy,

Skirmishers.

62

MARINES

Used throughout the Great Western Ocean since

ancient times, Marines have been the coastal guard in

Estalia. The standard tactic for engaging is to disable

the opposing ships' sails then ram and board it.

Capable of undertaking and surviving long voyages in

the open sea, Marines often travel to discover far off

places.

Naval companies were created by the Kings of the

seafaring cities of Estalia – primarily Bilbali and

Magritta. Marines are ship-borne soldiers who can be

found in the Imperial fleet and onboard the larger

private vessels. They protect their ships from pirates,

Norse marauders, and other raiders. Unlike seamen,

whose primary duty is sailing the ship, Marines are

onboard only to fight. When in port, Marines

frequently form press gangs to fill out the ship‘s crew.

More than one unsuspecting citizen has awoken at sea

after taking a belaying pin to the head from an

overzealous press ganger. Due to these activities, and

their own drunken brawling, Marines are resented in

many seaside communities. When raiders attack,

however, these same citizens are quick to accept the aid

of battle-hardened Marines. These marines are equally

at home in the rocking waves battling the Dark Elf

raiders of Naggaroth, or in a place of honour in the

Estalian Army batting back any raiding forces.

It is a standard business in Estalia for the Royal fleet

and other wealthy private merchants to pay lucrative

bounties for captured enemy ships and cargoes. Since

the value of an intact ship is considerably greater than

that of a towed wreck, tactics had to be devised to

allow the seizing of an enemy vessel without

destroying it. Collectively these tactics are known as

boarding actions.

The boarding action is generally considered the most

hazardous venture in any naval engagement. Pirates

and privateers live and die by the boarding action as

they are only paid for the capture of intact ships and

cargoes. In the case of Imperial or merchant fleets, it

falls upon the marine to coordinate and carry out

boarding actions.

There are two accepted ways of mounting a ship-to-

ship boarding action and both are extremely dangerous.

The first option is to steer the two ships close enough

together for the boarding party to leap across to the

enemy deck. The second and less attractive option is

for the boarding party to actually row across to the

enemy vessel and board it using grappling hooks and

rope. Boarding actions also serve a military purpose by

dealing a killing blow to crippled ships that might

otherwise continue to fight. Important intelligence or

prisoners may also be gained before the ship is sent to

the bottom.

The war fleets of Estalia guard the coast and protect the

trade routes north to Bretonnia and the Empire. These

ships contain units of marines to defend the vessels and

carry out boarding actions. Sometimes the marines

form units to fight with the armies of the kingdom.

Marines tend to be armed with a variety of swords,

cutlasses, clubs and pistols, and sometime wearing

light padded jackets. Their ability to shoot and fight

equally well is highly regarded by many generals. The

Marines often sail around the main army in order to get

behind enemy lines, where they can show up

unexpectedly and attack the enemy's rear flanks.

M WS BS S T W I A Ld

Marine 4 3 3 3 3 1 3 1 7

Marine Sergeant 4 3 4 3 3 1 3 1 7

TROOP TYPE: Infantry.

SPECIAL RULES: Tactical Supremacy,

Ambushers.

So, they think they can just waltz

over here and plunder our hold? Let s show em wot s wot, boys!

63

ROYAL GUARD

The elite guards of the Estalian kingdoms, the Royal

Guard are among the best of the military, armed with

some of the best equipment available, they are trained

rigorously. As a sign of their position the Royal Guard

are often equipped with Estalian made handguns which

are relatively rare.

The Estalian practitioners of the art of gunsmithing are

among the best in the Old World, even ranking up with

the Imperial Engineers in Nuln. The Estalians focus on

hand guns of immaculate design and ornate carving,

making each gun a true work of art.

An improvement on the handgun, the arquebus is

longer, more accurate and fires a heavier shot. Like the

handgun, it fires using a matchlock mechanism, a

smouldering length of rope as a fuse that ignites the

gunpowder in the pan. The noise, smoke and lethality

of this weapon cause fear in its targets.

Although primitive compared to the Dwarf handguns,

the arquebus is able to inflict considerable damage and

panic at range, and can penetrate almost any armour.

A master of the blackpowder weapon, the Royal Guard

is the highest rank a soldier of the Estalian military can

attain. These elites usually make up the castle guard of

the many Kings and Dukes of Estalia, and they are

excellent shots, cutting down ranks of heavily

armoured knights with thunderous blasts of their

treasured weapons. More than one General has thought

twice about charging a massed regiment of Royal

Guard, as many fine men have been cut down in their

prime by a fusillade of hot lead. Royal Guard are noted

for their uncouth and uncompromising attitude, and are

quite happy to follow up a volley with their swords.

M WS BS S T W I A Ld

Royal Guard 4 4 4 3 3 1 4 1 8

Guard Captain 4 4 4 3 3 1 4 2 8

TROOP TYPE: Infantry.

SPECIAL RULES: Tactical Supremacy, Estalian

Steel.

Stoic: Royal Guards are Immune to Panic. In addition,

they do not suffer -1 To Hit for shooting at charging

enemies.

ARQUEBUS These weapons are longer and heavier than the

handguns used by the Empire, but are also more

expensive to make, and so are limited only to the best

marksmen in Estalia.

Range Strength Special Rules

30" 4 Move or Fire,

Armour Piercing

"We failed the fiefs on the road

to Wisdom, which then was unknown to us. In the name of the Goddess, you've followed

my footsteps through the hardships to bask in Her gaze. All these incidents on the scale of existence seem, from my pen, as if they were ephemeral. For

now, we distinguish them through the prism of the

centuries that have elapsed. However, our fraternal bonds are woven in those early years and I'm sure they have not lost

their strength."

64

CONQUISTADORS

Estalian soldiers are very greedy people, eager for

glory and honour, able to fight against the most

fearsome enemies in exchange for a few gold coins and

the possibility to brag about it in the bars and brothels

in the country. There are some however, that go

beyond simple recruitment and prefer to embark on real

adventures to inhospitable regions the new continents

of the world offers. Such obstinacy mean only two

possible outcomes: die far away from his beloved

Estalia or return with a rich booty and deserved fame.

Estalian adventurers who set off to conquer Lustria

became known as Conquistadors. These men are an

assortment of disposed sons of the nobility and soldiers

of fortune looking for adventure and loot.

Most were soldiers without employment. They arrived

in the New World with a great technical advantage in

weapons over the Lizardmen who could not stand up to

steel swords, firearms, and mounted lancers. The horse

was particularly an asset to them as they could easily

outmanoeuvre the slower lizards.

Within the ranks of the Estalian adventurers who

invaded Lustria there were soldiers of superior ability

and determination who became the Elite

Conquistadors. These were the men who lead the

charges against seemingly insurmountable odds and

triumphed due to their superior weapons and grim

resolve.

Conquistadors are elite mercenary troops – equipped

with some of the finest equipment money can buy; they

are a powerful force to be reckoned with. Equipped

with lighter more easily used handguns than the

Arquebusiers, these men ride into battle on trained

cavalry which are not scared by the loud reports of

their masters‘ firearms. Armed with a steel breastplate

for protection, these men are a boon to Estalian hopes

of total conquest of the new world. They have to excel

at both defensive combat, where they use muskets to

defend their ships, and also form raiding parties, where

they operate as medium cavalry.

The jungles of the ancient continent of Lustria remain a

major source of gold to the conquistadors and nobles

who subsidized the costly expeditions. For other races

and nations that colonized the coasts on the continent,

the Estalian Conquistadors are great mercenaries

provided they have something really attractive to offer

for his great knowledge of the domain and forest

interiors. For the indigenous inhabitants of Lustria, on

the other hand, the "humans who ride with thunder" are

nothing but looters and desecrators of their temples.

Although driven primarily by greed, the Conquistadors

have exhibited exceptional bravery, cunning and

resilience. The Conquistadors can be an absolutely

devastating force against the indigenous warriors of

Lustria and beyond.

M WS BS S T W I A Ld

Conquistador 4 4 4 3 3 1 3 1 8

Conquistador Cap. 4 4 4 3 3 1 3 2 8

Warhorse 8 3 0 3 3 1 3 1 5

TROOP TYPE: Cavalry.

SPECIAL RULES: Tactical Supremacy, Estalian

Steel.

Fusillade: Conquistadors may attack with their pistols

as they close into battle with the enemy, giving them an

extra Strength 4 Armour piercing Attack in the first

round of each combat, even while mounted. In

addition, such is their skill that they may move and fire

with their handguns.

"Before the strategy is agreed, one should seek the advice of an Oracle. Morr's dark

folk claim foresight as their God's domain, but as they little understand the

vagaries of war, they may mistakenly speak false sooth. Seek an oracle

knowledgeable in Myrmidia's way, only there can the honourable general find true

insight." —BELLUM STRATEGIA,

'BEFORE BLADES ARE BARED'

65

GRENADIERS

A grenadier is more than just a soldier. He's the man

who has one goal, above everything else: chuck that

bloody grenade as far away from him as he can before

it blows. He doesn't think; he just focuses on that one

objective – light the fuse, aim, throw, and get himself

out of there!

There was a time when the Estalians only used to use

this method to blow defensive walls to bits. One

grenade will make one little hole, but fifty will turn a

wall into a colander. At some point, a Grand

Commander figured that what makes holes in buildings

could also make holes in enemies. They sent down

thousands of these new grenades to the battle lines, and

picked some of the toughest soldiers to throw them.

These grenades are made from leaded clay and have a

shorter fuse than the others. They also project loads of

shrapnel when they explode, giving them the nickname

"Gut-slashers" by the soldiers. They are especially

useful against large numbers of massed ranks.

When things are well planned, the cannons weaken the

mob, the handguns stop the charging troops and the

Grenadiers go in and scatter the enemy far and wide

before sending in the foot soldiers to finish things off.

At least in theory, as something usually goes wrong. In

fact many Grenadiers better prepare for the loss of one

of their limbs sooner or later, as grenades are fragile

things, and not always reliable.

The Grenadiers specialize in explosive sector shooting.

Armed with devastating grenades, they engage in often

fatal missions to devastate the enemy ranks. While

being a Grenadier is hardly considered glamorous,

those who do their job well are at least handsomely

paid; enough to hopefully be able to make it to an early

retirement before losing too many limbs, and at the

very least to have their funeral expenses paid for...

M WS BS S T W I A Ld

Grenadier 4 3 3 3 3 1 3 1 7

TROOP TYPE: Infantry.

SPECIAL RULES: Tactical Supremacy,

Skirmishers.

GRENADES Grenades are highly unstable alchemical concoctions

filled with gunpowder than explode on impact, causing

massive damage.

Range Strength Special Rules

6" 4 Quick to Fire,

Armour Piercing

Fragmentation Explosive: Each hit with a Grenade is

multiplied into D6 hits. Against skirmishers and single

characters on foot, is causes D3 hits.

However, if a 1 is rolled when rolling To Hit, the

Grenadier suffers a Strength 4 Armour Piercing Hit

himself instead.

"Chuck that bloody grenade as far away from you as possible. Don't even think.

Run; ignore the projectiles falling around you.

Ignore the piercing cries o your dying companions, the noise of the enemy

chewing away. Jump from hole to hole; dodge the group of enemies that are in

your way. Select your target, find it, and pull out your grenade. Grab your lighter, light your fuse; shoot that enemy that's coming to spill your guts. Run, and then run faster if you want to live! Aim, and aim well, you won't get a second chance.

Throw your grenade, then get out of there and pray. Await the deliverance of the explosion. Now you can die, for you

have fulfilled your mission. Hey, why the long face, son? You might just get a bronze hand yourself one day.

Now welcome to the family..."

66

MOUNTAIN BANDITS

Estalia is a land of honour and gallantry, but it not

necessarily justice. The countryside of Estalia is a

dangerous which is rife with brigandines, criminals and

those living on the fringes of society. The kingdoms of

Estalia have been full of crooks and thieves ever since

the Estalians emptied their prisons in their fight against

the Arabians. Since then roving bandit gangs have ever

been a thorn in the side of the Estalian nobility, hiding

in the mountains, preying upon travellers.

Pursued by noblemen who seek to hunt them down,

bandits are on the contrary respected by the villagers

and peasants. This is because most of the goods stolen

are subsequently shared with the local people whom

they share strong ties that unite them, and they are the

first to defend the borders from Orc tribes, Skaven or

Goblins. By and large they are the brothers, sons and

husbands of the women in the villages of the valleys or

the nearest castle. Unfortunately, if some group or

bandit is captured by the troops of a noble whose intent

to punish their misdeeds, these will most likely be

executed without delay and their heads displayed on

pikes on the high walls as a warning to future

insurrections of other ruffians.

For some, justice will sometimes be lenient with

captured bandits and give them a choice between two

sentences: join the foremost military establishment in

the area as a means to work off their crimes, or death at

the end on the gallows. Few choose the latter, even if it

means to serve those who they earlier fought against.

In times of need, many Kings have been known to

press these individuals into service by offering coin,

land, pardons or threatening their families and

communities. Thus, besides getting new troops to fill

the ranks of the Estalian army, captains who achieve to

enlist these rogues have access to excellent scouts.

Mountain Bandits form small scouting parties that

excel at hiding in forests and cliffs where they rain

death upon the foe with their bows before quickly

disappearing again. Skilled at reconnaissance and

carrying out sabotage actions against artillery or enemy

command structures, Mountain Bandits are a useful

tool that most of Estalian armies gladly count among

their ranks.

M WS BS S T W I A Ld

Mountain Bandit 4 3 3 3 3 1 3 1 6

Bandit Leader 4 3 4 3 3 1 3 1 6

TROOP TYPE: Infantry.

SPECIAL RULES: Skirmishers, Scouts, Hill

Striders.

Guerrilla Fighters: Mountain Bandits may make a

free normal move (but not march) after firing in the

Shooting phase. This counts as moving and shooting.

The Beggar King Virtually nothing is known about the

individual referred to by the Inquisition as the Beggar King. Rumoured to control

Estalia's underworld of Thieves, Beggars, Peasants, and Con-Artists, no living soul has ever seen the King with their own eyes, or at least no one is willing to admit as much to the Inquisition. The Beggar King has been an Estalian legend for generations,

existing in the shadows of society between the cracks of the vast gulf that separate rich

from poor. Many have argued that the Beggar King is

nothing more than a quaint title passed from one generation of down-and-outs to the next,

a rallying point for a class abandoned by society, their way of tasting, however

briefly, a sense of entitlement and respect which their kind can never attain. Not

something, in short, to be feared or even acknowledged by their betters. But the

Inquisition believes differently. They are afraid that the Beggar King commands an

underworld far more organized and embittered than anyone realizes, an

underworld that could one day rise up against them in open rebellion.

67

KNIGHTS OF THE BLAZING SUN

The Knights of the Blazing Sun are a small elite order

of Templars devoted to the study and mastery of the

science and art of warfare. These fervent followers of

Myrmidia value ability and accomplishment over all

other factors, including noble birth. It is because of this

that the order has grown in prosperity attracting the

finest military minds to its banner. A Knight of the

Blazing Sun's primary goal is to obtain perfection in

the art of War, as such they travel the old world

individually seeking battle both large and small. An

army with a unit of Knights of the Blazing sun at its

head is a potent force capable of dealing with

opponents with a level of cunning that ensures victory

before the battle is even joined.

Foremost of the many knightly orders in the service of

Myrmidia, the Knights of the Blazing Sun were not

always so pious. They were founded during the

Crusades in IC 1457, over 1000 years ago. Once the

knights were a secular order of the Empire sworn to no

one God, but during the precursor to the crusade of

Araby they underwent a miraculous conversion that has

passed into legend. Sixty of the knights were stationed

in Estalia when the Sultan's attack washed over them.

They were cornered by his forces, with no hope of

relief, when they were saved from certain defeat by a

freak earth tremor which dislodged a huge statue of

Myrmidia from a temple roof. It crashed to the ground

and landed on the enemy general and his bodyguard,

killing them instantly, allowing the Knights to turn the

tide of battle and escort several hundred Estalians to

safety. After the battle, the survivors banded together

and founded the Order of the Blazing Sun in

Myrmidia's honour. They converted to the worship

Myrmidia and set out on the crusade of Araby in the

name of the Goddess of strategy and battle, earning

much glory there for themselves and their faith.

The Knights of the Blazing Sun are by no means the

largest of the Myrmidian orders – the order Order of

the Righteous Spear, along with its countless sister

orders, is much, much larger – but it is by far the most

famous and well-respected, not to mention the richest.

Knights of the Blazing Sun wear highly ornate plate

mail armour of burnished brass, decorated with

polished black and gold etchings, their shields bear the

device of the blazing sun. Their standard depicts a

soaring Pegasus against the blazing sun emblem. The

order's symbol, a golden sun with sixteen rays, is

prominently displayed either on the chest or on the

helmet. The knights carry lances into battle, and bear

highly polished shields with which they are trained to

dazzle enemies with reflected sunlight.

M WS BS S T W I A Ld

Knight 4 4 3 4 3 1 3 1 8

Preceptor 4 4 3 4 3 1 3 2 8

Warhorse 8 3 0 3 3 1 3 1 5

TROOP TYPE: Cavalry.

SPECIAL RULES: Tactical Supremacy, Estalian

Steel.

Blinding Light: The Order has developed a technique

using their polished mirrored shields to focus sunlight

onto the enemy‘s face as they charge. This

disorientates and dazzles the poor fools just before they

are charged down. Whenever the Knights declare a

charge, roll a D6. A roll of 1 means there is no sun (it‘s

raining or overcast) and so the Blinding Light cannot

be used this charge. On a 2+, there is enough sunlight

for the Knights to dazzle their enemies as they charge.

The enemy unit being charged are at -1 Weapon Skill

and Ballistic Skill for the duration of the turn.

FULL PLATE ARMOUR These all-enclosing suits of armour are crafted by

Estalian master smiths and are kept in high honour by

the Kings of the Estalian provinces in their personal

collections. These suits of armour are very rare, but

undoubtedly offer the best protection available to

warriors of the Royal Estalian Army.

Full Plate Armour confers a 4+ armour save.

68

SISTERS OF FURY

When mortal, Myrmidia drew many heroes to her side,

but none are more famous than the shieldmaiden Fury.

Her tale is recorded in the Bellona Myrmidia, and is

one full of horror, pain and betrayal. The events of the

sad story result in a young girl renouncing her name

and swearing to claim revenge for all the dark deeds of

the world, a task she takes to with unparalleled passion

and anger. Although it pained her, Myrmidia could not

bring herself to stop the girl, for she intimately

understood the source of Fury's rage. Instead,

Myrmidia did what she had to: she used the girl on the

battlefield. There, Fury slayed and slayed and slayed,

until eventually, once all her enemies were gone, she

collapsed, weeping. Fury's last stand was in the Abasko

Mountains. There, her body was found by Myrmidia,

surrounded by piles of dead Orcs and Goblins. The site

is now protected by the order's high temple.

The Sisters of Fury are a secular order of warriors

dedicated to martial excellence in the praise of their

goddess and her shieldmaiden, typically dwelling in

large towers situated near temples to Myrmidia.

For centuries the nobility of Estalia has sent its

wayward and troublesome daughters to the Order of

the Sisters of Fury to be initiated into the only order of

priestesses dedicated to Estalia‘s patron Goddess.

By tradition, the Sisters draw their recruits only from

the most noble houses of Estalia, and families consider

it a great honour to have their daughter accepted into

the order. Only maidens of noble lineage can be relied

upon to have the devotion to duty and innate sense of

honour. Few though the recruits may be, they must

endure several years as novices during which time their

devotion will be tested to the full. All are eager to

prove themselves worthy to be the handmaidens of

Myrmidia.

The Sisters of Fury have traditionally travelled Estalia

administering to the sick and poor, tending to the needs

of orphans, curing the diseased and curing broken

bodies. As well as the healing arts, which they practice

with expert knowledge, their advice is frequently

sought by those about to make an important decision,

for the Sisters of Fury are famed for their ability to

predict the fickle course of battle.

The regiments of the Sisterhood are led by tough

Superiors, each accompanied by a body of warrior

priestesses. Each of the Sister Superiors is a long-

serving priestess of the Cult of Myrmidia, well versed

in the rituals of the temple and an example to the

younger Sisters and novices. The Sister Superiors are

entrusted with maintaining the faith and fervour of the

order. Any peril or foe that may lurk in Estalia is as

nothing compared to the wrath of a Sister Superior.

The training and harsh discipline of the convent

includes mastery of martial as well as ecclesiastical

skills, for mastery of the body is but the first step

towards mastery of the soul.

The Sisters traditionally fight in heavy armour, and

their favoured weapon is the spear, the instrument of

Myrmidia, seen as her holy symbol, alongside the eagle

and shield.

M WS BS S T W I A Ld

Sister 4 4 4 3 3 1 4 1 8

Superior 4 4 4 3 3 1 4 2 8

TROOP TYPE: Infantry.

SPECIAL RULES: Tactical Supremacy.

Myrmidia’s Adepts: The Sisters of Fury are

incredibly skilled at fighting with their spears. They

have the Always Strike First rule in the first round of

combat and Fights in an Extra Rank in addition to the

normal rules for spears.

"The Goddess instructs us to seek out the enemy‟s weaknesses and to attack them with

relentless force. Do this in all things – in love, in politics, in war. To accomplish any task – to defeat any foe, all that is needed is a keen eye, a

sharp mind and the favour of the Goddess."

69

BLACK WATCHMEN

The Sacred Office has many shrines, monasteries,

convents and public buildings to protect. It provides

governors to many towns and its Inquisitors must travel

the country to seek out and destroy evil. To provide

protection, the Inquisition raises units of infantry.

The sons of the lay members of the Sacred Office may

choose to join the military arm of the Inquisition: the

Black Order. The very best of these are selected for the

elite inquisition unit, followed by an extremely arduous

training lasting at least ten years, depending on the skill

of the initiate. They are totally devoted to the Sacred

Office from a young ago and by the time they join the

regiment they are the best warriors in Estalia. Only the

finest weapons and armour is provided for these troops.

Armed with halberds and wearing blackened full plate

armour, these dark, imposing men are dangerous

opponents indeed. In Magritta, a city plagued with

ancient cults of Undead and Chaos this special unit

patrols the cemeteries and sewers of the city.

Some 200 years after the defeat of the Necrarch

Vampire Nourgul one of the earlier High Inquisitors,

Hernando Lacruiz, discovered that the city was riddled

with many miles of sewers and tunnels infested with all

kinds of foul and evil denizens. In addition the

cemeteries of Magritta were over 2,000 years old and

had been haunted by necromancers and Chaos

worshipers for a large proportion of that time.

After months of increasing attacks by Undead, Skaven

and bandits, he formed a unit of watchmen to patrol the

streets and sewers by night to protect the citizens. This

was a task for the most hardened warriors and over

many years the unit gained the awe and respect of the

citizens, membership often passing from father to son

through succeeding generations. Consequently the

watchmen are not easily frightened and will fight with

great determination against their traditional enemies.

They draw great strength from their belief in Myrmidia

and fight with fierce determination, giving no quarter

to the foe in combat. It's not uncommon for an entire

regiment of Black Watchmen to go down fighting

during a battle, choosing death over surrendering, and

they have nothing but utmost hatred for the Undead.

M WS BS S T W I A Ld

Watchman 4 4 3 4 3 1 4 1 8

Watch Captain 4 4 3 4 3 1 4 2 8

TROOP TYPE: Infantry.

SPECIAL RULES: Tactical Supremacy,

Stubborn, Hatred (Undead, Nehekharan Undead).

Fearless: Used to fighting the foul creatures of evil,

Black Watchmen are Immune to the effects of Fear and

Terror.

The Blessed Order of True Insight

When mortal, Myrmidia often consulted the seers of Morr's cult, as she valued the prophetic advice of her

distant father. Today, Myrmidia's faithful continue this practise, and Augers of Morr can often be found

accompanying Tilean and Estalian armies. But Myrmidia's cult also has its own oracles. The Blessed Order of True Insight is comprised of those said to be

blessed with their Goddess's revelation, and they gather in sparsely populated, secluded temples, there to speak

prophecy to the honourable souls that seek their wisdom.

Most reside in isolated temples where they study Myrmidia's holy texts and meditate in smoke-filled

rooms, contemplating problematic strategies and matters of Myrmidian faith. The order may have no

temples in the Empire as of yet, but its presence is still felt, for many within the Order of the Eagle refuse to

undertake any major campaigns without first consulting the Oracles of True Insight.

70

CULVERIN

Cannons are especially difficult and expensive to

produce and so it is the King‘s job to make sure his

Kingdom has enough artillery. Individual provinces

can produce cannons if they like, but none are made to

the calibre of the Gunnery School of Magritta. The

school thus creates the best cannons and distributes

them to the Dukes as the Kings sees fit to protect the

cities and towns of Estalia. Of course, the Dukes

sometimes ends up using their weapons against each

other, but technically at least they remain the property

of the Kings and can be removed or replaced at any

time. When a Duke is called upon to bring his armies

to war he also brings any artillery that has been loaned

to him.

Estalia's skills in cannon foundries are derived from

communities of ostracized Dwarves who were forced

to flee the intolerance of Bretonnia. Thanks to the

centralised wealth of the royals and nobility of Estalia,

the kingdom has become the home of good solid,

practical and pragmatic blackpowder weapons, popular

with mercenary band throughout the Old World.

M WS BS S T W I A Ld

Culverin - - - - 7 3 - - -

Crew 4 3 3 3 3 1 3 1 7

TROOP TYPE: War Machine (Cannon).

MOUNTAIN GUN

While reopening the road to Tobaro the army of the

King had continual problems with attacks by large

monsters and bands of goblins taking shots at them

from hiding places in the rocks. Attempts to take the

large cannons of the army into the mountains for

support were hampered by the steep and narrow roads.

The first step was to develop a lighter gun which could

be handled by troops rather than drawn by horses. This

helped with fighting the large monsters but not the

goblin snipers.

It is not recorded when, but in a fierce engagement

with a goblin archer band, a mountain gun crew ran out

of cannonballs and in desperation scooped up handfuls

of large stones lying by the road. When fired the result

was spectacular with the stones ricocheting through the

rocks cutting down dozens of goblins. Since that time

mountain guns carry metal canisters of handgun

ammunition to fire in their defence.

M WS BS S T W I A Ld

Mountain Gun - - - - 7 3 - - -

Crew 4 3 3 3 3 1 3 1 7

TROOP TYPE: War Machine (Cannon).

Small Calibre: A Mountain Gun uses with the

following profile:

Range Strength Special Rules

36" 7 Slow to Fire, Multiple

Wounds (D3)

Scatter-shot: Mountain Guns may fire scatter-shots

instead of firing normally. If they choose to do so, they

fire using the following profile:

Range Strength Special Rules

12" 4 Slow to Fire,

Multiple Shots (2D6)

Armour Piercing

When firing Scatter-shots, the Mountain Guns does not

suffer any penalties for Multiple Shots or for firing at

long range.

"Fire!" screamed the Grand Commander as a fresh wave of

Greenskins crashed against his lines. Guns and cannons spoke up and down the line cutting down greenskins in a swath. Still it only made a dent in the forces that swarmed up and down the entire region. Troops remained solid here, the lines drawn up

tight and held while in other places Estalians fled the menacing hordes. He had orders hand written for him from de Livio and

there was no way he was letting his men run until told to do so. He yelled orders to his signal corps and horns blared while

flags were raised. Pike men moved to the fore and blunted a sweeping movement by a large number of goblins. A Chariot plowed into the flank of them and scattered the pikemen who could not pivot in time. A small cannon in turn smashed the chariot. Things were rapidly falling apart and turning into a general brawl that favoured the greenskins, but the Estalians

would hold the line, at any cost.

71

FIRE BULLS

The landowners of Estalia are nothing if not creative.

Usually outnumbered by their enemies they sometimes

use unusual tactics. One of the most unique is the use

of wild bulls with chains attached to their horns

dragging logs soaked in tar and other flammable

materials. They are led into battle by herders who light

the logs on fire and goad the bulls towards the enemy.

Terrified of the burning logs, the Fire Bulls charge with

wild abandon, with no regard to anyone or anything

around them. The effect of the panicking bulls rushing

towards the enemy lines if often devastating for anyone

unfortunate to stand in the way.

M WS BS S T W I A Ld

Bull 7 3 0 4 4 1 3 1 5

Herder 4 3 3 3 3 1 3 1 7

Horse 8 3 0 3 3 1 3 1 5

TROOP TYPE: Cavalry (Herders), War Beast

(Bulls).

SPECIAL RULES: Bull Run: The Herders may light the Bulls at the start

of the Movement phase. When the Bulls are released,

you may choose the direction in which it travels, and

the point on the concealing unit from which it starts.

Fire Bulls move 3D6" using the rules for Random

Movement.

After release, the Fire Bulls are completely Immune to

Psychology and treated as individual units from their

Herders. In your subsequent turns they move in the

Compulsory Moves subphase using the Random

Movement special rule, but they always move in a

random direction.

If the Fire Bulls' move would bring it into contact with

another unit, then they move through rather than

stopping. If the Fire Bulls' move would end within a

unit, then they automatically move through it — place

the Fire Bulls 1" beyond the unit, in the direction they

were moving.

When a unit of Fire Bulls moves through a unit (friend

or foe), they each inflict a Flaming Strength 5 hit.

Fire Bulls cannot be charged, but models can move

into contact with them. Any unit that move into contact

with a unit of Fire Bulls take D6 Strength 5 hits, and

may make D6 Attacks back immediately. The Fire

Bulls will then make another move following the rules

above.

When suffering casualties from shooting or magic, the

Herders follow the rules for allocating hits on unit

Champions. If the Herders are killed before they have

released the bulls, the bulls simply wander of and are

removed as casualties. Herders never counts for the

purposes of Victory Points.

El Toreo Perhaps nothing is as emblematic of the poetic and

courageous spirit of the Estalians as this, their national sport. The Estalians play many sports, and all of them are full of grandeur, pageantry and blood, but none has

all three to the level of the toreo. A wild and ferocious bull is led into a ring, whereupon lone men with swords

attempt to enrage it to a killing frenzy by poking it with darts and small spears, then distract it with flashes

of their capes. The aim is for the torero to come as close as possible to being torn to pieces by the frenzied bull without actually being injured. The bulls are not stupid, however, and quickly learn to ignore the cape

and gore the human poking them. Just as this happens, the torero slides under the horns and stabs the bull in

the neck, killing it. Again, the torero must judge risk, for to get to the throat he must risk being torn apart; a

less risky stroke hits the lungs or just the loose flesh of the shoulders and the bull needs more strokes to kill.

There are countless variations of the toreo. Sometimes, the human is on horseback and uses a lance, making his

strikes stronger but adding the difficulty of controlling the horse. In some places, this sport uses more men against the giant bulls known as los diablos. In the

mountains, horrible Chaos minotaurs are sometimes used, in what is believed to be the original form of the sport. The greatest toreros become celebrities in their home nation and may even tour the kingdoms or dine

with their king or queen. Certainly after proving himself in the ring, a triumphant toreros has no lack of

female admirers.

72

WAR DOGS

Estalian War Dogs are a mixture of wolfhounds,

deerhounds, and mastiffs, and can stand up to about

two and half feet tall at the shoulder and weigh in at

some ninety pounds, making them large intimidating

opponents. These dogs are powerful, fast and fearless.

Their value to the Estalians can be seen in the manner

in which they protect their hounds. The dogs are often

given quilted cotton armour or smaller armour plates as

protection against enemy missile fire. As a defence

against throttling by enemy warriors, War Dogs are

commonly equipped with a spiked leather collar.

War dogs play a role in skirmishes and larger

battlefield engagements, but it is rare for their handlers

to set the dogs upon large, unbroken enemy formations.

Their principal role is to guard positions, track enemies

and bring down fleeing warriors.

M WS BS S T W I A Ld

War Dog 7 3 0 3 3 1 3 1 5

TROOP TYPE: War Beast.

SPECIAL RULES: Forest Strider.

PEGASUS

Pegasi look like magnificent white draft horses with

elegant feathered wings. Their coats sparkle under the

sun in a manner reminiscent of light playing over new-

fallen snow. It is cunning and intelligent beyond the

measure of any ordinary steed.

They are wild beasts, capable of staving a soldier's

head in with a well-placed blow from one of their

hooves. While they seldom take to the ground,

preferring the sky, when they do they are swift runners.

Pegasi that haven't been battle trained are far more

likely to fly away then fight, excepting when their foals

are in danger.

Estalian hunters sometimes brave the dangers of the

mountain passes to secure Pegasi foals which they can

sell for a high price to nobles, for they are highly

sought after due to their loyalty, and seem to be able to

anticipate their master's every move.

M WS BS S T W I A Ld

Griffon 8 3 0 4 4 3 4 2 6

TROOP TYPE: Monstrous Beasts.

SPECIAL RULES: Fly.

73

GRIFFON

Griffons are fearsome beasts that have the heads of

birds of prey combined with leonine bodies and

massive feathered wings. Their beaks are hooked and

can easily sever a man's limb. Their -claws, which are

reminiscent of a hawk's talons, they keep sharp by

regular scoring against stone. Griffons swoop down on

their prey, screaming war cries as they come. They

continue to attack until no opponent is left moving.

Survivors of Griffon attacks often have dreams of being

hunted down and rent limb from limb for years

afterward.

Despite being large and monstrous creatures, Griffons

have reputations as noble beasts. This is in part due to

their proud and regal bearing – Griffons are not

ravenous and frenetic like Manticores. Instead a

Griffon strikes with swift and precise grace, its motion

poised and controlled. Yet this elegance in no way

undermines its deadliness, for a Griffon is more than

capable of using its talons and razor beak to rip a foe

apart. Skilled and efficient fighters, Griffons do not kill

indiscriminately, although they show no reluctance

when hunting r protecting their territory. They are

fierce and merciless, but never cruel.

Griffons prefer their meat raw and screaming, though

they'll scavenge if no other prey presents itself. This is

fairly rare, though, as their hunting grounds tend to

range for hundreds of miles around their chosen

mountain aerie. Their eyesight is a sharp as the raptors

that they resemble and they can see motion from miles

away. Their war cry causes fear in all but the hardiest

souls and Griffon mounts must be forcibly restrained

from hunting down fleeing opponents, as it is in their

nature to rend all foes that flee from them.

These mighty predators dwell amidst the highest peaks

of the Irrana Mountains, occasionally flying to the

lowlands when food is scarce. A rare few serve as

mounts for the richest and most powerful Estalian

nobles, who are willing to pay vast sums of gold for a

single egg or chick.

The people of Zaraguz, famed hunters and scouts, are

particularly renowned for their skill at raising and

training the Griffons that circle above the high

mountains of their land.

Griffons can be ranked amongst the most intelligent of

beasts. If captured relatively young and subjected to

suitable training, they make for incredible loyal

mounts, and can even be taught to anticipate a wide

range of commands.

M WS BS S T W I A Ld

Griffon 6 5 0 5 5 4 5 4 7

TROOP TYPE: Monster.

SPECIAL RULES: Fly, Terror, Large Target.

UPGRADES Shrike Talons: The Griffon gains +1 to its Strength in

the turns it charges.

Razorbeak: The Griffon gains 1 Chomp Attack with

no armour save allowed.

"They are the finest of mounts, but never forget how dangerous they are. See these

scars? They weren't given to me by an enemy. As a boy, all I dreamed of was a chance to

show my worth, to test my mettle on the field of battle. All the courage I mustered f or my first combat was but little compared to what

it took f or me to climb onto a Griffon's saddle. Astride the back of a Griffon, you

know what it is to be in command, both the sweet and the bitter. You can see the sweep of

the entire battlefield and know how your cause fares at all times. You can watch your enemies fall and see your men die. With a Griffon, you can turn the tide of war... but never forget that they resent the saddle and

the one who sits upon it." - Duke Sancho Velasco

74

ISABELLA GIOVANNA LUCCELLI La Aguila Ultima, Head of the Order of the Eagle

Isabella was born the daughter of a famed Merchant

Prince in Tilea, and brought up with a very pious mother.

From early on, she was thought the teachings of

Myrmidia, and drank every word of it.Wanting to be

closer to her faith and unable to withstand the corruption

among the nobles of Tilea, she emigrated to Estalia at the

age of sixteen, where she sought to become an Initiative

of Myrmidia's church in Magritta. Isabella quickly rose to

prominence among the priesthood of Myrmidia, despite

the snarky remarks from the other Initiatives due to her

Tilean heritage and so called "funny accent".

As a Priestess of Myrmidia, Isabella was part of the

vanguard in a great battle against the Skaven, and was

thought to have been killed in the fighting. She fell,

alongside every other Sister in her regiment, but despite

her defeat, it was said that she accounted for the deaths of

dozens of Skaven during the battle. As Isabelle's body was

reclaimed by her Sisters from the main army and set

amongst the honoured dead, they saw that life still

lingered within her, and the light of one touched by the

divine will of Myrmidia glowed within her eyes.

Cleansing her body of the blood and filth of battle, the

Priestesses were astonished to find that her body lay

flawless before them. Astonished, the Priestesses declared

that she must truly be blessed by Myrmidia, a sign that the

Last Eagle had returned.

Isabella was given the title Head of the Order of the Eagle,

leader of Myrmidia's church, whose previous grand

master dutifully stepped down in her favour. She has been

immensely influential in Myrmidia's cult ever since, a

living saint whose holiness is reflected in the very air she

breathes. The fact that Isabella is from Tilea, but has

sworn faith to the temple in Estalia, has caused no small

amount of controversy. She is currently seeking to calm

the constant fighting between the faithful in Tilea and

Estalia over the birthplace of Myrmidia. When heresy

looms, Isabella can be found in the battle line, leading her

devoted followers against the non-believers. With her

magically enchanted eagle wings fluttering in the wind,

some say she is Myrmidia herself reborn.

M WS BS S T W I A Ld

Isabella 4 5 5 4 4 3 6 4 9

TROOP TYPE: Infantry (Special Character).

SPECIAL RULES: Tactical Supremacy, Fly,

Blessing of Myrmidia, Divine Power, Prayers of

Myrmidia.

Living Saint: Isabella, and all friendly units within 12"

of her, are Immune to Psychology. In addition, she may

re-roll the casting result when using her Prayers.

MAGIC ITEMS: Sacred Sword of Vengeance (Magic Weapon)

This sword was allegedly carried by Myrmidia herself

until her death, and has been carried by the Head of

the Order of the Eagle ever since. When wielded in

combat, it gives off a blinding white light that makes

the enemy unable to find their mark.

Enemies in base contact with the wielder suffer -1 To

Hit in close combat. In addition, no armour saves are

allowed against wounds caused by this blade.

Blessed Cuirass of Myrmidia (Magic Armour) Said to have been blessed by Myrmidia long ago, her

symbol of the eagle can be found engraved on this

magnificent shining armour with gold trimmed edges,

protecting the wearer against harm.

Heavy armour. The wearer gains a 4+ Ward save

against mundane attacks, which may be re-rolled.

Light of Myrmidia (Talisman)

The Amulet of Myrmidia is a pure crystal set in a

golden amulet, which is kept in a black velvet bag until

needed. Exposed to sunlight, it gives off a blinding

flash of white light.

Enemies must re-roll successful rolls To Hit with

missile weapons against Isabella.

75

JUAN FEDERICO El Lider Glorioso, Grand Master of the Order of the Righteous Spear

Never in all the years of the history of the Righteous

Spear have there been a Grand Master as bloodthirsty

and heartless as Juan Federico. He was born to a highly

ranked noble family in Magritta's southern district. A

heavyset boy, he was a scrapper from an early age, and

while studying Warfare and Military tactics at

university garnered quite a reputation as a pugilist of

no small renown, before enlisting in the army where he

soon rose to the rank of Captain.

History will likely remember Federico for his ruthless

approach to command, but it was not always so. As a

young man he was kind and charitable, famous for his

rousing speeches. But the death of his wife during

childbirth destroyed that man, and what remains is a

shell of the vibrant young officer. After the death of his

beloved Sofiá, Federico's temper emerged, stormy and

wild. He grew more and more reckless, defying the

odds time and time again as if daring death to take him.

Yet he did not die. Luck seemed to be on his side and a

succession of miraculous escapes and impossible

victories started the rumour that Juan was blessed. In a

well-publicised battle, he took a pistol shot to the chest,

only to see it halted, inches from his heart, by his

family necklace depicting Myrmidia's eagle. Federico

took this as a sign that Myrmidia had grand plans for

him, and he decided to dedicate his life to eradicating

her enemies.

When he joined the Order of the Righteous Spear, he

was characterised by little camaraderie and

companionship, and harshly criticised the system as

liable to his superiors when the Myrmidians would not

obey their strict code. Over time, he brought together a

group of Knights with the same shared ethics and

values, and thanks to this select group he was making

his way to the highest position of the Righteous Spear

intent to eradicate the base that corrupted the weak

order. After many years, he became appointed Glorious

Leader, becoming the feared commander he is today.

Juan Federico is now Grand Master of the Righteous

Spear, and the person most feared and respected in

Estalia in his determination to rid the world of heretics

and unbelievers, at any cost. He has a firm grip on the

order and is thought to be eying Araby once more.

M WS BS S T W I A Ld

Juan Federico 4 6 5 4 4 3 6 4 9

TROOP TYPE: Infantry (Special Character).

SPECIAL RULES: Tactical Supremacy, Hatred,

Stubborn.

Grand Master: As Grand Master of the Righteous

Spear, Juan Federico is Immune to Psychology, and so

is any unit he joins as long as he remains with it.

MAGIC ITEMS: Sword of Retribution (Magic Weapon) This sword was forged by the pupils and descendants

of Tomas with genuine steel. It is considered the

recreation of the inert carrier, the handle cold but with

a burning blade, this sword is the weapon of Juan

Federico.

This sword gives the wielder +1 to his Strength,

Flaming Attacks, and the Multiple Wounds (D3)

special rule.

Armour of Virtue (Magic Armour)

This armour was blessed by the first Grand Master and

is made of the finest Tobaran steel. It also bolsters the

courage of the wearer, inspiring them to greater deeds.

Full Plate Armour. The wearer and any unit he leads

may roll 3D6 when taking Break tests.

Eagle of Myrmidia (Talisman) The Eagle of Myrmidia consists of a gold and bronze

pendant hanging from the original, ancient emblem of

Myrmidia.

The Eagle of Myrmidia makes Juan Federico immune

to the effects of Multiple Wounds and Killing Blow.

"History is written in blood, and so Estalians have more of it; and more woe"

- Estalian proverb

76

SANTIAGO DE VIVAR Champion of Estalia, Scourge of Araby

During the invasion of the Arabians under the Sultan

Jaffar, the King of Almagora became a legendary

figure of resistance. In a land starved for heroes he

would truly become one of the greatest of all Estalian

figures and burn as brightly as a shooting star.

Santiago of the House of Diaz had only been King of

Almagora for a short time when the invasion happened.

What followed would become the stuff of legends.

From battle to battle, victory followed under the

leadership of Santiago de Vivar, called "The Champion

of Estalia" by his people, giving hope to Estalians in

the struggle everywhere and inspiring fear into the

hearts of the invaders.

Despite their victories, it was not enough, as the armies

of the Sultan were too many. Slowly the Estalians were

pushed back to the city of Almagora. In the fighting

retreat near the city a poisoned arrow mortally

wounded Santiago, and the doctors and clerics were

unable to heal him. It took several days during which

he lingered in great pain but eventually he perished

from his grievous wound, giving the Arabians great

hope that they would capture the city and the Kingdom.

In his dying wish, Santiago instructed his generals to

strap his body to his horse and he would lead them to

victory once more.

At the final battle during the siege of Almagora the

Estalians propped up the dead body of their leader and

strapped him to his horse. The Estalians swung open

the gates and sallied forth. Upon seeing the feared

leader whom they thought that they had killed the

Arabians broke and fled from the seemingly

invulnerable warrior returned from certain death. The

Estalians charged forth and won the day.

The resistance put up by Santiago de Vivar was vital

for the survival of Estalia during the Arabyan invasion,

and when all hope seemed lost, there was one man to

claim victory for them, even in his death. Santiago was

later made a saint in the Temple of Myrmidia, and is

today seen as a national hero by all Estalians.

M WS BS S T W I A Ld

Santiago de Vivar 4 7 5 4 4 3 6 5 9

Babieca 8 3 0 3 3 1 3 1 5

TROOP TYPE: Cavalry (Special Character).

SPECIAL RULES: Tactical Supremacy.

Champion of Estalia: Each Wound caused by

Santiago in combat counts as D3 Wounds for the

purposes of combat resolution.

MAGIC ITEMS: Tizona & Colada (Magic Weapon)

Won in combat from the Count of Gualazar, these

swords were presented to Santiago as his prize. Their

power depends on the wielder and it frightens

unworthy opponents.

Paired Weapon. Santiago may re-roll failed rolls To Hit

and To Wound. In addition, these swords cause Fear

against foes with a basic Leadership lower than that of

Don Diego. He may fight with both weapons for an

Extra Attack, even if mounted.

Armour of the Champion (Magic Armour) This armour is considered a holy relic, and is said to

have appeared to Santiago on the eve of battle, a gift

from Myrmidia herself.

Heavy Armour. All successful To Wound rolls against

the wearer must be re-rolled.

For glory! For honour! For Myrmidia!

- The war cry of Santiago de Vivar

77

GRAND INQUISITOR DE HOJEDA Head of the Tribunal of the Inquisition

The Inquisition is currently under the direction of

Grand Inquisitor de Hojeda, a stern man in his late

fifties with dark hair and an imposing, angular face. A

radical traditionalist, he is fundamentally committed to

a pure and devout Estalia. No one knows the extent of

his reach or influence, but he is known as el araña, the

Spider, and he does little to check the rumours of his

Political brilliance. His ability to emerge unscathed

from a political tussle is legendary, and under his

guidance the Inquisition has vastly expanded its power

base. His brilliance is tempered by ruthlessness, for he

will not hesitate to make the first move, should he

detect events beginning to move against him.

He has friends and favours owed throughout Estalia,

and has carefully groomed many fanatical Myrmidians

over the years, using his influence to see them installed

in positions of power throughout the state. If de Hojeda

has a weakness it is perhaps his arrogance, and his

belief that Estalia is capable of standing alone against

the storm that approaches. Fiercely proud, he would

see the salvation of his country at the hands of

outsiders, pagans, as a shameful failure. While he

would have no hesitations about using someone to

achieve his goals, he is at heart an honest and loyal

man. However, his loyalty to his god and his office

transcends any earthly concerns, as many have

discovered to their cost.

M WS BS S T W I A Ld

de Hojeda 4 5 5 4 4 3 5 3 9

TROOP TYPE: Infantry (Special Character).

SPECIAL RULES: Tactical Supremacy, Magical

Attacks, Magic Resistance (2), Burn the Heretic.

MAGIC ITEMS: Sacred Armour (Magic Armour) This armour has been worn by many heroes of the

Inquisition and over time it has been imbued with the

spirit and strength of the wearers.

This armour provides a 2+ armour save and a 6+ Ward

save to the wearer.

Book of Wisdom (Enchanted Item)

Guarded by the Righteous Spear during the wars

against Araby, and it is believed, written by Myrmidia

herself, the Book of Wisdom is a compendium on the

ancient gods and earthly way to eternity. With it, a

scholar may have access to knowledge never revealed

to the unworthy.

Bound Spell, Power Level 5. The Book of Wisdom

contains a random spell from the Lore of Light each

turn. Roll a D6 before casting to determine which spell.

The comfortable musings played through de Hojeda's mind as he crossed from the ember filled brazier to back to the bound wretch at the middle of the cell, the eagle-shaped branding iron was once against centred on the prisoner. How distasteful his holy duties were, unfortunately with the revelation of Chaos worship's undeniable reality, they were now more necessary than ever. "You have been found guilty of heresy. If you confess, then there is no need for me to persuade you to unburden your soul." All de Hojeda received as a reply was a brooding, seething stare from the mercenary that had been in his employ up until the day before. "You do not wish to recant the vile heresies I heard you utter to your compatriots in my company? Wouldn't it do you good to let sin out and embrace our Goddess with open arms?" Again no response was forthcoming. "I see. Well, it is my duty to facilitate your repentance my friend." With these words de Hojeda calmly brought the iron to the prisoner's forehead, and the screaming began in earnest. "Let it out brother, let the sin out...

78

FRANCISCO CORTEZ Conqueror of the New World

From the Conquistadors of Lustria emerged an

experienced mercenary captain, the son of a minor

Estalian noble, whose greed and cruelty knew no bounds.

His name was Francisco Cortez, travelling the world and

known for his time as one of the big newcomer among the

captains of history. The governor of Plascia, an island port

city in Lustria, began to fear the temper of the

Conquistador, whom even led soldiers from the small

coastal stronghold to open battle against the reptilian

inhabitants of the jungle. The governor tried to demote

Cortez and his loyal men to prevent the slaughter of the

Estalian empire in the New World.

The news that the end of his plunder and conquest was

near, Cortez made haste to reach the desired glory extolled

him for the rest of his days. Upstream, the Conquistador

army took the city ruins of Pahuax, the ziggurats and

temple buildings in the city still wearing gold, causing the

eyes of the warriors to shine with light and above all

rejoiced at the Cortez leadership. But just as they put one

foot in the holy city, the visitors were greeted by a rain of

deadly arrows and the roar of beasts as big as the

elephants of Araby. After a tough battle, Cortez and his

men were forced to row back to rebuild and develop a

plan to conquer the city. During that night, many of the

Conquistadors fell ill because of the poison darts of the

Lizardmen and panic began to spread among the troops

due to lack of motivation, so Cortez was forced to cut off

the retreat of his army by setting fire to the boats and

galleons without the least sense of compassion. There was

only one way to go home, through victory.

The next day, the Conquistador army went to do battle

again, this time without being caught by surprise. The

thunder of gunpowder weapons was scurrying back to the

chameleon-like creatures of the trees, while the guns got a

good account of the huge creatures and ruined the walls of

the city. Pikes continued to advance to bring death to the

streets of the primitive Lizardmen, while the horsemen

gave no quarter to those who were in retreat. Finally, the

survivors of the war could plunder at will and fill entire

wagons with burnished gold, weapons and lavish

costumes, and ancient objects that were imbued with

magical power was taken back to Estalia where they

Cortez and his men were greeted as conquering heroes.

Once home, the majority of the members of the looting of

Pahuax could buy large tracts of land and titles while

Cortez was granted the rank of marshal.

However, not content with only the treasures of Pahuax,

Cortez is now mounting more expeditions of his own to

Lustria, to uncover the remaining treasures hidden deep

within the jungles, and he will not let anyone stand in his

way to get his prize.

M WS BS S T W I A Ld

Francisco Cortez 4 5 5 4 4 2 5 3 8

TROOP TYPE: Infantry (Special Character).

SPECIAL RULES: Tactical Supremacy,

Fusillade.

Conquistador Commander: If Cortez is in your army,

you may take units of Conquistadors as Core choices

instead of Special. In addition, all Conquistador units

may use his Leadership just as if he was the army's

General.

MAGIC ITEMS: Rapier of Quietude (Magic Weapon)

Used for generations by Conquistadors loyal to the

King of Bilbali this weapon has found its way into a

number of land battles as well.

Any armour saves taken from wounds caused by this

weapon are at an additional –3.

Amulet of Pahuax (Talisman)

Found in the ruins of Pahaux, this enchanted pendant

offers considerable protection to the wearer. It has

been worn around Cortez's neck ever since his raid on

the city.

The Amulet gives Cortez the Regeneration special rule.

79

DON LOMENTE Insane Gentleman Knight

No one knows the true identity of this individual,

whether he is a noble or a commoner. He rides the

countryside of Estalia seeking glory and to right

wrongs and evil to slay. Not that this would be that

uncommon in the World, except for the fact that Don

Lomente tends to see evil monster everywhere he goes,

especially when it comes to windmills.

Don Lomente is just that. He suffers from mad

delusions and is quite insane. He fancies himself as a

great knight of Bretonnian decent, roaming the

countryside seeking wrongs to right and monsters to

slay in the proper chivalric tradition.

The Don Lomente's hold on reality is tenuous at best.

He lives in a dream world of his own making, one

where he is King of a mythic land and he slays giants,

dragons other foul creatures. Since he is so far gone the

real world holds no terror for him. He does observe

normal routines of life but on the battlefield his mind is

filled with strange notions, a goblin may appear as a

giant, a horse as a dragon and so on – perhaps he sees

Daemons from the Realm of Chaos! As such Don

Lomente cannot truly distinguish a true threat from a

non-threat. In fact he has spent entire battles attacking

defenceless trees!

Don Lomente's attire can best be described as comical.

He wears a miss-mash of rusted and beat up armour all

taken from different suits that he has presumably

scavenged from battles. His attire is so absurd that he

even has his own coat of arms on his ratty tabard and

lance pennon.

No one is quite sure how such a ridiculous individual

has not been slain on the field of battle, it is as if some

great fate is in store for him and he will not meet his

doom until then.

M WS BS S T W I A Ld

Don Lomente 4 3 2 3 4 2 3 2 9

Rocinante 7 2 0 3 3 1 2 1 4

TROOP TYPE: Cavalry (Special Character).

SPECIAL RULES: Unbreakable, 3+ Ward save.

Insane: Don Lomente is a lunatic whose actions have

been known to make a Troll look downright brainy.

Because of this no one in their right mind would

willingly follow him. Don Lomente may never be the

army‘s General.

To determine what the Don Lomente will do roll a D6

at the start of the Movement phase and consult the

following chart:

D6 Result

1 Befuddled with the images that he is seeing

Don Lomente moves in a random direction

using the Random Movement (2D6") special

rule.

2 Confused by the conflicting images in his

head the Mad King stops and putters around

in a befuddled state. Don Lomente is so

confused that he will not attack, even if he

himself is attacked.

3 Still confused but less so Don Lomente's grip

on reality is somewhat better now, he still will

not move, but may attack anyone who attacks

him.

4-5 Seized by delusions of heroic do-daring Don

Lomente launches himself straight forward

using the Random Movement (3D6") special

rule. If he comes into base contact with a

forest or building he will immediately stop to

fight that as well, but will respond to attacks

made by another source as normal.

6 The Mad King has a sudden moment of

clarity and moves as the controlling player

wishes.

"Too much sanity may be madness. And maddest of all, is to see life as it

is and not as it should be."

80

ALONSO DIAZ DE MIRAJO Captain of Estalia, Diestro Extraordinario

Captain Alonso was born to a poor family in a fishing

village that overlooks the tranquil waters of the Bay of

Quietude. Gripped by a quixotic wanderlust, he

enlisted in the military at a young age to see the world.

Decorated for valour with the Order of Myrmidia an

unprecedented three times, Alonso was finally

promoted to Captain and a swift ascent through the

ranks followed as he proved his ability time and time

again under pressure, and he soon found himself

commanding part of Magritta's Rodeleros.

Alonso is a charismatic man, easy to like and easy to

follow, inspiring a stoic loyalty in his men to whom his

dedication is unwavering. He famously refused to carry

out an assault on the sea Fortress of Vern Navien. His

reputedly swore: "Tell that idiota Grand Commander to

come down here and use his eyes instead of cowering

behind a hill pouring over week old intelligence like a

scullery maid. If he does so he will see that we cannot

take the fortress with the men we have, and thus I will

not make the attempt. If he disagrees, he may accept

my sword any my retirement from me, in person."

The Grand Commander never appeared.

Alonso commands the total loyalty of his troops. He is

patriotic to a fault, but his first thoughts are for those

under his command. Alonso is audacious and bold,

swift to attack, and his plans are noted for their

elegance, sound tactical understanding, and

Sparring Words Estalians are known to be talkative and vivacious people, both in love and quarrel. Between Diestros, engaging in

dialogue during combat is expected. Non-Diestros, although not expected to reciprocate, are not spared the

verbal assault that accompanies a Diestro‟s rapier.

Introduccione: Diestros consider it poor form to cross swords without first introducing oneself. In a tournament, the fighter who draws steel before exchanging formalities is disqualified. This is an appropriate time to comment on

reputations and parentage.

Metodologia: Amid the opening thrusts and parries of combat, a Diestro explains how he will win, in technical or even mathematical terms. Tournament discourse follows a strict code, allowing either party to question the other‟s

calculations. Street fights are somewhat less orderly, sounding more like jargon-shouting contests.

Critica: After several blows have been traded, Diestros

vocally analyse the other‟s technique. Individual personalities set the tenor of this analysis, but usually the goal is to demoralise the enemy. In theory, tournaments

enforce polite conduct, but in practice this only encourages veiled insults and false platitudes.

Ultimos Floreo: The winner customarily salutes his fallen opponent with a dazzling flourish. If the opponent is still

alive, a verbal summary of the fight may follow. Tournament fighters must yield the last word to the victor.

breathtaking aggression. There is no fencer in all the

kingdoms of Estalia able to match Alonso's handling of

the sword. His state of constant guard when fighting

lets him easily surprises the enemy when he launches

the attack.

M WS BS S T W I A Ld

Alonso 4 6 5 4 4 2 6 3 8

TROOP TYPE: Infantry (Special Character).

SPECIAL RULES: Tactical Supremacy, Face Me,

You Coward!, Duelling Techniques.

Beloved Captain: Any unit joined by Alonso may re-

roll failed Psychology tests.

MAGIC ITEMS: Sword of the Duellist (Magic Weapon)

Long and elegant this sword is a masterwork of light

fencing swords. It has a beautifully crafted basket hilt

and hand tooled leather scabbard.

For every attack that misses Alonso in close combat, he

may immediately make an attack back at that model.

81

MARIA DE SALVO Sister Assassin of the Order of the Eagle

Not much is known of Maria's past life before she

became a member of the Order of the Eagle, and she

does not speak about it – or anything else for that

matter – having taken a vow of silence which value she

keeps above anything else.

Maria is an enigma for those whom have seen her and

lived to tell the tale, and her motives are completely

unknown to all save perhaps the Last Eagle, whom she

answers to without question or hesitation. Maria's

dedication to the order is beyond compare, and the

number of heretics slain by her blades is beyond

counting.

Maria is the blade of the Order, sent to take out the

most dangerous and best protected heretics in Estalia,

be they man or beast. She is the nightmare of the

corrupted nobles, as they can never know if or when

she will come to claim their lives.

When the armies of Estalia go to war, Maria is

sometimes sent with them, hidden among their ranks,

and ready to strike as soon as an opportune target

shows itself. More than one enemy general or wizard

has felt his life come to a halt upon the end of her

daggers.

M WS BS S T W I A Ld

Maria de Salvo 4 8 6 4 3 2 7 3 9

TROOP TYPE: Infantry (Special Character).

SPECIAL RULES: Tactical Supremacy, Immune

to Psychology.

Assassin: As an assassin, Maria can never be chosen to

be your army's General. She may begin the game

hidden in any friendly Infantry unit. Make a note of

which unit she is hiding in.

If hidden, Maria is not placed on the table during

deployment, but is revealed later in the game. She may

choose to reveal herself at the beginning of the turn, or

at the start of the close combat phase. When she reveals

herself, she displaces a model in the front rank. If the

unit she is with is wiped out or flees off the board

before he can reveal himself, he will be lost and count

as a casualty.

Mark of Death: Secretly nominate one enemy

character to be Maria's chosen target. Against this

character, she has the Killing Blow special rule.

MAGIC ITEMS: The Eradicators (Magic Weapon)

These two daggers were made on the order of the

Inquisition as the final tools of judgement for the

gravest of heretics. Piercing and corroding, they strike

with inhuman speed, making the wielder a whirlwind of

pain and death.

Paired weapon. The Eradicators give Maria the Always

Strike First special rule, and all attacks with them are

Poisoned and Armour Piercing.

Seal of Myrmidia (Talisman) This stamp is usually used by Inquisitors that have

faced evil Wizards and Necromancers many times,

protecting the wearer from hostile magic.

This Seal gives Maria a 2+ Ward save against Magical

Attacks.

"The moat was faring up with the bodies of fallen enemies, creating a ford of flesh and carnage as the

Undead pushed forward. It looked like our time had come. We all began to pray for Myrmidia's mercy for our mortal souls. Then the most extraordinary thing happened. A piercing scream echoed across the plain,

filling our ears to their limits. The Vampire leading the Undead forces was shaking as if he suffered from some

kind of spasm, before falling over. Behind the foul creature, bathed with light, her nudity barely hidden by a drape of fine cloth, a graceful and

beautiful silhouette was standing. Her hands were gripping two strong-looking daggers. She had appeared out of nowhere and had single-handedly dispatched an enemy who alone would have assuredly have been able to slay a hundred of our men. We barely had time to

blink and she was gone, as all this had been nothing but a dream. Victory was ours, thanks to her... thanks to

Myrmidia?"

82

INQUISITORIAL POWERS

The Inquisitors of Estalia are well versed in fighting

the forces of evil, and as such have developed special

holy powers to battle them. Each Power may be used

once per turn. Unless specified, Inquisitorial Powers

are not Magic Items and as such cannot be destroyed

by any source.

Her Will Be Done 50 pts The Inquisitor becomes a furious manifestation of

Myrmidia‟s divine will, dispensing His justice with

every blow and cowing all His enemies with his holy

wrath.

Every unsaved wound inflicted by the Inquisitor in

Close Combat counts as two for the purposes of

combat resolution.

Holocaust 35 pts The Inquisitor projects forth the fire in his soul in a

searing ball of white flame, igniting the very air

around him, incinerating any who come too close.

Bound Spell, Power Level 5. Place the small round

template anywhere in base contact with the Inquisitor.

All models, friend or foe, covered by the template

suffer a Strength 4 hit. Against Deamons, Undead and

Wizards the Strength is increased to 5.

Sanctuary 35 points Many Inquisitors can throw up a holy shield that

protects them from malign influences, and the strongest

in faith can even conjure temporary wards around

their companions through which the Daemon cannot

pass.

Bound Spell, Power Level 3. Remains in Play. While

active, Daemons and Undead cannot move within 3" of

the Inquisitor or his unit.

Scourging 25 points The Inquisitor channels his righteous wrath into

crackling energy, the air itself splitting apart as bright

arcs of soul-lightning ravage those in his path.

Bound Spell, Power Level 3. Scourging is a magic

missile with a range of 18‖ that causes D6 Strength 5

hits.

Hammer of Sacrifice (Magic Weapon) 50 pts In times of great need this hammer is taken by a hero

of the Inquisition to vanquish the enemies of Estalia.

This is a weapon which is dangerous to its wielder as

its power can be the death of its bearer.

The bearer gains +2 to his Strength and the Always

Strikes First special rule. At the end of each close

combat phase of which the wielder takes part roll a D6;

On a 5+ the wielder takes a wound which cannot be

saved by any means.

Divine Pronouncement 25 points To the Inquisitor, all who stand against him are

branded heretic, and the only fate deserved by such is

an eternity of damnation. Invoking Myrmidia‟s power,

the Inquisitor pronounces his judgement, before which

few can stand defiant.

Bound Spell, Power Level 3. Target one enemy unit

within 18" which not in close combat in the Shooting

phase. This unit must immediately take a Panic test. If

the Inquisitor's Leadership is greater than that of the

enemy unit, the test is modified by the difference.

Hammerhand 20 points Some Inquisitors can wield their powers as a physical

force, such that anything they touch suffers

catastrophic damage. An Inquisitor using

Hammerhand is capable of ripping apart steel plates

with his bare hands.

Bound Spell, Power Level 4. Hammerhand doubles the

basic Strength of the user until the start of his next turn,

but may not use any Magic Weapons while

Hammerhand is in effect.

Hammer of the Witches 20 points For a man to wield the powers of Magic he must first

have been tested and tried, and branded worthy to do

so by the agents of the Inquisition. Any man who has

not been so approved is an unclean witch and will be

purged by the Inquisitor's own bestowed powers lest

the beasts of the Chaos realm enslave his soul.

Bound Spell, Power Level 4. All enemy wizards within

18‖ must pass a Leadership test or take D6 Strength 4

hits as the divine purity of Myrmidia consumes them.

Purge 15 points The Inquisitor is a seasoned master in the ways of

hunting the heretic. With his sinister gaze he is able to

decimate the will of his enemy, filling his mind with the

unbearable truth of his sins, until nothing more than a

drooling, broken form remains.

Bound Spell, Power Level 3. Target one enemy model

within 24" of the Inquisitor that is within his line of

sight. Both players roll a D6 and add the Leadership of

their respective models. If the Inquisitor scores higher

than the target model, the target's Leadership is reduced

by 3 until the start of the Inquisitor's next Magic phase.

Word of Myrmidia 10 points Many Inquisitors have such force of belief that their

canticles and liturgies can cause the unbeliever and the

witch to shrink back in fear.

All enemy units attempting to charge the Inquisitor or

his unit must pass a Leadership test. If they fail, they

may not charge that turn.

83

RELICS OF ESTALIA This section contains the rules and background for some of the most iconic and powerful magical artefacts used

by the Estalians. These may be used in addition to the magic items found in the Warhammer rulebook.

WOLF-SLAYER 65 points Magic Weapon

Wolf-slayer, or Lobera in Estalian, was the sword of

Fernando, king of Magritta, who liberated the city

from the Arabians and finally ended the war. Fernando

used this sword as his symbol, said to be of great

virtue. On his deathbed, Fernando left the sword to his

grandson, the only thing he could leave to be inherited.

A most holy relic from ancient times, heroes deemed

worthy of it may remove the sword from its resting

place in the Temple of Myrmdia and use it in times of

need. The sword consist of a double edged blade which

shines like purest silver in the sunlight, held by a

golden hilt encrusted with rubies and diamonds. It is

an astute judge and does not let just anyone wield it,

only heroes of great renown.

This sword gives the wearer the Heroic Killing Blow

special rule. In addition, enemy models who are Hit by

this sword must pass a Leadership test or suffer an

additional automatic Wound. However, if the wearer of

this sword flees for any reason, he suffers one Wound

himself instead, with no saves allowed.

SWORD OF THE VENDETTA 50 points Magic Weapon

This weapon was said to be enchanted by the goddess

Myrmidia herself, as a gift to her chosen champion that

he might seek out and destroy his one chosen enemy in

battle and die triumphant. The use of the blade comes

with a terrible cost – once the bearer completes his

mission and destroys the enemy he is himself greatly

weakened. Some priests say that this Myrmidia

reminding all who would pursue it of the cost of

victory.

Before the game, the wielder of the Sword may choose

one enemy character on the table. The wielder must

always issue and accept challenges against this

character if possible. The wielder of the sword Hits and

Wounds the chosen enemy on a 2+, with no armour

save allowed. If the enemy is killed by this weapon, the

wielder suffers -D3 to his Strength and Toughness, and

the sword counts as a normal magical hand weapon for

the remainder of the game.

PISTOLS OF THE DUEL 30 points Magic Weapon

This brace of pistols are the most finely crafted

firearms in all of Estalia. They has been crafted with

an unusual design, giving it improved range and

uncanny accuracy, as well as an improved reloading

mechanism that allows the wearer to fire a continuous

stream of bullets . The hint of magical infusion can be

seen by the light blue streak the bullets leave behind.

The pistols have been used by famous Diestro for many

years, and more than a few have fallen to their bullets

during formal duels. Many are those who would pay a

hefty sum to add them to their collection.

Brace of Pistols. These pistols uses the following

profile:

Range Strength Special Rules

16" 4 Armour Piercing

Quick to Fire,

Multiple Shots (4),

In the first round of combat the wearer fights with

Strength 4, Attacks 4 and the Armour Piercing rule. In

subsequent combat turns, the pistols count as two hand

weapons.

SCINTILLATING SHIELD 40 points Magic Armour

In the ancient legends of Estalia, retold so many times

their origin is now forgotten, heroes would be gifted

with shields which were so brightly polished they

blinded their foes and deflected the deadly gaze of the

Basilisks and Cockatrice that were the scourge of the

land in ancient days. The Scintillating Shield, whether

it is the item spoken of in legend or a more recent

creation wrought by wizard-craft, fetch a prince's

ransom when rumours of Basilisk or Cockatrice attacks

spread.

Shield. All attacks targeted at the bearer suffer -1 To

Hit. The bearer can always make a Parry save with this

shield, even if he is wielding a Magic Weapon. For

every enemy attack that the bearer saves in close

combat, one enemy model in base contact suffer -1 to

his Weapon Skill until the end of the next combat

phase. This effect is cumulative.

84

CAPE OF VELACRUZ 25 points Talisman

Velacruz was a famous Torero, whose skill at

bullfighting was beyond that of any other man. No

matter how many times he would walk into the ring, he

was always able to dodge the charge of the raging

bulls. Unfortunately, he finally met his end when he

decided to challenge fate and face nothing less than the

three fiercest bulls of Magritta simultaneously.

Managing to dodge the first two, he was impaled by the

horns of the third bull, a sad end to a great fighter. The

torn cape that he had been using during his career

lived on however, and it is today a valuable artefact

worn as a cloak by Estalian heroes into battle as a

badge of pride and honour.

War Beasts, Monstrous Infantry, Monstrous Beasts and

Monsters must re-roll all successful rolls To Hit against

the wearer of this cape. In addition, the wearer is

immune to the effects of Impact Hits and Stomp

(including Thunder-stomp) Attacks.

CROWN OF BILBALI 60 points Enchanted Item, Grand Commander only

The kingdom of Bilbali was born through war, and

conflict with its neighbours had ever been a present

threat. Many kingdoms have sought to cow the proud

people of Bilbali, and yet none of them have succeeded.

Much of the successes of this small state can be thrown

directly to the courageous leadership of its kings. In

dark times they have led their armies to victory even

when the numbers were against them. The crown both

King Armando, and now King Marcelo, wear serves as

an icon to its people. It is rumoured as long as the

crown rest on the King's head no force may beat him in

open combat.

The Crown gives the wearer +1 to his Leadership. In

addition, all friendly units within 8" of him gains +1 to

their Combat Resolution.

STAFF OF TOMAS THE PURE 50 points Enchanted Item, Inquisitor only

This staff was carried by Tómas when he first arrived

in Estalia. It is encrusted in gems and glowing runes. It

behaves like a normal Inquisitor staff but can draw on

the Winds of Magic to fire bolts of lightning at its foes.

The staff can deliver the Retribution of Myrmidia in

the Shooting phase using the following profile:

Range Strength Special Rules

24" 5 Quick to Fire,

Multiple Shots (D3)

The wielder does not suffer any penalties for Multiple

Shots or shooting at long range. No armour saves are

allowed against hits from this staff.

STANDARD OF MYRMIDIA 75 points

Magic Standard

This standard shows the image of the Great Goddess,

Estalia‟s warrior patron. A relic from the Crusades, it

was reportedly flown by the first Knights of the Blazing

during the siege of Magritta when the Arabian Emir

met his end outside the temple of Myrmidia. It is said

that Myrmidia blesses all the Estalians who distinguish

themselves in combat for their courage and bravery,

enabling them to defeat any enemy.

Each time the unit carrying this banner destroys or

breaks an enemy unit, they gain one of the following

bonuses for as long as the banner remains in the unit:

Units: Result:

1 The unit gains +1 to its Weapon Skill.

2 The unit gains +1 to its Strength.

3 The unit gains +1 Attack.

BANNER OF SANTIAGO 50 points Magic Standard

This banner is made of white silk and emblazoned with

the image of a red sword, point downwards. It is said

to be made from the surcoat of the legendary Estalian

knight who wore it, Santiago, who during his life

defeated the Arabians in dozens of battles. When the

invasion of Jaffar was over, this banner was

consecrated in the Temple of Myrmidia and later used

in the Crusades. Legend has it that when the banner of

Santiago is flown all of Estalia will rise to its defence

and Santiago will return to once again vanquish his

enemies, and so the sight of it steels the warriors'

hearts in the defence of their homeland.

The unit carrying this standard counts as rolling double

1's on their first Break test. After this, the banner has

no further special effect for the remainder of the game.

85

86

THE ESTALIAN

ARMY LIST

The Estalian armies are well drilled, and

usually consist of large formations of

seasoned pikemen, fast cavalry, deadly

swordsmen and lethal artillery. Most of

Estalia’s war efforts are directed against

the Undead, the Skaven, and other Estalian

states, though many Estalian troops can

also be found in Lustria battling the

Lizardmen.

As commander of the Estalian army, it is by

your leadership and honour in battle that

the men of the Estalia will go into battle to

protect their land.

This section of the book helps your turn

your collection of Estalian miniatures into

an army of brave warriors, ready for a

tabletop battle. At the back of this section,

you will also find a summary page, which

lists every unit’s characteristics profile, for

quick and easy reference during your

games of Warhammer.

87

USING THE ARMY LIST The army list is used alongside the 'Choosing an Army'

section of the Warhammer rulebook to pick a force

ready for battle. Over the following pages you will find

an entry for each of the models in your army. These

entries give you all of the gaming information that you

need to shape your collection of models into the units

that will form your army. Amongst other things, they

will tell you what your models are equipped with, what

options are available to them, and their points costs.

UNIT CATEGORIES As described in the Warhammer rulebook, the units in

the army list are organised into five categories: Lords,

Heroes, Core Units, Special Units and Rare Units.

ARMY LIST ENTRIES Each army list entry contains all the information you

need to choose and field that unit at a glance, using the

following format:

TERCIO PIKEMEN 8 points per model Profile M WS BS S T W I A Ld Troop Type

Pikeman 4 3 3 3 3 1 3 1 7 Infantry

Aventuro 4 3 3 3 3 1 3 2 7 Infantry

Unit Size: 10+ Special Rules: Options:

Equipment:

Hand weapon

Pike

Light armour

Tactical Supremacy

Tercio Formation

One Pikeman may be upgraded to a Aventuro........................10 points

One Pikeman may be upgraded to a musician.........................10 points

One Pikeman may be upgraded to a standard bearer...............10 points

1. Name. The name by which

the unit or character is

identified.

2. Profiles. The characteristic

profiles for the model(s) in

each unit are provided as a

reminder. Where several

profiles are required these

are also given, even if they

are optional (such as unit

champions).

3. Troop Type. Each entry

specifies the troop type of its

models (e.g. 'infantry,

monstrous cavalry' and so

on).

4. Points value. Every

miniature in the Warhammer

range costs an amount of

points that reflects how

effective it is on the

battlefield For example, a

Pikeman costs 8 points,

whilst the powerful Isabella

Giovanna Luccelli costs a

whopping 390 points!

5. Unit Size. This specifies the

minimum size for each unit,

which is the smallest number

of models needed to form that

unit. In some cases units also

have a maximum size, or can

even comprise just a single

model.

6. Equipment. This is a list of

the standard weapons and

armour for that unit. The cost

of these items is included in

the basic points value.

7. Special Rules. Many troops

have special rules that are

fully described earlier in this

book or in the Warhammer

rulebook. The names of these

rules are listed here as a

reminder.

8. Options. This is a list of

optional weapons and

armour; mounts, magic items

and other upgrades for units

or characters, including the

points cost for each

particular option. Many unit

entries include the option to

upgrade a unit member to a

champion, standard bearer

or musician. Some units may

carry a magic standard or

take magic items at a further

points cost.

88

LORDS

ISABELLA GIOVANNA LUCCELLI 390 points Profile M WS BS S T W I A Ld Troop Type

Isabella 4 5 5 4 4 3 6 4 9 Infantry (Special Character)

Magic Items: Special Rules:

Sacred Sword of Vengeance

Blessed Cuirass of

Myrmidia

Light of Myrmidia

Tactical Supremacy

Fly

Blessing of Myrmidia

Divine Power

Prayers of Myrmidia

Living Saint

JUAN FEDERICO 295 points Profile M WS BS S T W I A Ld Troop Type

Juan Federico 4 6 5 4 4 3 6 4 9 Infantry (Special Character)

Magic Items: Special Rules: Options:

Sword of Retribution

Armour of Virtue

Eagle of Myrmidia

Tactical Supremacy

Hatred

Stubborn

Grand Master

May be mounted on a barded Warhorse............................24 points

SANTIAGO DE VIVAR 275 points Profile M WS BS S T W I A Ld Troop Type

Santiago de Vivar 4 7 5 4 4 3 6 5 9 Cavalry (Special Character)

Babieca 8 3 0 3 3 1 3 1 5 -

Magic Items: Mount: Special Rules:

Tizona & Colada

Armour of the Champion

Babieca (Barded Warhorse) Champion of Estalia

GRAND INQUISITOR DE HOJEDA 225 points Profile M WS BS S T W I A Ld Troop Type

de Hojeda 4 5 5 4 4 3 5 3 9 Infantry (Special Character, Inquisitor)

Equipment: Special Rules: Options:

Hand weapon

Magic Items:

Sacred Armour

Book of Wisdom

Tactical Supremacy

Burn the Heretic

Magical Attacks

May take Inquisitorial Powers up to a total of......100 points

89

LORDS

GRAND COMMANDER 100 points Profile M WS BS S T W I A Ld Troop Type

Grand Commander 4 6 5 4 4 3 6 4 9 Infantry (Character)

Equipment: Special Rules: Options:

Hand weapon

Heavy armour

Tactical Supremacy

Estalian Steel

May be armed with one of the following:

- Lance................................................................................7 points

- Additional hand weapon...................................................3 points

- Great weapon………………………........………............6 points

- Pistol.................................................................................5 points

May carry a shield................................................................3 points

May upgrade heavy armour to full plate armour.................5 points

May be mounted on one of the following:

- Warhorse.........................................................................18 points

May be upgraded to have barding.................................6 points

- Pegasus...........................................................................45 points

- Griffon..........................................................................150 points

May be upgraded to have Shrike Talons.....................15 points

May be upgraded to have Razorbeak..........................20 points

May take magic items up to a total of..............................100 points

HIGH INQUISITOR 140 points Profile M WS BS S T W I A Ld Troop Type

High Inquisitor 4 5 3 4 4 3 5 3 9 Infantry (Character)

Equipment: Special Rules: Options:

Hand weapon

Light armour

Tactical Supremacy

Magical Attacks

Magic Resistance (2)

Burn the Heretic

May be armed with one of the following:

- Morning star.....................................................................3 points

- Flail...................................................................................6 points

May upgrade light armour to heavy armour........................4 points

May take magic items and/or Inquisitor powers up to a total

of......................................................................................100 points

EMINENT MAGUS 165 points Profile M WS BS S T W I A Ld Troop Type

Eminent Magus 4 4 3 4 4 3 4 2 8 Infantry (Character)

Magic: Equipment: Options:

An Eminent Magus is a

Level 3 Wizard. He may

use spells from the Lore

of Fire, Metal, Life,

Light, or Heavens.

Hand weapon

Special Rules:

Restricted

Practise

May be upgraded to a Level 4 Wizard...............................35 points

May be mounted on one of the following:

- Warhorse.........................................................................18 points

May be upgraded to have barding.................................6 points

- Pegasus...........................................................................45 points

May take magic items up to a total of..............................100 points

90

HEROES

FRANCISCO CORTEZ 135 points Profile M WS BS S T W I A Ld Troop Type

Francisco Cortez 4 5 5 4 4 2 5 3 8 Infantry (Special Character)

Equipment: Special Rules: Options:

Pistol

Heavy armour

Magic Items:

Rapier of Quietude

Amulet of Pahuax

Tactical Supremacy

Fusillade

Conquistador

Commander

May be mounted on a Warhorse........................................12 points

DON LOMENTE 130 points Profile M WS BS S T W I A Ld Troop Type

Don Lomente 4 3 2 3 4 2 3 2 9 Cavalry (Special Character)

Rocinante 7 2 0 3 3 1 2 1 4 -

Equipment: Mount: Special Rules:

Hand weapon

Lance

Heavy armour

Shield

Rocinante (Warhorse) Unbreakable

3+ Ward save

Insane

ALONSO DIAZ DE MIRAJO 125 points Profile M WS BS S T W I A Ld Troop Type

Alonso Diaz 4 6 5 4 4 2 6 3 8 Infantry (Special Character)

Equipment: Magic Items: Special Rules:

Pistol

Light armour

Sword of the Duellist Tactical Supremacy

'Face Me, You Coward!'

Duelling Techniques

Beloved Captain

MARIA DE SALVO 175 points Profile M WS BS S T W I A Ld Troop Type

Maria de Salvo 4 8 6 4 3 2 7 3 9 Infantry (Special Character)

Equipment: Magic Items: Special Rules:

Throwing knives The Eradicators

Seal of Myrmidia

Tactical Supremacy

Immune to Psychology

Assassin

Mark of Death

91

HEROES

CAPTAIN 60 points Profile M WS BS S T W I A Ld Troop Type

Captain 4 5 5 4 4 2 5 3 8 Infantry (Character)

Equipment: Special Rules: Options:

Hand weapon

Heavy armour

Tactical Supremacy

Estalian Steel

May be armed with one of the following:

- Lance................................................................................7 points

- Additional hand weapon...................................................3 points

- Great weapon………………………........………............6 points

- Pistol.................................................................................5 points

May carry a shield................................................................2 points

May upgrade heavy armour to full plate armour.................4 points

May be mounted on one of the following:

- Warhorse.........................................................................12 points

May be upgraded to have barding.................................4 points

- Pegasus...........................................................................45 points

May take magic items up to a total of................................50 points

DIESTRO 80 points Profile M WS BS S T W I A Ld Troop Type

Diestro 4 6 5 4 4 2 6 3 7 Infantry (Character)

Note: A Diestro can never be the army's General.

Equipment: Special Rules: Options:

Hand weapon Tactical Supremacy

Estalian Steel

'Face Me, You

Coward!'

Duelling Techniques

May be armed with one of the following:

- Additional hand weapon...................................................3 points

- Buckler.............................................................................2 points

- Pistol.................................................................................5 points

- Brace of Pistols.................................................................8 points

May wear light armour.........................................................2 points

May take magic items up to a total of................................50 points

BATTLE STANDARD BEARER Unless your army contains an Altar of

Myrmidia, one Captain in the army may

carry the Battle Standard for +25 points.

The Battle Standard Bearer can have a

magic banner (no points limit). A model

carrying a magic standard cannot carry any

other magic items.

92

HEROES

BATTLE MAGUS 65 points Profile M WS BS S T W I A Ld Troop Type

Battle Magus 4 3 3 3 3 2 3 1 7 Infantry (Character)

Magic: Equipment: Options:

A Battle Magus is a

Level 1 Wizard. He

may use spells from the

Lore of Fire, Metal,

Life, Light, or Heavens.

Hand weapon

Special Rules:

Restricted

Practise

May be upgraded to a Level 2 Wizard...............................35 points

May be mounted on one of the following:

- Warhorse.........................................................................12 points

May be upgraded to have barding.................................4 points

May take magic items up to a total of................................50 points

PRIESTESS OF MYRMIDIA 70 points Profile M WS BS S T W I A Ld Troop Type

Priestess 4 4 3 4 4 2 4 2 8 Infantry (Character)

Equipment: Special Rules: Options:

Spear

Light armour

Shield

Tactical Supremacy

Blessing of Myrmidia

Divine Power

Prayers of Myrmidia

May upgrade light armour to heavy armour........................2 points

May be mounted on an Altar of Myrmidia......................125 points

May take magic items up to a total of................................50 points

INQUISITOR 85 points Profile M WS BS S T W I A Ld Troop Type

Inquisitor 4 4 3 4 4 2 4 2 8 Infantry (Character)

Equipment: Special Rules: Options:

Hand weapon

Light armour

Tactical Supremacy

Magical Attacks

Magic Resistance (2)

Burn the Heretic

May be armed with one of the following:

- Morning star.....................................................................2 points

- Flail...................................................................................4 points

May upgrade light armour to heavy armour........................2 points

May take magic items and/or Inquisitor powers up to a total

of........................................................................................50 points

CHARACTER MOUNTS Profile M WS BS S T W I A Ld Troop Type

Warhorse 8 3 0 3 3 1 3 1 5 War Beast

Pegasus 8 3 0 4 4 3 4 2 6 Monstrous Beast

Griffon 6 5 0 5 5 4 5 4 7 Monster

Special Rules:

Pegasus: Fly

Griffon: Fly, Terror, Large Target

ALTAR OF MYRMIDIA Profile M WS BS S T W I A Ld Troop Type

Altar - - - 4 5 5 - - - Chariot (Armour save 5+)

Bull 7 3 0 4 - - 3 1 - -

Drawn by: 2 bulls Special Rules:

Altar

93

CORE UNITS

TERCIO PIKEMEN 8 points per model Profile M WS BS S T W I A Ld Troop Type

Pikeman 4 3 3 3 3 1 3 1 7 Infantry

Aventuro 4 3 3 3 3 1 3 2 7 Infantry

Unit Size: 10+ Special Rules: Options:

Equipment:

Hand weapon

Pike

Light armour

Tactical Supremacy

Tercio Formation

One Pikeman may be upgraded to an Aventuro......................10 points

One Pikeman may be upgraded to a musician.........................10 points

One Pikeman may be upgraded to a standard bearer...............10 points

RODELEROS 8 points per model Profile M WS BS S T W I A Ld Troop Type

Rodelero 4 4 3 3 3 1 4 1 7 Infantry

Duellist 4 4 3 3 3 1 4 2 7 Infantry

Unit Size: 10+ Special Rules: Options:

Equipment:

Hand weapon

Light armour

Buckler

Tactical Supremacy

Tercio Formation

Estalian Steel

One Rodelero may be upgraded to a Duellist..........................10 points

One Rodelero may be upgraded to a musician........................10 points

One Rodelero may be upgraded to a standard bearer..............10 points

CROSSBOWMEN 10 points per model Profile M WS BS S T W I A Ld Troop Type

Crossbowmen 4 3 3 3 3 1 3 1 7 Infantry

Marksman 4 3 4 3 3 1 3 1 7 Infantry

Unit Size: 10+ Special Rules: Options:

Equipment:

Hand weapon

Crossbow

Light armour

Tactical Supremacy

Tercio Formation

One Crossbowmen may be upgraded to a Marksman.............10 points

One Crossbowmen may be upgraded to a musician................10 points

One Crossbowmen may be upgraded to a standard bearer......10 points

HANDGUNNERS 10 points per model Profile M WS BS S T W I A Ld Troop Type

Handgunner 4 3 3 3 3 1 3 1 7 Infantry

Sharpshooter 4 3 4 3 3 1 3 1 7 Infantry

Unit Size: 10+ Special Rules: Options:

Equipment:

Hand weapon

Handgun

Light armour

Tactical Supremacy

Tercio Formation

One Crossbowmen may be upgraded to a Marksman.............10 points

One Crossbowmen may be upgraded to a musician................10 points

One Crossbowmen may be upgraded to a standard bearer......10 points

94

CORE UNITS

CABALLEROS 17 points per model Profile M WS BS S T W I A Ld Troop Type

Caballero 4 4 3 3 3 1 3 1 8 Cavalry

Knight 4 4 3 3 3 1 3 2 8 Cavalry

Warhorse 8 3 0 3 3 1 3 1 5 -

Unit Size: 5+ Special Rules: Options:

Equipment:

Hand weapon

Spear

Heavy armour

Tactical Supremacy

Estalian Steel

One Caballero may be upgraded to a Knight..........................10 points

One Caballero may be upgraded to a musician.......................10 points

One Caballero may be upgraded to a standard bearer.............10 points

- A unit of Caballeros with a standard bearer may carry a magic

standard worth up to.............................................................25 points

The entire unit may be armed with any of the following:

- Lance......................................................................1 point per model

- Pistol......................................................................2 points per model

- Shield....................................................................2 points per model

The entire unit may wear barding.............................2 points per model

GENITORS 13 points per model Profile M WS BS S T W I A Ld Troop Type

Genitor 4 3 3 3 3 1 3 1 7 Cavalry

Outrider 4 3 4 3 3 1 3 1 7 Cavalry

Warhorse 8 3 0 3 3 1 3 1 5 -

Unit Size: 5+ Special Rules: Options:

Equipment:

Hand weapon

Javelin

Shield

Tactical Supremacy

Fast Cavalry

One Genitor may be upgraded to an Outrider.........................10 points

One Genitor may be upgraded to a musician..........................10 points

One Genitor may be upgraded to a standard bearer................10 points

The entire unit may be armed with light armour*.....1 point per model

*If a unit of Genitors is equipped with light armour will lose their Fast

Cavalry special rule.

ALMOGAVARS 8 points per model Profile M WS BS S T W I A Ld Troop Type

Almogavar 4 3 3 3 3 1 3 1 7 Infantry

Raid Leader 4 3 4 3 3 1 3 1 7 Infantry

Unit Size: 10+ Special Rules: Options:

Equipment:

Hand weapon

Javelin

Light armour

Tactical Supremacy

Skirmishers

One Almogavar may be upgraded to a Raid Leader...............10 points

One Almogavar may be upgraded to a musician.....................10 points

One Almogavar may be upgraded to a standard bearer...........10 points

The entire unit may be armed with shields................1 point per model

WAR DOGS 6 points per model Profile M WS BS S T W I A Ld Troop Type

War Dog 7 3 0 3 3 1 3 1 5 War Beast

Note: War Dogs do not count towards the minimum percentage of Core units in your army.

Unit Size: 5+ Equipment: Special Rules:

Fangs

Light armour

Forest Strider

95

SPECIAL UNITS

MARINES 7 points per model Profile M WS BS S T W I A Ld Troop Type

Marine 4 3 3 3 3 1 3 1 7 Infantry

Marine Sergeant 4 3 3 3 3 1 3 2 7 Infantry

Unit Size: 10+ Special Rules: Options:

Equipment:

Two hand

weapons

Tactical Supremacy

Ambushers

One Marine may be upgraded to a Marine Sergeant...............10 points

One Marine may be upgraded to a musician...........................10 points

One Marine may be upgraded to a standard bearer.................10 points

The entire unit may swap one hand weapon for a

pistol.........................................................................2 points per model

The entire unit may be armed with light armour.......1 point per model

ROYAL GUARD 15 points per model Profile M WS BS S T W I A Ld Troop Type

Royal Guard 4 4 4 3 3 1 4 1 8 Infantry

Guard Captain 4 4 4 3 3 1 4 2 8 Infantry

Unit Size: 5+ Special Rules: Options:

Equipment:

Hand weapon

Handgun

Heavy armour

Tactical Supremacy

Estalian Steel

Stoic

One Royal Guard may be upgraded to a Guard Captain.........10 points

- A Guard Captain swap his handgun for a brace of

pistols..............free

One Royal Guard may be upgraded to a musician..................10 points

One Royal Guard may be upgraded to a standard bearer........10 points

- A unit of Royal Guards with a standard bearer may carry a magic

standard worth up to.............................................................50 points

CONQUISTADORS 26 points per model Profile M WS BS S T W I A Ld Troop Type

Conquistador 4 4 4 3 3 1 3 1 8 Cavalry

Conquistador Captain 4 4 4 3 3 1 3 2 8 Cavalry

Warhorse 8 3 0 3 3 1 3 1 5 -

Unit Size: 5+ Special Rules: Options:

Equipment:

Hand weapon

Pistol

Handgun

Heavy armour

Tactical Supremacy

Estalian Steel

Fusillade

One Conquistador may be upgraded to a Conquistador

Captain.....................................................................................10 points

One Conquistador may be upgraded to a musician.................10 points

One Conquistador may be upgraded to a standard bearer.......10 points

- A unit of Conquistador with a standard bearer may carry a magic

standard worth up to.............................................................50 points

GRENADIERS 12 points per model Profile M WS BS S T W I A Ld Troop Type

Grenadier 4 3 3 3 3 1 3 1 7 Infantry

Unit Size: 5-20 Special Rules: Options:

Equipment:

Hand weapon

Grenades

Light armour

Tactical Supremacy

Skirmishers

The entire unit may be armed with pistols...............2 points per model

The entire unit may wear heavy armour....................1 point per model

96

SPECIAL UNITS

KNIGHTS OF THE BLAZING SUN 28 points per model Profile M WS BS S T W I A Ld Troop Type

Knight 4 4 3 4 3 1 3 1 8 Cavalry

Preceptor 4 4 3 4 3 1 3 2 8 Cavalry

Warhorse 8 3 0 3 3 1 3 1 5 -

Unit Size: 5+ Special Rules: Options:

Equipment:

Hand weapon

Lance

Full plate

armour

Shield

Tactical Supremacy

Estalian Steel

Blinding Light

One Knight may be upgraded to a Preceptor...........................10 points

One Knight may be upgraded to a musician............................10 points

One Knight may be upgraded to a standard bearer.................10 points

- A unit of Knights of the Blazing Sun with a standard bearer may

carry a magic standard worth up to......................................50 points

SISTERS OF FURY 10 points per model Profile M WS BS S T W I A Ld Troop Type

Sister 4 4 4 3 3 1 4 1 8 Infantry

Superior 4 4 4 3 3 1 4 2 8 Infantry

Unit Size: 5+ Special Rules: Options:

Equipment:

Spear

Heavy armour

Shield

Tactical Supremacy

Myrmidia's Adepts

One Sister may be upgraded to a Superior..............................10 points

One Sister may be upgraded to a musician..............................10 points

One Sister may be upgraded to a standard bearer...................10 points

- A unit of Sisters of Fury with a standard bearer may carry a magic

standard worth up to.............................................................50 points

The entire unit may be armed with javelins.............2 points per model

MOUNTAIN BANDITS 9 points per model Profile M WS BS S T W I A Ld Troop Type

Mountain Bandit 4 3 3 3 3 1 3 1 6 Infantry

Bandit Leader 4 3 4 3 3 1 3 1 6 Infantry

Unit Size: 5-20 Special Rules: Options:

Equipment:

Hand weapon

Bow

Skirmishers

Scouts

Hill Strider

Guerrilla Fighters

One Mountain Bandit may be upgraded to a Bandit Leader...10 points

MOUNTAIN GUN 75 points Profile M WS BS S T W I A Ld Troop Type

Mountain Gun - - - - 7 3 - - - War Machine (Cannon)

Crew 4 3 3 3 3 1 3 1 7 -

Unit Size: 1 Equipment: Special Rules:

Crew: 3 crewmen Hand weapon Small Calibre

Scatter-shot

97

RARE UNITS

BLACK WATCHMEN 14 points per model Profile M WS BS S T W I A Ld Troop Type

Watchman 4 4 3 4 3 1 4 1 8 Infantry

Watch Captain 4 4 3 4 3 1 4 2 8 Infantry

Unit Size: 5+ Special Rules: Options:

Equipment:

Halberd

Full plate

armour

Tactical Supremacy

Stubborn

Hatred (Undead,

Nehekharan Undead)

Fearless

One Watchman may be upgraded to a Watch Captain............10 points

One Watchman may be upgraded to a musician.....................10 points

One Watchman may be upgraded to a standard bearer...........10 points

- A unit of Black Watchmen with a standard bearer may carry a

magic standard worth up to..................................................75 points

CULVERIN 110 points Profile M WS BS S T W I A Ld Troop Type

Culverin - - - - 7 3 - - - War Machine (Cannon)

Crew 4 3 3 3 3 1 3 1 7 -

Unit Size: 1 Equipment:

Crew: 3 crewmen Hand weapon

FIRE BULLS 12 points per model Profile M WS BS S T W I A Ld Troop Type

Bull 7 3 0 4 4 1 3 1 5 War Beast

Herder 4 3 3 3 3 1 3 1 7 Cavalry

Horse 8 3 0 3 3 1 3 1 5 -

Unit Size: 2 Herders* and 5-30

Bulls Equipment:

Hand weapon

Spear

Shield

Special Rules:

Bull Run

98

SUMMARY

LORDS M WS BS S T W I A Ld Type Page

de Hojeda 4 5 5 4 4 3 5 3 9 In 78

Eminent Magus 4 4 3 4 4 3 4 2 8 In 54

Grand Commander 4 6 5 4 4 3 6 4 9 In 52

High Inquisitor 4 5 3 4 4 3 5 3 9 In 53

Isabella 4 5 5 4 4 3 6 4 10 In 75

Juan Federico 4 6 5 4 4 3 6 4 9 In 76

Santiago de Vivar 4 7 5 4 4 3 6 5 9 Ca 77

- Babieca 8 3 0 3 3 1 3 1 5 -

HEROES M WS BS S T W I A Ld Type Page

Alonso Diaz 4 6 5 4 4 2 6 3 8 In 81

Battle Magus 4 3 3 3 3 2 3 1 7 In 54

Captain 4 5 5 4 4 2 5 3 8 In 52

Diestro 4 6 5 4 4 2 6 3 7 In 56

Don Lomente 4 3 2 3 4 2 3 2 9 Ca 80

- Rocinante 7 2 0 3 3 1 2 1 4 -

Francisco Cortez 4 5 5 4 4 2 5 3 8 In 79

Inquisitor 4 4 3 4 4 2 4 2 8 In 53

Maria de Salvo 4 8 6 4 3 2 7 3 9 In 82

Priestess 4 4 3 4 4 2 4 2 8 In 55

CORE UNITS M WS BS S T W I A Ld Type Page

Almogavar 4 3 3 3 3 1 3 1 7 In 62

- Raid Leader 4 3 4 3 3 1 3 1 7 In

Caballero 4 4 3 3 3 1 3 1 8 Ca 60

- Knight 4 4 3 3 3 1 3 2 8 Ca

- Warhorse 8 3 0 3 3 1 3 1 5 -

Crossbowmen 4 3 3 3 3 1 3 1 7 In 59

- Marksman 4 3 4 3 3 1 3 1 7 In

Genitor 4 3 3 3 3 1 3 1 7 Ca 61

- Outrider 4 3 4 3 3 1 3 1 7 Ca

- Warhorse 8 3 0 3 3 1 3 1 5 -

Handgunner 4 3 3 3 3 1 3 1 7 In 59

- Sharpshooter 4 3 4 3 3 1 3 1 7 In

Pikeman 4 3 3 3 3 1 3 1 7 In 57

- Aventuro 4 3 3 3 3 1 3 2 7 In

Rodelero 4 4 3 3 3 1 4 1 7 In 58

- Duellist 4 4 3 3 3 1 4 2 7 In

War Dog 7 3 0 3 3 1 3 1 5 WB 73

SPECIAL UNITS M WS BS S T W I A Ld Type Page

Conquistador 4 4 4 3 3 1 3 1 8 Ca 65

- Conquistador Cap. 4 4 4 3 3 1 3 2 8 Ca

- Warhorse 8 3 0 3 3 1 3 1 5 -

Grenadier 4 3 3 3 3 1 3 1 7 In 66

Knight 4 4 3 4 3 1 3 1 8 Ca 68

- Preceptor 4 4 3 4 3 1 3 2 8 Ca

- Warhorse 8 3 0 3 3 1 3 1 5 -

Marine 4 3 3 3 3 1 3 1 7 In 63

- Marine Sergeant 4 3 3 3 3 1 3 2 7 In

Mountain Bandit 4 3 3 3 3 1 3 1 6 In 67

- Bandit Leader 4 3 4 3 3 1 3 1 6 In

Mountain Gun - - - - 7 3 - - - WM 71

- Crew 4 3 3 3 3 1 3 1 7 -

Royal Guard 4 4 4 3 3 1 4 1 8 In 64

- Guard Captain 4 4 4 3 3 1 4 2 8 In

Sister 4 4 4 3 3 1 4 1 8 In 69

- Superior 4 4 4 3 3 1 4 2 8 In

RARE UNITS M WS BS S T W I A Ld Type Page

Bull 7 3 0 4 4 1 3 1 5 WB 72

- Herder 4 3 3 3 3 1 3 1 7 Ca

- Horse 8 3 0 3 3 1 3 1 5 -

Watchman 4 4 3 4 3 1 4 1 8 In 70

- Watch Captain 4 4 3 4 3 1 4 2 8 In

Culverin - - - - 7 3 - - - WM 71

- Crew 4 3 3 3 3 1 3 1 7 -

MOUNTS M WS BS S T W I A Ld Type Page

Altar - - - 4 5 5 - - - Ch 55

- Bull 7 3 0 4 - - 3 1 - -

Griffon 6 5 0 5 5 4 5 4 7 Mo 74

Pegasus 8 3 0 4 4 3 4 2 6 MB 73

Warhorse 8 3 0 3 3 1 3 1 5 WB Var.

Troop Type Key: In = Infantry, WB = War Beast, Ca = Cavalry, MI = Monstrous Infantry, MB =

Monstrous Beast, MC = Monstrous Cavalry, Mo =

Monster, Ch = Chariot, Sw = Swarms, Un = Unique,

WM = War Machine.

99

100

101

102

The Estalian Kingdoms lie in the south of the Old World. The

threat of Chaos seems very remote here, far away from the

Incursions and beyond the immediate threat of Chaos bands.

Unlike Bretonnia and The Empire, which are unified nations

under a single ruler, the Estalian Kingdoms are many and of

various sizes. The Kingdoms of the Irrana Mountains are home to

fierce, tough hill-fighters, while those along the south coast are

prosperous trading nations whose ships ply the Southern Sea to

Araby. The largest cities and towns war upon each other, as well as

against the Arabians, the Bretonnians, and the Tileans.

Inside you will find:

A bestiary describing every unit, monster,

hero and war machine in your army.

An army list to arrange your collection of

miniatures into a battle-ready force.

A comprehensive section that details the

Estalians, their culture and their history.

Warhammer: Estalia is one of a series of

supplements for Warhammer. Each book in the

series describes in detail an army, its history and

its heroes.