<<

1

2

3

4

ESTALIA

By Mathias Eliasson

5

CONTENTS

INTRODUCTION ...... 7 Mountain Bandits ...... 66 THE LAND OF THE SETTING SUN ...... 9 of the Blazing sun ...... 67 The Estalians ...... 10 Sisters of Fury ...... 68 The History of Estalia ...... 17 Black Watchmen ...... 69 Timeline of Estalia ...... 26 ...... 70 The Cult of Myrmidia ...... 29 Mountain Gun ...... 70 The Estalian Inquisition ...... 35 Fire Bulls ...... 71 Map of Estalia ...... 38 War Dogs ...... 72 Kingdoms of Estalia ...... 40 Pegasus ...... 72 SOLDIERS OF ESTALIA ...... 49 Griffon ...... 73 Isabella Giovanna Luccelli ...... 74 Army Special Rules ...... 50 Juan Federico ...... 75 Commanders ...... 51 Santiago de Vivar ...... 76 Inquisitors ...... 52 Grand Inquisitor de Hojeda ...... 77 Battle Magi ...... 53 Francisco Cortez ...... 78 Priestesses of Myrmidia ...... 54 Don Lomente ...... 79 Diestro ...... 55 Alonso Diaz de Mirajo ...... 80 Pikemen ...... 56 Maria de Salvo ...... 81 Rodeleros ...... 57 Inquisitorial Powers ...... 82 Arquebusiers ...... 58 Relics of Estalia ...... 83 Caballeros ...... 59 Genitors ...... 60 THE ESTALIAN ARMY LIST ...... 86 Almogavars ...... 61 Lords ...... 88 Marines ...... 62 Heroes ...... 90 Royal Guard ...... 63 Core Units ...... 93 Conquistadors ...... 64 Special Units ...... 95 Grenadiers ...... 65 Rare Units ...... 97 SUMMARY ...... 98

Compiled, Edited and Partly Written by: Cover Art: P-G-Moran Mathias Eliasson

Art: WFRP: Tome of Salvation, WFRP: Renegade Crowns, Warhammer Online, Fantasy Flight Games, Ubisoft Montreal, Hell Dorado, Age of Empires III, American Conquest, Deadliest 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, 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, Games Workshop logo, Golden Demon, Great Unclean One, the Hammer of Sigmar logo, Horned Rat logo, Keeper of Secrets, Khemri, Khorne, Lord of Change, Nurgle, Skaven, the Skaven symbol devices, Slaanesh, Tomb Kings, Trio of , Twin Tailed Comet Logo, Tzeentch, Warhammer, Warhammer Online, Warhammer World logo, White Dwarf, the White Dwarf logo, and all associated marks, names, races, race insignia, characters, vehicles, locations, units, illustrations and images from the Warhammer world are either ®, TM and/or © Copyright Games Workshop Ltd 2000- 2013, variably registered in the UK and other countries around the world. Used without permission. No challenge to their status intended. All Rights Reserved to their respective owners. 6

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? also find information on the land of Estalia, the land The Estalians are proud and haughty soldiers, who of the Rising Sun. have always been able to claim victory from the jaws of defeat. Their soldiers are tirelessly drilled in the  Soldiers of Estalia. Each and every troop type in image of the Goddess Myrmidia, the patron of War and the Estalian army is examined here. You will find a Wisdom whom they worship above all else. When the full description of the unit, alongside the complete Estalians go to war they do so under her banner, rules for any special abilities or options they marching tirelessly with unmatched discipline. possess. This section also includes the Relics of Estalia – magical artefacts that are unique to the The Estalian armies are filled with well trained soldiers army – along with rules to use them in your games. using pikes, crossbows and , supported by the knightly Caballeros and fast moving Genitors.  Estalian Army List. The army list takes all of the With them go the clergy of Myrmidia, the characters, warriors, monsters and war machines Missionaries, the Knights of the Blazing Sun and the from the Soldiers of Estalia section and arranges Sisters of Fury. Powerful Inquisitors march beside them so that you can choose an army for your them and powerful elite Watchmen. Rounding out their games. Units are classed as characters (Lords or forces are the elite troops well versed in the use of Heroes), Core, Special or Rare, and can be taken in gunpowder, with Arquebusiers, Conquistadors, different quantities depending on the size of the Grenadiers and . game you are playing.

HOW THIS BOOK WORKS FIND OUT MORE Warhammer army books are split into sections, each of While Warhammer: Estalia contains everything you which deals with different aspects of the titular army. need to play the game with your army, there are other Warhammer: Estalia contains: books and updates to be found. For the other books in the series and the latest rules updates, visit:  Land of the Setting Sun. This section introduces the Estalians and their part in the Warhammer www.warhammerarmiesproject.blogspot.com world. It includes their society and history. You will

7

8

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 hilts - save only to drink their sweet lemon wine, or to kiss the hand of a passing beauty.

9

THE ESTALIANS

Most people outside Estalia refer to the lands Besides the family and place of birth, Estalians have a southwest of Bretonnia simply by this name. The very rigorous view on honour, pride and courage. people living in these lands however have quite a These character traits are held in high esteem. different perspective. They will not only refer to the Questioning someone's honour is almost as bad as city they live or were born in, but often to the quarter questioning his mother's sexual preference. Both can of the city and sometimes to the street. Putting people lead to duels or a knife in the back. Someone who from Bilbali and Magritta in one basket may be behaves dishonourably is socially dead and even acceptable elsewhere, but it certainly is not in either of ignored by his former friends. It is said that the the two cities. This is not a never-ending source of Estalians are very hardy folk, who will slay a man for argument, but also a good way to start physical mistaking them for a Tilean or even greeting them in a confrontation with even the more peace loving people. Tilean accent by mistake.

The people of Estalia are very proud of their origin. A strong part of honour is representation. Physical They claim to be the first Humans to have settled in the labour on the other hand is not considered to Old World, but this is not taken seriously elsewhere. appropriate for an Estalian, even among those that However, it would be an unwise traveller who chose to plough their fields. Abilities are not so important, as debate the issue within the Kingdoms' boundaries. flamboyant lifestyle. Even ordinary artisans and Even peasants can sometimes trace back their family to merchants spend most money on clothes, servants and the time before the reconquista (although not festivities than reasonable. During noon many leave everything may be true). They are also much more their work, not only because of the heat, but also to connected to their birthplace than people in other parts saunter through the streets. of the Old World. Even large families continue to live in one house or in houses next to each other long after Another way to earn honour is to buy titles. Many the children married and have their own children. Some noblemen are poor enough to be forced to accept such streets of the cities are inhabited by members of the proposals. However this way is left only to the richest same families and one quarter of Bilbali is called citizens. Others try to bring in some irrelevant Cuarto Borgeos, from an exceptionally large family. 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 10

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 Below the priests stand the merchants and artisans. into discredit. Such a live of luxury requires large sums Some of these have as much influence as noblemen, of money. This means that their serfs have to work but they are cautious to overuse this influence for harder. fearing to attract the attention of the higher classes. The peasantry is a social class that seems to be very similar The mayor part of the nobility is formed of the throughout the Old World. They work hard and are Hidalgos, who stand on the lowest step of the nobility poor. and are mocked upon by other noblemen. These are noblemen who received their title for some outstanding Outsiders almost form a class of their own. Due to their achievement. The status as a Hidalgo is not connected exaggerated sense of origin, Estalians regard people with a fief. It can take centuries for a Hidalgo to gain from other parts of Estalia and especially from outside enough influence to get a fief, although clever Estalia, to be untrustworthy, dishonourable and of bad assassination also has played a role in the past. Those character. They are looked down upon by almost any that have not been granted a fief often have to work for Estalia. It has happened more than once that a beggar other noblemen (e.g. as heralds or equerry) or serve in who asked for a few coins scoffed his donator the military. Most of these are spend to differentiate afterwards. On the other hand Estalians can prove to be themselves against the richer merchants and artisans. friendly when they see any chances that they have get some advantages. The priests of Estalia are not much different from those in the Empire or elsewhere in the Old World. They The people of Arabian descendant or people born in church of Myrmidia has the biggest influence and its Araby form a group of their own. Social classes are by main temple is in Magritta. Priests can often be found definition almost impervious, this group however is to work as advisors for the rulers. Although this is also virtually closed to any outsider and what is an outsider practised in the Empire, the influence of the is in the discretion of those who are not. The contacts Myrmidians is much bigger. Some priests resemble between Estalians and those of Arabian origin remain more politicians and have lost touch with their cult a superfluous and mostly on a professional basis. little bit. They can rarely be found in the churches, but Personal contacts are extremely rare and no one, from are willing to use all of their influence to further the either side, would allow intermarriages between the aims of their church, since they know that their power two groups. The reasons for this separation can be is just borrowed. Although most cults can also be found in the time when the south of Estalia was under found in Estalia, the churches and temples are often Arabian rule and the reconquista. The northern regions made for a saint and the god itself steps somewhat in of Estalia have only very, if any, people of Arabian the background. Many people have small shrines where descendant. The biggest community can be found in they pray to a saint and ask for guidance or protection. Magritta and its Arabian Quarter. Easily identifiable as 11

it is the most run down part of the city, since the King Almost any criminal native to the city can lean on a has forbidden any kind of structural repair in this part great number of connections, helpers, fences and of the town. Of course there are contacts on another similar trades. However any outsider is considered to level society. Various "herbs" can only be found in be a rival and can soon be found in the nearest river, small shops and dens of the Arabian Quarters and there should he act suspicious. And the definition of the are enough people who have interest beyond the law word suspicious in this context is very broad. that are willing to deal with their Arabian counterparts. Professions An Estalian specialty is fraud. This crime is probably more widespread than anywhere else in the Old World. The professions in Estalia generally resemble those in Nobody knows where the borders of the various other parts of the Old World. Here are only some kingdoms exactly are and often foreigners have to pay peculiarities and a new profession detailed. tariffs for kingdoms that do not exist or are stopped at borders that do not exist. In the cities people Thieves & Criminals identifiable as become from elsewhere are asked to pay Crime is not less a problem in Estalia, as it is elsewhere dubious taxes. Others offer the help in the bureaucracy in the world. Some criminals form almost a parallel or arrange meetings with people at the local courts. society, with their own jurisdiction, markets, taxes, Although few may be able to do so, most are never temples et c. The most famous of these groups is seen again after they received their advance payment. "Orm's Court" in Magritta. The watch tries to ignore the problem at best and will only interfere when the Merchants criminals carry their problems out of their quarters. As Estalia, or more precisely, Bilbali and Magritta are a long as they do not worry the nobility and influential good place for merchants. They can find most goods merchants, they are tolerated. available in other parts of the Old World. Additionally the markets offer a wide range of Arabian Criminals have a strong sense of community. The goods. Most of these are very expensive outside worst crime in their eyes is treason and cooperation Magritta and Bilbali and some cannot be found at all. It with the watch. This is because jurisdiction in Estalia is not unusual to find Estalian merchants in the north, in general is swift and harsh. Even misdemeanours are and their mule caravans frequently tour the cities of the often punished by death or forced labour in the silver southern Empire. mines, which is nothing but an extended death sentence. Of course the nobility enjoys great privileges Merchants in Estalia do not form guilds as the and is seldom prosecuted, left alone sentenced. 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

12

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 One thing all Estalians agree upon, however, is that the Dawn, and sailed all the way round the world, but their kingdoms are by far the greatest in the world. In everyone in Estalia knows that the world is in fact flat general, Estalians see little difference between the folk and these dangerous individuals are usually suppressed of the Bretonnia and those of the Empire. Both come by the Inquistion. Nonetheless, many treasures from from cold, wet, northern lands, where they insist on distant lands keep appearing in Portobella, as well as wearing ridiculous armour and fighting with the occasional Nipponese or Cathayan. ridiculously heavy weapons. They are also famously po-faced and dull, and given to always predicting the Most Estalian overseas exploration, however, happens end of the world. Of the two, the Bretons are slightly in the lush jungles of Lustria. The discovery of gold preferable, because they understand chivalry, make there by a Bilbali adventurer made expeditions very good wine and have the good sense to worship a popular. Even though at least half of the treasure ships woman, even if the Lady is not a patch on the Maiden sent out each year are captured by Elves or Pirates, the Myrmidia. The Bretons have also proved strong allies ventures are still incredibly lucrative. So far, however, of the northern states in dealing with past incursions of the Estalians have failed to establish any towns further Iron Orcs and the skaven. south than the Norse settlement of Skeggi, thanks to the Lizardmen who live in the area. The most famous The southern Bretons usually return this respect, and successful Estalian in Lustria is Pirazzo, who viewing the Estalians as something like their younger recruited his Lost Legion in Tilea and still occasionally brothers. They feel the southern sun and lack of deadly returns to the land of his birth. enemies at all sides have made the Estalians soft, and inattentive of the proper business of war. One day, Estalian Relations perhaps, the Estalians will need to grow up but for now It is difficult to characterise the Estalian view of other the Bretons are happy to let them enjoy their nations as their exposure to them is so varied. An innocence. inlander might have no idea of the existence of other nations, while a citizen of Magritta might converse Men of the Empire are less patient, seeing the Estalians with Norscans and Kislevites on a daily basis. Trade as foolishly naive or frustratingly frivolous. Just as agreements can also have a vast effect on exposure to Kislevites resent the safety they provide the Empire, foreign nations: two towns may be separated by only a Empire warriors believe that the Estalian way of life is few miles but due to their trading agreements one may only possible because of their efforts and sacrifices. know Bretons well, the other Empire folk, and never Estalians are lampooned on the stage as being the twain shall meet. The same goes for the extremely soft-living, mindless, slovenly and cowardly, multifarious kingdoms, with each having their own preferring to lie about reading or drawing instead of policies regarding and opinions of the rest of the Old fighting. This lampooning stops however if they ever World. 13

serve with Estalian mercenaries, who shore up their homeland‘s reputation with an unexpected courage, "How dare you even consider that my old even when lacking strong Empire armour. Empire folk are also surprised at how quickly an Estalian can go blood is not of lineage, Don Diego!" Don from languishing with wine, woman and song to Garcia roared. charging into battle, and back again. Then the northern "An insult of this size can only be repaid in soldiers wonder whether the hot sun makes all the field of battle, but that will be tomorrow. Estalians into madmen who must do everything to the If you survive then you honour shall be extreme. cleared!"

Estalians are quick to defend themselves against slurs, but are forgiving of the northerner folk. To live in such The two veterans went to bed, even though a cold, wet, strife-ridden, Chaos-marked place makes angry and eager to solve the "issue" there and them deserving of pity more than scorn. The Estalians now, held back to be able to battle tomorrow. 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 Although Estalians equally pursue trade supremacy, characteristics but most importantly they share an Tileans are seen as gold-hording bankers, who will enmity for the other that edges on the pathalogical. backstab anyone to increase their coffers. The stereotyped Tilean captain sits in his cabin, effetely There is no real cause or event behind the enmity stroking his piles of gold and paying off spies and between Tileans and Estalians. There is a great traitors, instead of standing bravely at the prow in the religious divide between the nations but that is more a fury of the storm. A ‗Tilean promise‘ is something result of the antagonism than a cause. Tileans and worth less than nothing, a ‗Tilean oath‘ is something Estalians fight for the same reasons brothers fight: they that lasts no time at all, and a ‗Tilean bargain‘ is being are so similar, and live in such close proximity, that paid to take a dive. they seek every chance they can to find differences and faults in their counterpart. Estalians will accuse Tileans, in return, characterise Estalians as being too Tileans of such things as being thieves, cowards, foolish, stubborn or romantic to know a good deal or a shirkers, weaklings, fops, hypocrites, betrayers, wise peace when they see one, preferring ever to fight bastards, homosexuals, necromancers, dog-lovers and or get drunk than to actually accomplish anything. On women-beaters, and the Tilean litany in return will be the theatre stages of Tilea, Estalians are sozzled much the same. The most iconic insult however stems berserkers, always tilting at windmills or charging into from the Tilean‘s devotion to finance and trade. trouble.

14

The last and most unique Estalian relationship is with stigma associated with Estalians doing so. Halflings, the land of Araby to the south. No other nation in the meanwhile, are found in abundance in Estalia, where Old World has anything like the ties Estalia has with they find much to love in the climate and the vivacious this alien land, and although their past history has temperament of the people. As in Tilea, Halflings involved terrible wars and religious genocide (on both enjoy a more celebrated status in the south than in the sides), their relationship has evolved into a truce of Empire. They are far less likely to be servants and mutual respect. As long as each party keeps its many princes field whole regiments or orders of the distance and never rattles its sabre, trade flows fast little folk. between the two nations, both of goods and ideas. Arabyan magic fills the courts of Estalian kings and The Estalians have little knowledge of the Skaven. Estalian steel is sold on the streets of Copher and Al- They do not live in denial like the Empire; rather their Haikk. rocky nation seems to resist extensive tunnelling and the ratmen are considered more of a Tilean problem. Other Races in Estalia Only Tileans would make so many business deals they As there are so few forests in the Estalian lands, and would end up dealing with such beasts. Mutants and because Elven mariners consider these southerners beastmen are almost entirely unknown as well. Chaos such a threat, there are few elves seen on the Estalian beasts and their tainting influence do not seem to take mainland. As elven attacks at sea become more root in the blessed hills, although giant beasts like common, those elves that are seen are more and more minotaurs and dragon-ogres are not unknown in the likely to be regarded as untrustworthy, if not enemy terrifying peaks of the mountains. spies. However, there is as yet no war and the ports trade with Elven vessels when the coin is good (and if Vampires are however more known in Estalia than often is). Meanwhile, the Pina Wood and other smaller perhaps anyone outside the blight landed of Sylvania. forests are home to Wood Elves, but they share their As with the Arabyan occupation, the horror of the War cousins‘ dim view of humans and keep to themselves of Blood has left the Estalians terrified of the vampires far more than the elves of the Empire. that may yet live among them, and assured that some indeed do remain. Unlike the Empire, however, So far from their empire in the World‘s Edge vampire hunters are not shunned, and common sense Mountains, dwarfs are very rare in Estalia, but are defences such as garlic and daemonsbane plants are neither unknown nor treated badly. It is considered a ubiquitous. northern habit to be friends with dwarfs, but there is no 15

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!"

16

THE HISTORY OF ESTALIA

THE RISE AND FALL OF TYLOS The followers of Myrmidia‘s prophet knew then the The history of the people of the Kingdoms of Estalia Goddess had saved them, and raised her above all begins almost four and a half thousand years ago with others in their faith. the tale of the tragically flawed Tylos, the legendary father of the Tilean peoples. Tylos made a covenant The Promised Land with raven-haired Myrmidia, a Goddess of Civilisation, Those that chose to leave the City of Tylos before its Beauty, and Honour, and with her help built a great destruction were led by the Priestess of Myrmidia city for his tribe. However, this city was not enough for towards the setting sun, in search of the Gods that had Tylos, for he dreamed of surpassing the slender, white once walked amongst mankind. They travelled west, structures to the south. So, he ordered his people to making the perilous crossing over the Abasko build a tall tower, one to humble even the Elves. Mountain range and into the lands now known as the Myrmidia was appalled at this pointless toil, and, after Estalian Kingdoms. Estalian religion and folklore have many warnings, abandoned Tylos, claiming she would several tales of this time, and perhaps the most well return when his people knew honour again. known concerns a Prince of Tylos that discovered a rich vein of silver in the mountains and attempted to Shortly before the temple‘s completion, a young settle the people there. While the settlement lasted for Priestess of Myrmidia received a vision that showed several years, it was constantly plagued by attacks from the city‘s destruction. She convinced a number of a monstrous Minotaur. The young Prince left the families to leave and head west, where a promised land safety of the village to lead the Minotaur away from his awaited them. Not long after their departure, upon people, deeper into the maze of what is the Abasko completion of the great temple, the city was destroyed Mountains. by a terrible catastrophe, as fire fell from the sky and burned the city to ashes. Seemingly overnight, the Having safely completed the perilous mountain devastated land became foetid swamps and ill-fated crossing, the refugees discovered a rich and fertile land. Tylos disappeared from history. The fate of the city is Since the Elves had already left this part of the Old unclear, but some scholars claim it fell to the Dark World, beaten back by the Dwarfs to defend other Gods, its corruption spreading outwards to form what colonies further to the north, the Estalians chose to is now known as the Blighted Marshes. settle within the Elf ruins they found. Around -1600,

17

they established the city of Magritta in the remains of around the Elder Race's ruins. They soon learned to the ancient Elven city of Astar. Amongst the ruins they build proper ships and became able sailors, traders and found a casket made of gold. On its lid a golden eagle explorers, and the nation flourished. wreathed in flames. The refugees took this as a sign that they had in fact reached their promised land and War and Strife chose the site as their home. They named the site after However, the new kingdom‘s stability did not last. In the prophetess who had first had the vision of escape: the year -1151, the dead began to rise from the earth all magra means ―thin‖, and the journey had worn the across the southern Old World. Thousands of people young girl to nothing but skin and bone. Legends say fled the cities – homes to the largest burial sites - to she did not eat for her entire journey, as she was carried escape the Undead menace. Without leadership from on by the will of Myrmidia herself. Histories of the Magritta the rulers in the north were unable to unite time also record that the girl did not die, but upon the under a strong leader and reclaim the south. finding of the chest, was gathered up in Myrmidia‘s arms, and became her first shieldmaiden. For her During this time, several small kingdoms established devotion to her faith, she was renamed Debera, or themselves within what would become the Estalian Duty, and made the patron maiden of the city. peninsula, situated away from the previous major settlements. The magic that had originally animated Around this new city, clearly blessed by the Goddess the Undead declined, but there remained a fear of cities herself, the settlers began to consolidate into a new and any neighbouring people that could harbour the nation. Within 200 years most of the peninsula was undead. Thus each nation became hostile and ruled from the city of Magritta. Those few tribes that isolationist, seeing all outsiders as a threat. resisted were pushed northwards or into the wilderness Meanwhile, thanks to the natural barriers of the or mountains. It seemed as though no army could mountains, most of the peninsular was safe from the stand against those chosen by the Goddess Myrmidia. Greenskin and Undead tides. With no common cause to Such was the prestige of these new settlers that every unite them, the kingdoms remained fragmented and modern noble from the Estalian Kingdoms claims to be scattered, fighting amongst themselves. a descendant from the original refugees from Tylos, rather than the few smaller nations they absorbed upon Unification their arrival. During the 5th centuary, a miracle occurred which would once again unite Estalia and make it strong once Centuries passed, and the shattered remnants of the more. For reasons still hotly debated by her modern people of Tylos spread through the other, southern cult, Myrmidia then returned to the descendants of tribes. After a great war with the Dwarfs, the Elves Tylos; however, she came not as a God, but as a abandoned the Old World, and humanity cautiously mortal. At this point, she was, like her sister Shallya, a replaced them, slowly building new civilisations pacifist. 18

When still a girl, her parents died, so Myrmidia went to The Great Darkness live with her aunt and uncle, who were farmers, and It took a long time, but eventually Estalia began to very poor. They hated the girl, and took any recover and prosper again. However, this attracted the opportunity to spite her, forcing her to work from dawn attention of the Skaven. In the year 800 the Skaven to dusk. Eventually, when she came of age, they gifted invaded Estalia, destroying everything in its path. The her to a local lord, hoping he would be Fateful, and Estalians were not prepared to face an attack from the ease their taxes. The lord was not a kind master, and ground. They had powerful fleets and cities, which the mortal Goddess was subjected to many indignities. were only prepared to face attacks from the sea. After the defeat of most of the humans, the Skaven Eventually, unwilling to accept the injustice any encountered unexpected rival in its attempt to dominate longer, Myrmidia, enraged, rose up and took a the Estalian peninsula – Goblins of the mountains, ceremonial spear from the lord's collection, thrusting it supported by powerful bands of ogres, were into his abdomen. Myrmidia was changed forever. And determined to dispute the remains. The war between from that day forward, she never walked again without the Goblins and Skaven was terrible but it gave the a spear, a weapon that came to symbolise her future Estalians time to recover and take the lead after a few struggles. years, and so was able to recover their cities. Gradually the Estalians were able to take control of Over the years, and many battles, she gathered great major portions of territory until the Skaven and heroes to her side and within a decade had bound all Goblins were driven into the mountains. Estalia and Tilea under her rule, staving off all manner of invasions and rebellions. But, just as Myrmidia was The weakness of the states, especially after the effort to to be crowned queen, she was shot by a poisoned dart regain what had been taken by the Skaven and Goblins, from an unknown assailant. She was so strong that the allowed several pirate groups to arrive and occupy poison could not kill her though, and as she lay dying, some settlements in south eastern Estalia. These small she ordered a great ship be built, and, it is said, sailed states of pirates and bandits engaged in the capture of west upon it, there to return to her home amongst the slaves and piracy and could not be easily eradicated. In Gods, known now, and forever after, as a Goddess of fact some of them were able to compete against the War. great commercial cities such as Magritte whose ports had to be strengthened to cope with the incursions of pirates who tried to loot the trade convoys. 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.

19

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 The Reconquest from the south, led by Sultan Jaffar, the despot of Over the following decade the lands of the Estalian Araby. Influenced by the Skaven, they convinced Kingdoms were reclaimed by the larger force from the Sultan Jaffar that the Kingdoms of Estalia would be a north and east and resistance fighters from within future threat to his rule and that if he was to strike first, Estalia. However as the Sultan‘s forces withdrew they his rule would never falter. The Sultan‘s forces landed put many towns to the torch and captured the people, in the south of the Estalian peninsular and quickly laid sending them back to the lands of Araby as slaves. The siege to the city of Magritta, while enslaving the local armies of the Old World became incensed at the rural population. treatment of the Estalians and took oaths that the Arabyans would feel their wrath. They began to put to The various Estalian Kingdoms where slow to react to death any Arabyan they encountered, until the Sultan the invasion, and so one by one the Kingdoms began to realised that he could not defend against such hate and fall again. The Sultan‘s forces marched north, would have to withdraw completely. He commanded enslaving the people and tearing down what they saw his forces to leave, but one rebellious sheikh, named as heretical temples. The Estalians, used to static Emir Wazar or ―Emir the Cruel‖, refused to move his warfare and hand-to-hand fighting, were completely troops from the city of Magritta. unprepared for the lightning attacks which threatened them. A few months later, most of the south had been A contingent of Knights to laid siege to the city, a siege overrun and many Estalian armies had been destroyed. which would last for another long eight years and Too weak to field an effective force against the require the intervention of Myrmidia to win. During the Sultan‘s army the northern Kingdoms rallied to Bilbali, siege, a group of knights lent their aid in the battle to the largest remaining kingdom, and began a guerrilla recapture the temple of Myrmidia from the Arabians. style war against the ever encroaching enemy. The battle seemed lost for the Old Worlders until a With the Sultan‘s forces slowed, but still marching sudden, freak earthquake shocked the temple, north, hope was only restored when a Bretonnian army dislodging the huge bronze statue of Myrmidia atop the (who were fearful that their lands would next be under building, and sending it smashing to the ground, where attack) and a smaller Imperial force arrived as rescuers. it crushed the Emir Wazir the Cruel and his Black Fighting men from all over the Old World put aside Scimitar Guard. The leaderless Arabian horde their differences and joined in a Crusade against the abandoned the temple to the Knights, who finally Arabyan intruders. succeed in retaking the city and drive out the last Arabians in Estalia. The land was reclaimed but no 20

outstanding Estalian leader arose in this conflict to AGE OF RECOVERY unify the small kingdoms. Without someone to lead the Some Tilean scholars proclaimed the years that way, Estalia fell back into familiar patterns. In less than followed the expulsion of the Arabyans from Estalia as a generation, the crusaders were gone and the Estalians the Age of Exploration. These scholars claim that were once again fighting amongst themselves. during this age Marco Colombo, the founder of the ruling family of Trantio, ―discovered‖ Lustria and The war did not end there. Many of the knightly orders brought back riches from that foreign land. and mercenaries craved more riches and glory and the local rulers wanted these unruly and dangerous forces Within a decade of hearing of his discovery, every out of their lands. So, Estalian ships, chiefly those from nation in the Old World had heard the rumours of vast Magritta, took advantage of the bloodlust and cities made from gold and jewels hidden in those transported many of these warriors to the northern and foreign jungles, and rush to join the race across the sea. western shores of Araby. The majority of the armies of Neither Estalia nor Tilea could match the military the Old World continued their blood hunt, waiting in strength of their neighbours but only they had and around Magritta as a fleet was prepared to sail the sufficient navigation and ship-building skills to ensure forces to Araby. safe passage. Both nations grew extremely rich from selling their services. Eventually, the other nations In 1451, the crusading armies of the Old World finally could not sustain their military excursions and Lustria defeated Sultan Jaffar in the Battle of El Haikk in was, for the most part, abandoned to the southerners Araby. The majority of Bretonnians, having fulfilled again. A kind of cold war developed between the few their oaths, turned for home, but others felt that the Estalian and Tilean settlements that managed to survive Arabyans needed further lessons and the Crusade in the jungle. continued. Over a period of 100 years numerous new Crusades were launched from the Old World against There is little doubt that the Tilean city-states took Araby, in the pursuit of revenge, treasure, or new lands. advantage of the cessation of hostilities against Araby Most of the Crusaders departed from the harbours of to expand their network of trade. In this, they were in Estalia and Tilea, bringing much wealth to the lands direct competition with one another, as well as with the and the opening of new trade routes. The Estalians Estalian ports, chiefly Magritta. Skirmishes, become even more proficient at ship building and particularly at sea, were common between these sailing, and began a race with Tilea to conquer the competitors. world by sea. Over the next century, the countryside of Estalia was almost entirely denuded of forest to build Border wars between northern Estalia and south- their new navies. 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 Wars of Death The folk of Estalia still shudder when they remember the Wars of Death when Nourgul, the terrible Wamphyro of Estalia, marched against them. In the year 1750 IC, 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. His undead armies, marshalled over long millennia, numbered in the tens of thousands and the crushed the proud knights of Estalia, leaving thousands dead. 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 whole war was fought over the possession of a single book, the Tome of Wisdom, which was kept in the temple of 21

Magritta. The hordes of Undead moved slowly That was the signal for the Grand Commander destroying everything in its path, including armies who Francisco Maldonado de Dezanola to launch his attack dared oppose him. Nothing seemed capable of stopping on the rear of the Undead horde with preconceived Nourgul on their way to Magritta. The Grand fury. Nourgul realized he was about to lose everything Commander made one last attempt a few miles from and that his only choice was made to take the book and the city walls. This final conflict was the unequal as disappear, so he led a fierce attack against the Fountain expected because the army of Don Juan was vastly Gate near the Temple of Myrmidia. outnumbered and succumbed after a hard combat. His determination and courage saved the city, as after Thousands of Estalian soldiers perished in defending fighting for two days the fortifications were completed the Temple, but eventually Nourgul and his bodyguard by the Estalians and the confraternity of merchants. In penetrated their defence and entered the Temple. There addition, casualties occurred among Nourgul‘s Nourgul faced the Grand Master Don Juan de Zapata necromancers that were not compensated by the new with a handful of Knights of the Blazing Sun, the last additions of dead Estalian soldiers to the army. defence of the Temple. de Zapata and his loyal men could do little against the power of the Vampire whom Nourgul reached the gates of the city two nights later, easily cut down the Grand Master. But as soon as the mounted on a terrible winged nightmare. On the walls Vampire tried to touch the Book of Wisdom, it is said of the city the Estalians and Tilean mercenaries that that Myrmidia herself appeared and smote the foul were received from other cities were preparing to fend creature. Whatever might have happened, the Undead off countless monsters of Nourgul‘s horde. But the evil forces crumbled to the ground for no apparent reason Necrarch was not aware that he was falling into a trap and the Vampire‘s ashes were found next to the ancient as in the nearby hills and forests, thousands of family Tome. What the foul Vampire had in mind for the and lay brothers were hidden, supported by the Knights Tome of Wisdom is still a mystery, but from this of the Blazing Sun and bands from the Irrana moment on, the faith in the Goddess and the safety of Mountains, ready to attack the horde. the Kingdoms became united in the mind of the Estalian people. The undead immediately launched a first assault, but the hidden army did not move. It was too soon. Then a Despite their victory, the war had been was terrible for second wave was launched against the walls and was Estalia. The lands of the north and west Magritta had also rejected, but neither was the time. The third wave been reduced to ashes by Norgoul. They had lost tens revealed the first signs of weakness among the of thousands of lives and the best troops of Magritta, defenders and then Nourgul attacked ahead of his elite Bilbali and Tobaro. troops.

22

It would take decades for Estalia to recover from the pirates from Brionne, who were suspected of working war. For years the kingdoms of Estalia were in concert with the Marienburger merchants. Bilbali reconstructed, with the increase of Tilean mercenaries used diplomatic channels to reach trade agreements became increasingly noted in the composition of the with L‘Anguille and Bordeleaux, rivals of Marienburg armies, with a massive presence of pikemen and and Brionne, respectively. crossbowmen. Magritta, irritated by the friendliness of Marienburg For three centuries, the kingdoms of Estalia reached and their Tilean rivals, concentrated their efforts certain prosperity, especially Magritta, home of thecult towards strengthening their trading network with the of Myrmidia, and Bilbali where weapons are created of caliphates and emirates of Araby and extending their great quality that are appreciated by all the Old World. reach to the Southlands, Ind, and Cathay. This Magritta ran a series of campaigns with the intention of extension placed the Estalians in direct competition seizing some small realms and fixed their eyes on with the Elves for trade, which led to several Tobaro, but could not take the city with the help of confrontations on the high seas. The risk was well unwilling Tilean mercenaries. worth the difficulties as Magritta‘s wealth grew. Having had enough of Brionne predations, Bilbali led a RETURN OF THE ELVES AND RISE coalition of northern Estalian kingdoms and dukedoms against the Duchy of Brionne. Bilbali‘s Bretonnian OF ESTALIA partners convinced their King that the incursion was a In 2051, the Elves returned to the Old World by sailing local matter resulting from the piracy supported by the into Marienburg and signing a treaty making the Brionne duke. Well-placed bribes kept the Bretonnian merchant houses of that city the exclusive agents of the King content in the initial stages of the hostilities. As Elves of Ulthuan in matters of trade. This coup the war continued for a number of years with Brionne trumped the attempts of the various Estalian and Tilean holding its own while under siege, other Bretonnian cities in reaching some accord with the Elves. dukedoms, chiefly Quenelles and Carcassonne, began pressing the King to allow them to come to Brionne‘s The reactions of these southern powers differed. The aid. Tileans saw an opportunity to expand their influence, so they signed agreements with Marienburg to become The inconclusive campaign proved to be a drain on trading and banking partners. Bilbali, capital of the Bilbali‘s wealth. With the prospect of a costly and Estalian kingdom of Aragona was hit hard by the turn broader war, L‘Anguille and Bordeleaux emissaries of events. Their shipping was greatly affected by brokered a peace in which Brionne would pay some

23

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

reparations to Bilbali and its Estalian allies in exchange from all over the old world. Estragon for the cessation of war. Brionne‘s support for the planned to circumnavigate the globe and pirates became less overt for a number of decades. In trade with merchants, craftsmen, and time, that charade came to an end. artisans of all kinds. If the trip had proved successful, Estragon would have returned Magritta tried a different approach in the south. For with more than a king‟s ransom in exotic years, the daughters of the noble families of Astarios goods and could well have become the and Cantonia were much sought after by the ruling richest man in the old world. class of southern Tilea for marriage and political Neither Estragon nor any of his ships or alliances. This gave the rulers of these Estalian kingdoms some influence in Tilean politics and power crews, however, returned from the voyage. schemes. The expenditure of capital gained some Little is known about Estragon‟s additional trade concessions with Luccini and Verrezo, disappearance. Some say his armada went which caused some alarm in Remas and Miragliano. down in a massive gale that struck the great ocean some weeks after Estragon‟s Tobaro began to become concerned with Estalian departure. Others say that Estragon took a activity, especially after Magritta invaded the island of Cathayan wife and settled as lord of a large Sartosa on the pretence of acting against the pirates province in an eastern kingdom. Others based on that island. claim that Estragon became corrupted by The sacking of Sartosa caused alarms in Marienburg. the power of chaos and that he and his fleet Their northern rival decided to act against Magritta‘s now serve the dark gods. Still others claim interests by using its wealth to break Estalian influence that Estragon‟s trading mission failed and and power in southern Tilea. This threat forced that he and his sailors settled on a small Magritta‘s hand and the Estalian kingdom of Astarios island where Estragon ruled as a pirate king. led the attack on Tobaro, one of Marienburg‘s Tilean Hack writers in the old world have seized trade partners, albeit a very minor one. This move upon and embellished Estragon‟s tale, and proved too much for Magritta‘s Tilean allies and a general struggle commenced. The drain on Magritta many an imaginative “penny dreadful” and its allies‘ treasuries made the Tilean venture too circulates among the literate of the old costly to maintain. The irony was that the southern world. These works of popular fiction Estalian kingdoms were forced to obtain loans from detail the imagined exploits of this Marienburg to keep their economies afloat while they romantic Estalian figure. withdrew from Sartosa and Tobaro. 24

By Fire and Sword Estalia Today After the Great War against Chaos many religions As magic has gained legitimacy in the Empire and blamed the use of sorcery for the evils of the Old Tilea, the Cult of Myrmidia has recently – and World. The people of the Estalian Kingdoms were no grudgingly – begun to allow the practise of Magic once different, having witnessed the foul sorcery performed more. However those that do follow this path are very by Arabyan Wizards and the raising of the dead by closely monitored and many have been known to Vampires (which continued to decimate the lands of disappear into the night never to be seen again. While the north). Since the Cult of Myrmidia was now by far the Cult of Myrmidia controls the various Kingdoms the most powerful of all the southern cults, having throughout the land to some degree, the Kings and slowly converted the other faiths to aspects of the Princes of the land still make war upon each other, Goddess, the people looked to the Priests for salvation. 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 The leaders of the Cult took advantage of these fears to remove or reduce its dominance. So although united in unite the Kingdoms of Estalia under the leadership of faith, the Kingdoms remain, as ever, divided in La Aguila Ultima, the head of the Cult of Myrmidia, everything else – and more war and bloodshed is sure who effectively became the leader of all the different to follow as a result. There is little evidence of the Kingdoms. In order to protect the lands from all threats influence of Chaos in the Estalian Kingdoms, but it is of Arabyan sorcery, necromancy and other deviation, there. Subtle perhaps, but no less deadly. It is not the the Temple established its own military, uniting its brute power of the raging Beastman, but the hidden various templar orders into a centrally controlled force, plotting of secret societies and cults which is eating answerable only to the Aguila Ultima. Soon this was away at distant Estalia. augmented with a more subtle policing force dedicated to finding the more hidden threats to the Kingdoms. Although Estalia has been threatened many times by Called the Inquisition, it was tasked in hunting down enemies, none of these wars have reached the same those tainted by necromancy and Chaos and putting to scale as they did in the days of the Arabian invasion. the sword any that would stand against the Temple‘s On many occasions a strong ruler has emerged and views. The Vampire Wars and the Great War against tried to unify the kingdoms as Myrmidia did and have Chaos in the north had given the Temple of Myrmidia met with various degrees of success. However, none of plenty of opportunities to quell any fears or doubts that these settlements has lasted, and Estalia remains a land the people had about the new order. divided.

25

TIMELINE OF ESTALIA

C-2500-2000 C-1000 824 The city of Tylos is rapidly built to Estalia is divided into many small The golden bell of Bilbali is stolen become the most highly populated Kingdoms following the Undead by Norse Raiders. human city in the Old World. menace. Mistrust between the states is spread wide. 1448 C-1860 The Kingdoms of Estalia are invaded Construction of the great temple of C-400 by Arabian forces led by Sultan Tylos begins and goes on Alfredo I of Bilbali marches his army Jaffar. Magritta is besieged and continuously for a century. The across the River Tarmas to expel the captured. goddess Myrmidia departs Tylos. Forest Brethren dwelling in Pina Wood. He and his army are never 1449 C -1780 seen again, disappearing into the An army of Bretonnian knights is The ancestors of the nobility of the forest. dispatched to assist Estalia. Kingdoms of Estalia leave the city of Santiago de Vivar defeats the Tylos, following a Priestess of 42 Arabians in multiple battles, before Myrmidia whom has foreseen the San Luis separates from Bilbali he is wounded and killed by a city's destruction. Upon the temple's following a prolonged military and poisoned arrow. His corpse is completion, many meteors are political struggle. Both states strapped to his horse, and in death he sighted, and fiery death rains upon remained closely allied to this day. leads the Estalian army to victory in the city, killing those still remaining. lifting the Siege of Almagora. 436 C-1600 The lands of Tilea and Estalia are 1450 Fernando de Astarios settles his united into one nation by Myrmidia Many of Empire Knightly Orders people near the site of the future city in mortal form. On the day of her joins the war against Araby. Together of Magritta. Trade with the elves coronation in Magritta, she is with the Bretonnian and Estalians, helps to advance the skills of his assassinated by an unknown assailant they push the Arabian forces out of people. He becomes the first king of and the nation breaks apart again into Estalia. Only Magritta remains in Estalia. several individual Kingdoms. Arabian hands.

-1589 451 1453 Caradryel the Phoenix King recalls Dark Elf raiders besiege Magritta. King Esteban of Estalia meet and the elves from the old world. A few The siege lasts four years until an destroy a huge Undead army from Elven families settle in the forests of allied fleet from Bilbali dislodges the the haunted city of Lahmia at the Estalia, making for the legends of the Dark Elves. As a result of the attack, battle of Shanidaar. The crusaders Forest Brethren. a fortified harbour is built in Magritta win, but so great is the fear placed in to enable supplies to be brought by their heart that they turn back from C -1400 sea in the event of a siege, and the the drive on the east and ship home A primitive Estalian nation is ruled resources of Astarios are focused on just as victory is in sight. from the city of Magritta; those tribes building a large war fleet. that resist are pushed north or into 1457 the Irrana Mountains. 475 The city of Magritta is finally free Orcs spill into Estalia, rampaging from Arabyan control as the last C-1350 across the land. sheikh, Emir the Cruel, is defeated by Skaven tunnels are cut through the the first Knights of the Blazing Sun mountains of Estalia and Skaven of 654 and their allies. Estalia is reclaimed, Clan Esrit raid the Estalian lands A brief civil war breaks out between but with the death of Santiago, no taking slaves and plunder. Portugelle and Aragona. Aragona other outstanding leader arose in this wins a decisive battle at Belsabino conflict to unify the small kingdoms. C-1300 and the Portege sign the Treaty of Without someone to lead the way, King Juan I of Astarios builds the Acceptance which recognises the Estalia fall back into familiar first walls around Magritta hoping to supremacy of Bilbali. patterns. In less than a generation, the keep out the Skaven and raiders from crusaders are gone and the Estalians Araby. 800 are once again fighting amongst Skaven invade Estalia, sacking many themselves. -1151 cities. They are in turn attacked by The dead rise up across the known hordes of Goblins, allowing the 1492 world; thousands flee the cities away Estalians to eventually retake their Marco Colombo discovers Lustria. from the Undead. cities. Estalian attempts to find the fabled land of riches across the Great 26

Western Ocean rebuffed by the Sea 2271 2489 Elves of Ulthuan. Several sea battles The Great War of Chaos is fought in Queen Isabela of Astarios dies take place with each ending in a the north. Following the war, the suddenly. Succession s in doubt, but draw. Estalian Inquisition sets about to nobles throws their support behind destroy any and all Chaos forces her son, Prince Carlos Aguilar. Coup 1495 within the Kingdoms. The practice of attempt by Capitan Jorge Sancho Rival expeditions to Lustria are sent using magic is outlawed on pain of Diaz de Moleno fails and he meets by Magritta and Bilbali. Both death by the Church of Myrmidia. his end at the hands of the expeditions return with chests of gold Inquisition. Isabela‘s son ascends the and rare artefacts despite suffering 2348 throne of Astarios as King Carlos IX greater than an eighty percent The famous Don Diego Estragon sets Montoya Aguilar. casualty rate. off with a great fleet of ships, each loaded to the gunwales with trade 2508 C1550-1850 goods from all over the old world. He King Carlos V of Aragona attempts Estalian mercenaries fight in the civil never returns to Estalia. to conquer the county of Siernos in wars of the Empire, bringing much the Irrana Mountains. He is slain in wealth to their lords. 2351 battle and his daughter crowned as Trade war erupts between Magritta Queen Juana I la Roja Carlota 1565 and Marienburg. Privateers on both Martinez. The celebrations last an Several Estalian Kings send aid to sides ravage the sea lanes. Many of entire year. the Prince of Torbaro in the the pirates who were previously reclaiming of his city from the vile raiding Estalia are employed. 2514 Skaven. Juan Federico becomes Grand Master 2398 of the Order of the Righteous Spear. 1750 Struggle to maintain hold on He sets out to increase the power of The vampire Nourgul the Necrarch southern Tilea nearly bankrupts the Order even further, recruiting launches an attack on the southern Astarios treasury. Kingdoms of thousands of knights to his cause. Kingdoms of Estalia, in what is Avila, Santoyo, Obregon, and known as the War of Blood. He is Cantonia pull out as their treasuries 2516 defeated in the temple of Myrmidia are empty. Grand Inquisitor de Hojeda burns the as he is turned to ash upon touching entire population of the village of the Book of Wisdom. 2400 Jávea at the stake for alleged witch Astarios armies return home to a craft and Chaos worship. 1993 bankrupted kingdom. Riots ensue as Religious pressures bring bloody taxes are increased to pay off 2518 repression of sorcery in Old World. emergency loan received from Isabella Giovanna Luccelli is made The Cult of Myrmidia begins to Marienburg. La Aquila Ultima, Head of the Order increase its influence as the people of the Eagle, Myrmidia's Church. She come to her for salvation after the 2438 is declared a living saint, possibly wars against Araby and the Undead. Inquisitors stumble on a chaotic cult Myrmidia reborn. in the process of summoning C.2051-2250 Demonic forces. Striking during the 2520 The High Elves return to the Old summoning ritual the cult lost control Sailors of the old world reports World, signing a trade agreement of the chaotic energies and the sightings of what they call Estragon‘s with Marienburg. Estalian fleets fight artefact that channelled them. The Island, a magical, dangerous place with Marienburgers, Tileans and resulting explosion destroyed an that, if it exists, seems to shift its High Elves over the trade routes to entire township near Magritta. To location from time to time. Most Araby, Ind and Cathay. this day, chaotic energies remain believe that the stories of Estragon‘s strong in this area. Island are little more than sailors‘ 2242 superstitions, but those who claim to Alliance of Estalian Princes headed 2483 have seen this it report a lush, exotic, by Prince Dimas Moreno of Bilbali The ban on the practice of magic is tropical island that hides many invades and conquers much of grudgingly lifted by church of treasures, artefacts, and monsters. southern Bretonnia. This begins Myrmidia. The Estalian states all nearly three decades of war in rush to establish colleges of magic. 2521 Southern Bretonnia. To the horror of the Inquisition many Francisco Cortez with his of the states cannot afford to Conquistadors blazes a trail of 2274 maintain their schools resulting in destruction in central Lustria sacking The fighting ends following the numerous magic users being taught ancient native temples, Dark Elf Siege of Brionne and the signing of outside the supervision of the outposts and a Clan Pestilens the Treaty of Brionne. Inquisition. Only Magritta and stronghold. Bilbali have the means to maintain their own colleges. 27

28

THE CULT OF MYRMIDIA

The Cult of Myrmidia is easily the largest organised Beliefs cult in the Old World. In Estalia and Tilea, nearly Myrmidia‘s twelve greatest battles, and her everything is influenced by her, for beloved Myrmidia commentaries upon them, form the basis of The Book is not only appealed to in times of war and injustice, of War. It contains all of the cult's core beliefs, and is but in all matters, especially those concerning revenge, carried by many Myrmidians, who ponder long over honour, and art, three aspects of her mortal life that their Goddess's words and deeds. have many legends attached to them. This almost universal adoration of Myrmidia in the south is Honour is central to the cult, as it is the guiding something that northern folk find very hard to principle behind all Myrmidia's actions. In life, the understand. Goddess followed a strict code that she called the "Rites of War," and she offered all her opponents the Her statues are on nearly every street corner in the fair treatment that it afforded, even when they had cities of Tilea and Fstalia. Her name is invoked by the proven to be treacherous in the past (which they often people of the south as a ward against everything from had). In kind, Myrmidians treat their opponents with illness to death at the hands of Beastmen. As devout as respect, especially when they surrender, which is seen the people of the Empire are in their love of Sigmar, it as one of the goals of a battle. The command structure is almost subdued when compared to the wild and is also central to her teachings, but there are several devoted love of the southern people of Tilea and legends where the Goddess or her Shieldmaidens chose Estalia for their lady, their champion, their Goddess, to do what was right, not what they were ordered to. Myrrnidia. Because of this, although most Myrmidians stick Myrmidia's role in the pantheon is subject to debate – rigidly to orders, they readily ignore them if it will and passionate argument – across the Old World. result in a betrayal of their honour. Scholars believe she was a mortal hero who rose in Estalia and protected the people against invasion from Myrmidia also teaches her followers to master the art the barbarians to their north (the forefathers of the of war. As a woman, she was physically weaker than Empire), Arabian invaders from across the sea, and many of her opponents, so she learned how to best use Goblins pouring out of the mountains to their east. her strengths, and cover her weaknesses. Unlike other war Gods, she focuses on avoiding Whatever individuals may believe, all cities within unnecessary conflict through use of clever strategies. Estalia have a temple run by the Order of the Eagle. This is something that many soldiers favour, as few There, sharp-eyed priests run classes in strategy and that have experienced the horror of war relish it; war craft, open to any who wish to attend. They also Myrmidians see it as prudent. 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!"

29

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 Whatever it takes, eventually an initiate proves himself and have done something to distinguish themselves. worthy of consideration to become a priest, or he will What this entails differs from temple to temple. It be taken aside and told to leave. Those that are worthy could be something seemingly simple, such as are given a task to complete by the temple priests, demonstrating insightful wisdom concerning a difficult which varies according to the temple. It may involve trial, or showing strong leadership skills. Or, it could navigating a puzzle-filled maze beneath the temple, or be something more challenging, such as bettering ritualistically evading a powerful creature from the Myrmidia's successes in a battle recreation using myths of Myrmidia, such as a bull or wild boar. It may painted figurines to represent opposing armies. 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 30

orders have in common is the shield-and-spear symbol, circumstances make keeping armour in their quarters which is always worn somewhere. impractical will priests perform the ritual symbolically, In comparison, all Knights of the Blazing Sun wear treating their clothes as armour and any tools as highly polished, ornate plate armour of black and gold, weapons. often sporting the order's symbol – a stylised sun emitting sixteen rays of wavy light – as a head crest, or Most Myrmidian superstitions revolve around military as part of their heraldry. The order's inner circle – an strategy. Thus, many refuse to enter blind alleys, or any enormously rich group of men – sport their wealth room with only one exit, and always keep an escape ostentatiously, wearing stupendously expensive route in mind. Similarly, it is very bad luck to make a armour, detailed in gold, jet, obsidian and diamond. decision on impulse; priests should always be alert for Many templars of the order bear polished, mirrored facts they may have missed. This can easily be taken to shields, which they use to reflect sunlight into the eyes extremes. of their enemies, dazzling them. A very common superstition is the belief that a priest Priestesses should never be unarmed. This weapon can be fairly Even though Myrmidia is a Goddess of War, the small, but it must be a real weapon, not just a symbol. initiation rites of her cult almost never involve combat. This can cause conflicts when the priest wishes to That is not to say that people are not chosen for speak to a powerful and cautious individual. initiation based on their combat prowess, but that assessment takes place before the rite itself. Almost all A distinct set of superstitions revolve around eagles. It rites involve the presentation of arms and armour to the is incredibly bad luck to kill an eagle, or even to see a new priest, and they are almost invariably public. The dead eagle. On the other hand, seeing an eagle take details vary a great deal from place to place, and even flight in the morning is an excellent sign, while many from one occasion to another, as it are common for the priests abandon a journey if they see an eagle land just rite to involve some reference to the bold deeds of the before leaving. A lot of sheep farmers regard eagles as particular initiate. For example, she might be presented pests that harry their flocks; as the cult of Myrmidia with a sword to replace one she lost fighting Orcs. expands through the Empire, conflicts over this become increasingly likely. When a priestess wakes in the morning, her first task is to arm herself for the day. Most do this literally, Myrmidian priests like clear chains of authority, putting on armour and taking up their weapons. Every although they do not have to be the ones in charge. step of this ritual is accompanied by prayers to They hate doing anything, even going to a tavern, Myrmidia, and the prayers recount the function of the without a plan, and are willing to be the ones to suggest armour or weapon taken up. In many cases, armour is the scheme, if necessary. They place great importance not the appropriate garb for the day, so the next thing on group loyalty and morale, and never abandon a the priest does is take it off again. Only if the comrade, even one who does something foolish.

31

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 Structure other crusading knightly orders, such as the Knights In Estalia and Tilea, the massive Cult of Myrmidia has Panther and Knights of the Golden Lion, they worked seemingly countless positions of power spread through hard to open trade and pilgrimage routes to Estalia and its myriad orders. Although the Order of the Eagle is beyond. Today, the order, rich from its foreign organised like a vast army, where those below take dealings, now has most of its influence in Middenland, orders from those above, wisdom and insight, the gifts where the grand master orders his templars from the of Myrmidia's mother and father, also command great Carroburg chapterhouse. The order is only answerable respect. Superiors not only listen to the counsel of their to La Aguila Ultima in Estalia, to whom the original lessers, but they actively request it. Empire Knights swore fealty, which is a source of great annoyance to the Eagle of the North, who covets their A High Priest's Unit is split according to how many seemingly endless coffers of gold. temples he controls, with each temple commanded by a temple priest. A temple priest is aided by one or more The Knights of the Order of the Blazing Sun are far temple sergeants, who each order up to ten priests each. more commonly encountered than the Righteous Lastly, each priest can direct up to five initiates. Spears, even though there are numerically less of them in the Empire. This is because of a unique custom the In Estalia, appointments of most ranking positions order practises. require the support of the Order of True Insight, which is believed to have a greater understanding of Foremost of the order's duties is the maintenance and Myrmidia's strategy for the cult. The impartiality of the guarding of the important pilgrimage routes between oracles is never openly questioned, but it is whispered the Empire and the holy sites of Magritta. These duties that money and favours have more influence than any have proven to be especially lucrative, as many upper- revelation of Myrmidia during a smoke-fuelled class would-be pilgrims are willing to pay handsomely prophetic trance. Indeed, it is not uncommon to find for the guarantee that their Gods will indeed keep them different oracles supporting different candidates, with safe as they travel (albeit using the Myrmidians as each claiming Myrmidia is guiding their choice. vessels to ensure that safety). The structure of the Order of the Eagle goes though minor changes almost every other year, as it believes in Since it was established, the order has spread adapting to changing circumstances. throughout Estalia, and is one of the most prominent of the knightly orders. Unlike most other templar orders, The Order of the Righteous Spear is one of the largest its members do not reside in large chapter houses; orders of templars in the Old World: Most of their instead they travel the land individually or in small number is spread through Estalia and Tilea, but groups, looking for new challenges to test their skills. chapterhouses can be found in the Empire, Bretonnia, They are well versed in the use of arms and armour, the Border Princes and even Araby. In the Empire, they but their true expertise is as tacticians and strategists, have not spread any further than the temples that they and they often serve as military advisers and 32

commanders on the battlefield. Throughout Estalia, grounding in military theory, the greatest tacticians in countless villages, farms and isolated outposts owe the Empire may be found within the ranks of the their survival to the timely arrival (and subsequent Knights of the Blazing Sun. assumption of command) by a Knight 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 Knights of the Blazing Sun spend a great deal of time as a strong arm. They prefer to manoeuvre their foes away from their chapterhouses and temples, often into the worst possible position before striking the fatal embarking on crusades or quests for the glory of their blow, even to the point of using deception to gain an order. They travel in small groups, sometimes alone, advantage. Feigning retreat, planting false intelligence, and lend support to whatever military endeavours most using spies, and even bribing enemy officers - all these need their aid, whether it is bolstering beleaguered things are part of the arsenal of the Blazing Sun. To the units of soldiers on the battlefield, taking command of Myrmidian, the object of battle is to win, and almost leaderless companies in the midst of a campaign, any tactic is fair game. offering military advice to generals and nobles, or training local militia. Each knight must spend the first More so than other knightly orders, the Knights of the several years directly after his initiation performing Blazing Sun value ability and accomplishment over these sorts of deeds, and only after putting his skills noble status or birth. This opinion, which makes the and training to the test may he return to the order the target of more than a few jokes among other chapterhouse as a full brother of the order. cults, stems from the Order's founding battle, when men and women of all stations took up arms in a A Knight of the Blazing Sun lives in a similar fashion desperate defence of Magritta. To this day, the as other knights, but there are some notable "brethren in arms" regard even the son of the lowliest differences. The knights spend a great deal of time peasant as an equal, as long as he proves his worth on training in rather unusual methods of warfare, unafraid the battlefield. to experiment with ploys, tactics, and equipment other Knightly Orders might overlook. After an initiate has finished his training, he is sent to wander the Old World for at least a year, which is The knights also spend a deal of time in the discussion symbolically supposed to represent the time Myrmidia of broader military tactics, the deployment and spent as a mortal, learning of the world. Because of manoeuvre of entire armies, use of terrain, and this, Blazing Suns can be encountered in all corners of placement of . While all knights have a Estalia, lending their swords to honourable campaigns

33

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 It is a massive divide, and one that, it seems, will the excuse for, much of the hostility between the inevitably tear the cult in two, which could plunge Estalian kingdoms and the Tilean city-states down almost half of the Old World into an acrimonious and through the centuries. Indeed, the cult has almost bitter war. broken in two over the issue on more than one occasion. Temples Currently, Magritta is considered to be the heart of the The fortified Myrmidian Temples are normally built Myrmidian religion, although the high temple in according to the architectural principles of Estalia and Remas undermines this at every turn. La Aguila Ultima Tilea, both of which are strongly influenced by the (or, as Tileans prefer, tultima Aquila), the Order of the extensive Elven ruins in those nations. Eagle's leader, is a Tilean woman; thus, the Tileans expected her to support Remas as the future centre of Thus, spired roofs atop slender, tapering towers are the cult. However, she controversially swore to accept common, as are domed central halls made of white the Estalian version of Myrmidia, and has moved to marble. Most temples are decorated with large bas- Magritta, where she is working hard to put this old reliefs of weapons and shields, which often form a division to rest. backdrop to the training grounds that surround Myrmidian holy sites. This causes problems for the Empire branch of the Cult. The Order of the Eagle is sworn to obey a High Within, it is common to find cramped, circular Eagle from Tilea, thus they use the Tilean texts. lecturing theatres for lessons in war craft and strategy. However the templars receive their orders from These are normally dwarfed by an airy, seated hall, Magritta, and, by default, accept the Estalian texts. To which has a lowered, central area where priests make matters a little more complex, the Eagle of the (commonly working in groups, promoting concepts of North has authority over the Order of the Righteous teamwork) lead services to their Goddess. Surrounding Spear in the Empire, and has been ordered to ensure the this central hall are statues of Myrmidia alongside her templars follow the Tilean texts, which, of course, they shieldmaidens, companions, and local heroes. Often, resist. 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 "And she did hear of what had happened, and maintain small, isolated shrines to the Goddess, where she came unto Her, and she said, Because of her devout can retreat to ponder difficult questions and what path been done to thee: from this day pray to Myrmidia for inspiration. forward I renounce my name, and I shall be called Fury." Most Eagle temples also have a chapterhouse for the Order of the Righteous Spear (under whatever local —BELLONA MYRMIDIA,'BOOK OF FURY' name it has chosen) within its walls, making assaults upon Myrmidia's holy sites a daunting task indeed. 34

THE ESTALIAN INQUISITION

The Holy Inquisition is a special religious court, one Grand Inquisitor. If the Grand Inquisitor is charismatic focused on pursuing heretics, magicians, non-humans, or exerts great influence, he becomes an unopposed Arabians – anyone can fall in one of these groups if it "consultative" organ. On the other hand, with a weak interests the Inquisition. It is a feared organization in Grand Inquisitor, the la Suprema may become a real all the places where it has jurisdiction. Nobody power and the last chance for the accused. contraries it in public, although some nobles plot in the shadows against it. It is a dangerous game and more Below the Supreme Council are a number of organisms than once have a noble disappeared during the night. called Councils with a defined territorial jurisdiction, Even the Cult of Myrmidia fear to openly argue with it, usually an entire kingdom. At the top of each of these instead giving a false public image of unity. Councils is a High Inquisitor, and below him are a number of Inquisitors organized in Provincial Courts. Although it is a powerful institution, it is far from These also organize temporary Local Courts in those achieving total control of the Estalian Kingdoms. The places where heresy has been accused to make the jurisdiction of the Holy Inquisition is limited to the appropriate investigations. more rural and poor kingdoms. Here their control on the people is amazing. They do not govern openly, but A Local Court consists of one or more Provincial all the petty kings of the region rule with an inquisitor Inquisitors, depending on the importance of the or have an adviser from the Holy Office. So they are accusation. In extreme cases the Local Court is led by a largely puppet Kings with an obvious apathy towards High Inquisitor, but these are rare. It is also composed the duties of government. The advisors and inquisitors of a prosecutor, some notaries, a physician, a cleric or usually allow the King to think that they are the actual monk and a number of familiars. The familiars are ruler, until they deviate from the chosen path. In this people such as torturers, jailers and constables who case, the King will have to face the raw reality of the have played some important role in an investigation, situation. more usually spies and investigators. A normal practice is that the Local Court officials will arrive in a town Hierarchy of the Inquisition some days before the arrival of the Inquisitor, in order Fray Tomás the Pure was the real creator of the to make the first investigations. The common people Inquisition as it is known in present day Estalia. He fear them with an almost superstitious awe. created a complex bureaucratic structure to organize the Inquisition. Heading the Inquisition administration Sins, Crimes and Censorship is the Supreme Council of the Inquisition lead by the 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, 35

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 of the accusation, usually only stating that he is kingdoms there are limitations on who has this right accused of a crime of heresy. In the same vein the and duty. If the accusations are scarce, the inquisitors name of the accuser is kept in secret to avoid any can provoke them with Faith Edicts which state that possible vengeance. The accused has to demonstrate every person of the community must accuse all the their innocence preparing a defence with the aid of a heretics he knows or face excommunication. These lawyer provided by the Inquisition itself. In the same edicts usually provoke an accusation frenzy in the way they can collect favourable testimonies but they community, with people accusing each other just by have to wait until the inquisitors have finished their sheer terror to the inquisitorial process. investigations, including an interrogation of themselves. This means that they usually have less time The inquisitors also have the right to promote Grace to prepare the defence, but at least the accused, after Edicts, which grant every person who recognizes he is the interrogations, will have a better idea of what guilty of heresy the chance of self-accusation and ask crimes and sins are imputed against them. for mercy in 30-40 days. The sinner is sure he won‘t be heavily punished, but he must pay some money ―as The most feared part of the process involves the alms‖. As the cynics say the provincial courts usually extraction of evidence from the accused. Provincial sign these Edicts when they get short of money. Inquisitors are designated to travel to the location and demonstrate the guilt of the accused with various The accusation is studied by the Qualifiers, people evidences. These are accusatory testimonies collected specialising in law and theology, who decide if the by the Familiars and the accused own confession. If the accusation belongs to the jurisdiction of the Inquisition. accused deny their guilt during the first interrogation, Sometimes they send some familiars to make some they are tortured until they confess. The accused is initial investigations. If they prove that the accusation given the chance to reject a confession obtained under is false, the informer is accused of calumny and must torture three days after the confession. If the confession pay a fine to the Inquisition. is denied, it is annulled – and the accused can be tortured again. If there is no evidence of the innocence of the accused they are arrested, without an explanation, and all of Although torture is always applied in the presence of a their assets as well as their families assets are physician, the accused is told that all the temporary and confiscated to pay for the salary of the inquisitors and permanent damage and pain he‘ll suffer is his own the cost of investigations and judgement. Once responsibility. This is due to their refusal to confess arrested, the accused is informed vaguely of the terms and discharge their conscience. The frightened and 36

Before the shops open and with the first masses, the The Brotherhood Auto de Fe starts with a procession led by a standard Unbeknownst to most people, this secret bearer and followed by numerous Myrmidian symbols. organization is one of the real Estalian powers. The standard bearers are nobles and important people The few people who know something about it, dressed with austere black clothes. Behind them, walk usually just its name, mostly think that they are the commoners, dressed in the same fashion, followed just the secret arm of the Inquisition. Although it by the clergy. The barefooted culprits, guided by two is not really true, nobody would say it is false. The familiars, wear the sanbenito and follow the clergy. At Brotherhood usually acts as the secret arm of the the end of the retinue walk the members of the Inquisition, compiling information, infiltrating in Inquisition. strategic positions of power, blackmailing and The procession, softly singing Myrmidian verses, murdering. They do the dirty work of the walks to a chosen square. There a wooden flight of Inquisition but they are not part of the Inquisition. steps is set, at the top is which the culprit is seated, The majority of members are layman and some are awaiting the sentence of death. Below this are seated or Inquisitors. If one scratches the surface, it is those sentenced to galleys or hard labour and at the plain to see that their relation is not as clear as one bottom sit those who will be lashed. With the exception might think. This started long time ago when Fray of the Bishop and the inquisitors, who have special Tomás the Pure created it. seats, the rest of the Inquisition‘s officers sit where they can. The quiet public watch the ceremony in the half-alienated accused doesn‘t know the exact terms of crowded square, assistance to the act is a must if you the accusation; basically they have no idea of what don‘t want to be prosecuted with heresy or Chaos charges they must confess. So they start a process of worshipping. trial and error trying to get the charges right. Sometimes this is a short process, but with some of the The Inquisitor makes a speech to provoke fear of the more insidious accusations the accused can confess inquisitorial punishment. When he finishes, one of the almost everything in order to put an end to the torture. secretaries reads the name of a culprit, his crimes, his All the "extra" self-accused crimes and sins are also confession and the punishment he will receive. He has judged in the same inquisitorial process. to listen standing on a chair with a candle in both hands. When the secretary finishes, the sentence is Once all the evidences from two sides are collected the executed in situ. The death penalties come first, process begins with the reading of the defence and followed by the rest. Sometimes this ceremony lasts for accusation (in that order). After that the court a few days. deliberates in the named Faith Consultation and decides a verdict. Due to the confession being In some cases, the Auto de Fe is not done publicly and considered irrefutable evidence, those accused are it‘s performed in the inquisitorial dependencies. This is rarely absolved. The sentencing is performed during an only done in the most special or troublesome cases. 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. 37

MAP OF ESTALIA

38

39

KINGDOMS OF ESTALIA

Estalia is a land shrouded in mystery and myth. Very cases, this has even given way to desert-like areas, little is known of it elsewhere in the Old World. Even where only thin sagebrush survives in the sand. on the doorstep of the Empire, Bretonnia and Tilea; to Although not true deserts like the deadly Arabyan most inhabitants of the Old World, Estalia is as remote sands to the south, an Empire visitor would find these as fabled Cathay. desolate areas terrifyingly inhospitable.

PRINCIPAL GEOGRAPHY In this rocky landscape, the soil is frequently poor and The Estalian Kingdoms – and at any given moment, the fields do not grow the type of crops familiar to the none can be sure just how many nations this may entail northerners. The plains hold giant fields of wheat and – are spread across the great south-western outcrop of other grains, while the bare hillsides grow small bushes the Old World. To its north east, it is bordered by of olives, onion vines and brassica. In the cooler north, Bretonnia, to its south east by the city states of the orchards are common, and the oranges and lemons of Tileans. To the north, south and west it is bordered Estalia are famous across the Old World. The plains only by the wild seas of the Great Western Ocean and also hold herds of slender cattle and teams of tall, the Southern Sea. The oceans have defined Estalian strong horses and hardy hill donkeys. Estalian horses geography as much as its history, with the harsh sea are said to have Arabyan blood, making them the winds stripping its coasts bare of life, but also blowing swiftest and most agile in the Old World. 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 BORDERS The only exceptions are the hot, dry weeks in the Although the sea places a firm limit on Estalian middle of summer when the Estalians seek respite from ambition in three directions, its eastern borders are less the wind and sun for much of the day. clearly defined. Most Bretonnians take their border with the peninsular at the south branch of the Brienne Under the brisk winds and hot sun, the land of Estalia River (the Seux-Brienne to the Bretons, La Trenza to has become dry. Its coasts are primarily sharp cliffs the Estalians) but in the hills the river and the border with rocky hinterlands, and its interior is filled with tall become poorly defined. A Bretonnian Lord of mountains, bald hills and stony bluffs. In other places, Carcassone would not be surprised to find his domain the hills fall back to huge empty plains, both manmade included a few villages filled with Estalians, and and natural. Breton villagers are used to meeting with Estalian authorities. Neither side feels the need to enforce their Once, Estalia was as forested as the Empire, but the borders and have let the situation continue, for the most huge demand for ships led to massive felling, creating amicably, as long as the peasants respect all authority even more plains and plateaus across the land. In some that comes their way.

40

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 karaks. Here too are remnants of the Abasko people, have so far prevented outright or protracted war, but the ancient residents of the peninsular. They worship the peaks are always claiming fresh lives. strange gods and use stranger magic. The mountains

also hide tiny kingdoms and even tinier villages, both Within the Estalian Kingdoms, borders are almost of which may also display cultures and beliefs that are equally as fluid and poorly defined. There are over a alien and unknown to the rest of the land. dozen major kingdoms and more than a score of city- states on the peninsular and often times the border Travel through the mountains is so slow and so markers are little more than a line in the sand or a sign dangerous that north-south travel is typically done on a tree. Only a guide with expert knowledge can be instead by going around, either by boat or along the sure which nation he finds himself in at any given time. coastal roads. It is joked that it is quicker - and safer - Little wonder that travellers from the law-filled Empire to go from Magritta to Bilbali via Lustria than through sometimes refer to Estalia as the Land of Confusion. the mountains – yet still the roads are not empty, as

there is always the hope of gaining some time or some THE MOUNTAINS great financial advantage. Although Estalia prides itself and is most famous for its sweeping plains, it is its mountains that have most The other major mountain range is the Abaskos, dominated its history and politics. Sweeping across its running north-south along the eastern border. As their centre from east to west are the mighty Irrana name suggests, these are an even greater haven for the Mountains. This range divides the land between north Abasko people. Their villages exist in the gaps where and south, and this division marks the national the Estalians and Tileans cannot or will not go, on the character. Regardless of their national allegiance or narrow ledges of the most isolated peaks or in the most kingdom, northerners will unite against the richer, lonesome valleys, using their strange art of Salto del more decadent southerners, while southerners scorn the Pastor to get around. They have lived in these places, wilder, more frivolous northerners – and both will heap in the same way, for thousands of years, since before scorn upon those primitive, rustic folk foolish enough the coming of the Estalii, before even the fall of Tylos. to live in the middle. THE FORESTS There are few passes through the Irrana Mountains and Once covered in forest, now only two large woods their deep valleys hide countless dangers from bandits, remain in the peninsular. In the north-west lies the rebels and monsters. Small pockets of greenskins have massive Pina Wood. Like the mountains nearby it is been found there, and hordes of Undead lurk in the difficult to navigate and even more difficult to survive; dark caves. Deeper still are Skaven tunnel-empires, trade routes divert around it and no nation claims locked in deadly struggles with small, isolated dwarven dominion over it. This is because the wood remains an 41

outpost of the Wood Elves, like the forest of Athel Estalian heroes as Lustros, Avarro and Aguerro more Loren to the north. Unlike their northern brothers, than entitles them to the entirety of the continent. however, the elves of Pina Wood have withdrawn almost entirely from the world and offer no counsel or For the most part, however, this issues are purely parley with the humans that surround them. All that theoretical, as neither nation has a navy of sufficient the average Estalian knows is that those who go into size, speed or power to cross the dangerous ocean in Pina Wood come out forever changed – if they come time to defend their colonies, and most Estalian kings out at all. and queens only care about their distant dominions to the extent that they continue to provide gold, jewels or To the east lies Sombra Wood, the wood of shadows. other treasures (see Material Culture, below). The Here there are few, if any, elves to be found. This closer islands benefit from much greater protection, but wood is the domain of the Undead. Estalia has long are likewise more easily beset by pirates and Tilean battled the walking dead and in particular their dark interests, and trade with these hot southern ports is masters, the vampires, and have never succeeded in always a game of cat and mouse, as each port changes completely exterminating this menace from the land. hands and allegiances as often as the wind changes The largest collection of their enemy currently lies direction. waiting in the Sombra, using the dark forest to hide its numbers and prevent a great army from destroying The largest island in the Southern Sea is La Isla them. At the head of this growing force sits a conclave Atalaya. It is an independent Estalian nation state, of powerful and terrifying vampire lords, who possess built on the ruins of an ancient Elven citadel. Although a frightening mastery of necromancy and other magic. fiercely anti-Tilean, it opens its harbours to any ship of Soon enough they will make their move; Estalia‘s neutral colours, and as such is a hotbed of intrigue vampire wars are not yet ended. known as the City of Whispers.

THE SEA The elves of Ulthuan have of course taken note of the More than any other people of the Old World, the Estalian excursions across the oceans which they know Estalians have conquered the seas. Their lands, so well and in many cases, over which they believe therefore, do not end at the ocean‘s edge, and they they have sole dominion. Even the most generous elf claim conquest of several islands to the south and west, considers the Estalians dangerously naïve upstarts, as well as several colonies in Lustria, Naggaroth and travelling in places beyond their understanding and on the Vampire Coast. Many of these areas are also ability. Most importantly, they fear that the Estalians home to Tilean claims and conquests, sometimes very risk becoming unwitting allies or enslaved forces of close by. Indeed, the Tileans claim that all of Lustria their enemies, the dark elves of Naggaroth. This they belongs to them (and this was once proclaimed holy cannot stand and on top of all the other dangers of the writ by the Ultima Aquila) because it was first oceans, the elves have taken to sinking human vessels discovered by the Tilean Marco Colombo. The on sight. To hamper travel, they are also reclaiming Estalians scoff at this, pointing out that first rarely their ancient naval citadels, adding further to the chaos means greatest, and the forays and settlements of such of the southern islands.

42

They are of course correct that their Dark Elf cousins be the unofficial (and at times, official) capitals of the seek any route to gaining further mastery over the peninsular, and the kings and queens of these cities are ocean and vengeance against the High Elves. On the known throughout the Old World for their power, sea, the pitch black slave arks of the Druchii are wealth and influence. Likewise any sailor worth his unmistakable, but in the streets of the ports and the salt from Marienburg or Erengrad knows a girl in cities, no mortal can tell one elf from another. Of Bilbali or Magritta. course, since both races are enemies of the Estalians, The two largest Estalian cities are also, not few mortals have a care to differentiate. surprisingly, the wealthiest and most powerful Estalian states. There are numerous towns and villages, but THE CITIES none come close to the size of Bilbali or Magritta. The mountains and plains of the interior are scattered with large towns and towering fortresses, but the only Bilbali cities of any real size or import lie along Estalia‘s great Bilbali lies in the north of the country, controlling an coastline. A city without a port, it is said, is like a area between the sea and the southern forests. Bilbali is house without a door. Sea-sider Estalians typically the slightly smaller and poorer of the two cities, but it mock their land-locked neighbours as being backward is the second largest settlement in Estalia, and the main and uncultured – even if those they mock live but a one in the north of the country. mile from the coast. The surrounding coast is extremely inhospitable, with Estalian cities are solidly built and well fortified, and towering cliffs that afford no shelter for ships. At of a generally younger foundation than those of the Bilbali, however, a steep sided crag gives access to a north (although the Estalians claim to be the first shallow bay, where the city stands against a humans to have settled in the Old World). There is a background of cave-studded cliffs. strong tradition of seamanship and sea fighting amongst the coastal cities. For example, the fleets of The most striking feature of the city is a tall tower, Magritta effectively control the Southern Sea, built upon an island within the bay. From atop its lofty patrolling against pirates and imposing an impromptu height, a great bronze bell calls out across the Great levy on trading ships of other nations. Western Ocean. In storms and times of trouble, pilots listen eagerly for the sound of the bell with its promise Estalia‘s two most famous and by far largest cities are of a safe harbour and a mug of good Estalian wine. The Bilbali and Magritta. These twin jewels both claim to 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 –

43

and neither is keen to share its power. It is a city riven is mercilessly sunk, whilst pirates are hounded and – and often blood-soaked - by its devotion to two captured whenever possible and their crews brought masters, and each day brings more pilgrims and more back for public execution in the great market place. traders to add fuel to the fire, and that fire spreads out Ships from rival states may be boarded, their cargoes across the seas thanks to Magritta‘s enormous Armada 'inspected' and frequently their captains obliged to sail of explorers and pirate-killers. Yet unlike the wild, into Magritta to trade their goods - thus swelling the rambunctious ways of northern Bilbali, Magritta city's trade and reducing that of its rivals. remains a city of gentlemen and scholars, of manners and etiquette, of high culture and exquisite art – not to Like all open ports and trading cities, Magritta has a mention more ale-houses than perhaps any other port in polyglot population. The natives are hard-working folk, the world. largely ignorant of the dangers and temptations of Chaos, thanks to the city's position in the deep south of Magritta is a great port, built by natural deep-water the Old World. Nonetheless, there are some who are harbours within the sheltered Bay of Quietude. Its only too willing to take advantage of the city's lax laws reputation as a friendly port with ready markets for all to practise their unspeakable rites and vile, demonic manner of cargoes draws traders from many parts of faiths, undisturbed by the vigilance that characterises the globe. Its quays are usually crowded, and, among the cities of the north. Even so, the worship of Chaos the assortment of Old Worlder merchantmen, one can Gods is a matter that would shock and disgust the occasionally catch a glimpse of a strangely rigged craft majority of easy-going Magrittans. from Araby or even further afield. Magritta's reputation is well-deserved, for no pirates are tolerated here, and Magritta is also the headquarters of the cult Myrmidia the Magrittans maintain a strong presence in the with its marvellous temple and dozens of monasteries Southern Sea. They are fair, honest traders, and, over surrounding the city. To protect all these riches, it has the years, have grown to be rich ones. The Bay of both a powerful fleet and a respectable army with Quietude forms a natural fortress, and the Magrittans troops reinforced by the Inquisition, whose control all the land thereabouts, including the bay's headquarters is near the temple of Myrmidia. Magritta twin headlands where two massive fortresses guard the maintains a strong rivalry not only with Bilbali, but approaches to the port, and serve as its beacons. most Tilean cities see it as a threat and protect many pirates and their ships to harass the city. The merchants of Magritta trade goods from the north, as well as the natural produce of their lands, including THE ESTALIAN KINGDOMS silver from the Abasko Mountains to the east, while There was a time when Estalia was a united kingdom, a Couronne in Bretonnia is one of the larger markets for land of peace and prosperity. Unfortunately, today it is imported silks and spices. Their southern trade is divided into a set of small fiefdoms (some call deeply envied by the piratical Tilean states to the east, themselves Kingdoms), League of Cities (republics) who fancy themselves as merchant adventurers, and and city-states. This sets mixed states with different there are frequent skirmishes between the rival cities. laws and ways of understanding the shared political To protect their trade, the Magrittans maintain a strong language, a Senate, the Inquisition and an extremely navy, often hiring northern ships and crews to fight bellicose nature that leads them to fight each with its alongside their own tireless galleons. Hostile shipping close neighbours or even more distant nations. 44

The Kingdom of Astarios that Portigelle was not strong enough to withstand an Since the Arabyans withdrew from their conquest of assault from both other kingdoms. He set up a capital at the land the kingdoms of Estalia have grown in the town of Diamanterra on the coast and sent out strength and influence. The most powerful and richest messages to the Empire, Bretonnia and some Tilean of these kingdoms is Astarios. Its lone stance against city states, requesting assistance. Before any of the the power of Araby and its hold on its capital of states could reply, Portigelle was invaded. Alfonso Magritta has given Astarios prestige among the took his troops to meet them, but was defeated in some Estalian people. It was this prestige that allowed early skirmishes and fell back. As the Portigelle army Astarios and her allies to build its own Empire (by was retreating down the coast, they came across a overrunning southern Tilea) during the middle of the group of High Elves, who had been shipwrecked in a 23rd century until its coffers were depleted in the violent storm. Alfonso made a deal with the Elves- he beginning of the 25th century. The Kingdom of would rebuild their ships if they helped him against the Astarios is based around the city of Magritta itself, the invaders. The High Elf leader, Anarion, readily agreed. city of Myrmidia. It has traditionally been the strongest state in Estalia, and has mounted many campaigns to The next day, the troops of Magritta found themselves subdue their neighbours. In 1642, King Carlos of facing not exhausted, starving Portigelle soldiers, but Magritta and his son Felipe managed to bring the serried ranks of Elven archers and row upon row of whole peninsula under their direct control for 50 years, armoured spearmen. The battle was brief as most of the but after Felipe‘s death the other states revolted and Magrittan army fled the field when the Elves opened regained their independence. fire. The Bilbali army, seeing the fate of the Magrittans, withdrew from Portigelle. Since that day, Despite being the largest and most powerful state, relations between Portigelle and Ulthuan have been Astarios has often found itself pressed on all sides by excellent. There is a large Elven community in enemies. To counter this, the Kingdom has developed Diamanterra and Portige kings can often rely on Elven the largest network of Inquisitors in the peninsula. help in battle. They spy on neighbouring provinces and have even performed the occasional assassination for the The Republic of Galicea Magrittan King. The Republic of Galicea is the smallest of the major Estalian states. Its population are descended from a The Kingdom of Aragona tribe that once covered much of the Western Old The second most powerful kingdom is Aragona with its World, but were dispossessed by the Bretonni and the capital of Bilbali. Like Astarios, Aragona led her allies Estalian tribes. They fought alongside the Estalians into expanding their sphere of influence beyond the during the Reconquista, but soon found themselves Estalian frontier. The invasion of southern Bretonnia treated almost as slaves by the rest of the Estalian was short-lived, however, and lasted just over 40 years. people. Following the example of the Portige, they revolted and set up their own state in the north of Aragona, like most of the other kingdoms, sees itself as Estalia. 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 in Estalia.

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. He 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 45

Galicea was established as a Kingdom initially, but With the exceptions of the Obregon and Cantonia, the after a series of wars with Magritta, they soon found other coastal kingdoms and duchies tend to ally themselves lacking a royal family to take the throne. themselves with either one of the two most powerful The last King of Galicea was Jaime the Young, who kingdoms. Astarios can nominally count on the support was inspecting his troops when he was blown up by a of the kingdoms of Avila and Santoyo, as well as the Magrittan assassin. Unfortunately for the assassin, he duchies of Zaragoz and Gualcazar. In contrast, the had overestimated the amount of gunpowder needed, kingdom of Navareno and the duchies of Alquezaro and was blown up as well. The Galicean people, and Barboza follow Aragona's lead. Obregon (with the outraged by these actions, declared war on Magritta, duchy of San Luis) and Cantonia tend to follow their but were swiftly defeated. The ruler of Galicea is own respective policies and only join one or the other known as El Presidente, and is elected by the twelve alliance when it suits their purposes. The small greatest merchant families in the capital, Campastello. duchies and counties of the Irrana Mountains are fiercely independent of any of the coastal powers and Galicea has been overrun by Magritta many times in its serve as a strong barrier between Astarios and history, but its people have always maintained their Aragona. distinctive culture and have eventually thrown off the Magrittan yoke. On a number of occasions they have As a peninsula, the sailors of the coastal Estalian been known to ally with the Portige to defeat their Kingdoms are among the best seamen in the Old larger neighbour. The courage of the Galicean peasants World. If not for the Norse, the Estalians would have is legendary- on a number of occasions an invading been the first to land in Lustria, or so they claim army has awoken to find that half its number have been anyway. With their dream of conquest in the Old killed by Galicean peasants during the night. World a fading memory, the kingdoms of Astarios and Aragona (with Obregon and Cantonia playing minor Other states roles) have turned their attention to expanding trade In Estalia‘s long history, many small states have sprung and contacts with the land across the Great Western into existence. Some, like the Principality of Catalina, Ocean. Conflict and competition with the Norse, have existed since the Reconquista, while the Kingdom Bretonnians, and Sea Elves are seen as necessary evils of Rodrigo existed for thirty-six minutes in 1546 before to which the Estalians are willing and able to respond. it was re-occupied by the Magrittans. Most of these states spend their entire time fighting to retain Southern Littoral independence from one of the larger powers and so are Along the entire length of Estalia‘s Southern Coast not worthy of separate detailing. 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.

46

47

48

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.

49

ARMY SPECIAL RULES

This section of the book describes all the different units ESTALIAN STEEL used in an Estalian army, along with any rules Estalian steel is seen as the source of some of the best necessary to use them in your games of Warhammer. steel in the Old World. Even many dwarves grudgingly Where a model has a special rule that is explained in admit the quality of the weapons and armour that can the Warhammer rulebook, only the name of that rule is be crafted from the Estalian ore. When properly given. If a model has a special rule that is unique to it, crafted, Estalian steel makes weapons of exceptional that rule is detailed alongside its description. However, durability and sharpness. Although the weapons are there are a number of commonly recurring ‗army relatively rare outside of Estalia and Tilea a variety of special rules‘ that apply to several Estalian units, and troops within the nation are armed with weapons made these are detailed here. of Estalian Steel.

TACTICAL SUPREMACY Models with this special rule have the Armour Piercing The Estalians are fully devoted to the art of war of special rule. This only applies to hand weapons. 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. 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 Arquebusiers and crossbowmen to the sides.

A unit of Pikemen upgraded to Aventuro's may be combined with models of Rodeleros to deploy in a Tercio Formation at the start of the game. This will then be counted as a single unit for all purposes.

The number of Rodeleros can range from a minimum of five models to a maximum of half the number of Aventuros (rounding up). The points cost of any Rodeleros counts towards the points total of the same unit of Aventuros they are purchased with. The Rodeleros may not purchase any additional options.

The forward ranks of a unit of Tercio are always made up of Rodeleros (as well as any Command Group models), and all Rodeleros must be placed as far forward as possible. The subsequent ranks are entirely made up of Aventuro Pikemen. In combat, all Aventuros that are eligible to make Supporting Attacks can do so as normal.

During the game, remove casualties from the back as normal. It is assumed that the -armed models step forward and discard their pikes to pick up the swords and shields of the fallen front rankers. Only when all Aventuros have been killed, can casualties be taken from the Rodeleros.

Units of Crossbowmen or Arquebusiers within 3" of a unit in Tercio Formation may lend them support fire if the Tercio is charged to its 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. 50

COMMANDERS

The nobility of Estalia is an overbearing lot with far who takes on the mantle of Grand Commander of all too much time on their hands. The nobility lives a life the forces of Estalia and her tributary states. of extreme privilege and find the lives of those beneath them as nothing short of a life of contempt. The nobles In smaller forces a Grand Commander may not be of the land are arrogant and quick to take umbrage to necessary. If an army is raised to put down a local any slight, real or perceived. Most nobles are excellent peasant uprising, or a less threatening Chaos Cult, the fighters, owing to their lives of one intrigue after Captains of the provinces assume the role of leaders another. They will fight anyone, and lacking a common and commanders in an Estalian battle force. Captains foe they will fight each other without a thought. are also able leaders, generally nobles in their own right, landed gentry who have spent time at the world Most armies are led by a noble of royal blood. This is famous Military Academy and sometimes in the most not as restrictive as one might think as all of the great prestigious Knightly Order in Estalia – the Knights of families of Estalia are considered "royal". As an the Blazing Sun. example the house of Aragon, consists of over 60 families each of whom has a patriarch whose honorary Sometimes the different domains that make up Estalia title is "king" and who rules his lands as an absolute gather together to make common decisions. One is the ruler, even if it is only a few hundred acres. The young meeting of an army to fight a common threat, in which sons of the house provide the knights for the royal case one is elected from all representatives to act as the regiments. This can be very confusing for foreigners as Grand Commander, whom has absolute control of the there seem to be hundreds of "kings" in Estalia, which forces and is responsible for leading them to victory. of course, in a sense, there are! Much of the expenses incurred by the army, runs to his office, and his reward is often include land in the The Kings and Queens of Estalia are not just different kingdoms, so these tend to accumulate more figurehead; they formulate the foreign policy of the noble titles and properties than the kings themselves whole of Estalia, including the introduction of the and provide a link among all the territories where they Inquisition, and marshals Estalia‘s forces to war. The have possessions in almost all them. The Grand Kings and the Dukes can muster individual provincial Commanders are among the best fighters of their time and city-state armies. The Royal Estalian Army goes to and always go to battle at the head of their troops. war under the direct gaze of either a King or a Duke, 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.

51

INQUISITORS

To the population by and large the threat from the However, the threat to Chaos and other blasphemers is ruinous chaos powers to the north seems very far away. far from the only truth – above all, the Inquisition is a Isolated as they are by Bretonnia, the Empire and tool for the various Kings of Estalia to better control Kislev the threat seems very remote indeed. However their subjects by uniting them against a common foe, this is not the case, in their complacency many people minimizing the risks up rebellions and political in the few large cities fail to realize the true dangers opponents overthrowing them. One word from a posed. While a devote people, the religion of Estalia higher-up means the immediate involvement of the does have its darker side. In a world full of chaos Inquisitors, which in nearly all cases means death for mutants, heretics, beastmen and chaos warriors it falls the accused. The Inquisitors are much feared to the Inquisitors of Estalia to root out these problems. throughout Estalia, especially by their own people. Few In this role the Inquisitors form a fraternity sworn to would dare to go against the will of an Inquisitor, and destroy chaos at every turn. In doing so no methods are those that do are never heard from again. Whenever the viewed as extreme. Inquisitors take to the field of battle, there is bound to be at least one witch burning afterwards, regardless of The Inquisition is a secret brotherhood that exists the outcome of the battle itself. within the Estalian kingdoms, set up to monitor and maintain the spiritual purity of all Estalians. Shrouded M WS BS S T W I A Ld in secrecy, the organisation is little known within High Inquisitor 4 5 3 4 4 3 5 3 9 Estalia. The organisation works independently of all Inquisitor 4 4 3 4 4 2 4 2 8 the temples, but has government backing from several kingdoms. Inquisitors are widely thought to be out of TROOP TYPE: Infantry (Character). control, using threats of investigations and inquisitions

to wield power over the temples that are supposed to be monitoring and moderating their actions. SPECIAL RULES: Tactical Supremacy, Magical Attacks, Magic Resistance (2). The Inquisition is involved in the torture and elimination of those judged as serving the Ruinous Burn the Heretic: The Inquisitor‘s passionate prayers Powers, be they witches, cultists or simple agitators. It fill his fellows with righteous fury. The Inquisitor, and claims to have been given official authority to question, any unit joined by him, is subject to Hatred. In investigate and judge all Estalian citizens, although in addition, when fighting Wizards, Undead, Chaos or practice it works in secret so that matters of proof, Skaven, he may re-roll all failed rolls To Wound. 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. 52

BATTLE MAGI

The arcane arts are not unknown in the lands of Estalia. The Eminent Magi of Estalia are the most talented Many of the wizards of the land of Estalia travel to the magic users in the kingdom. Often sought after to lead Empire and the capital city of Altdorf to receive their the numerous small magical schools, Eminent Magi training in the arcane arts at the Colleges of Magic. must answer to the Inquisition for his students, should Battle Magi are also taught in a variety of small they be found to be corrupted by the dark arts. independent schools that dot the Estalian countryside magicians are the run of the mill hedge wizards found The Inquisition has a long standing distrust of magic in Estalia. These institutions teach the theory and and its practitioners. Many times the peace of the realm practise of magic, as first taught to Estalians by the has been threatened by the manic ambition of a great Eminent Magus during the wars against the Dark practitioner of magic tempted by the dark forces. Elves of Naggaroth. Before this time Estalian wizards The Kings of Estalia allows the schools to operate for a were no more than wandering herbalists and shamans, very good reason – the support of their services in witches and warlocks who could brew simple potions battle. In return for tolerance and patronage the Kings but not much more. With the establishment of these and the Dukes receive a steady stream of Mages for schools this has all changed, offering some protection their armies. Every school can provide Mages to take for the Mages even from the overzealous forces of the their part in battle, and sometimes whole units of Inquisition. Despite the risks imposed on by the Mages go to war, using their combined enchanting Inquisition the practice of magic use is generally power to cast powerful spells to rend the foe and win allowed unless there is evidence that the Magician has the day for Estalia. The presences of these magic users been corrupted by Chaos. 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. 53

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

mounting a large standard and drawn by bulls. It is a Tactical Supremacy, Magical SPECIAL RULES: rectangular platform on which the standard of Attacks. Myrmidia and an altar erected with her statue. The Priestesses hold services on the altar before the battle, Blessing of Myrmidia: The Priestess is said to have and the trumpeters beside them encourages the fighters the keen insight of Myrmidia Herself. The Priestess to the fray. and any unit she is with have the Always Strikes First rule in the first round of combat. In battle the Altar of Myrmidia is often surrounded by the bravest warriors in the army as guards, and it serves Divine Power: Priestesses of Myrmidia may channel both as a rallying-point and as the palladium of the power and dispel dice in the same manner as Wizards. army‘s honour. Its capture by the enemy is often regarded as an irretrievable defeat and humiliation. Prayers of Myrmidia: Priestesses of Myrmidia know the three Prayers listed below. Prayers of Myrmidia are M WS BS S T W I A Ld innate bound spells (power level 3). Prayers are

augment spells that target the Priestess of Myrmidia Altar - - - 4 5 5 - - - and her unit. Bull 7 3 0 4 - - 3 1 -

 Command the Legion: The Priestess pray to TROOP TYPE: Chariot. Myrmidia to lend her strength to her words, and shout out her orders. The Priestess gains the Inspiring SPECIAL RULES: Ward save (4+). Presence special rule. Remains in Play. Altar: An Altar of Myrmidia may join units despite  Shield of Myrmidia: The Priestess blesses her allies being a Chariot. It acts as the army‘s Battle Standard with Myrmidia's protection. The Priest and her unit Bearer, and any unit joined by the Altar is Stubborn for add +1 to their armour saves, and gain a 5+ Ward as long as it is in the unit. save against missile attacks. Remains in Play. "The sword is not the answer to every military  Spear of Myrmidia: The Priestess' weapon becomes problem, for even the mightiest of swords will infused with the power of Myrmidia. The Priestess miss its mark if the opponent is wise enough not and her unit gain +1 Strength, Armour Piercing to wait around to get slain." Attacks and Magical Attacks. Remains in Play. – Myrmidian proverb 54

DIESTRO

One thing Estalians dearly love is swordplay. Its cities spouting outrageous insults at their opponents. Diestro sport many fencing schools, each with its own style. tend to think of themselves as legends in their own Many of these styles are descended from the teachings time. The height of the profession is to be involved in a of Master Figueroa a legendary swordsman who high profile dispute or to take part in the irregularly applied the latest scientific theories to his swordplay organised Estalian ‗Diestro, Buenos Diaz Carnival‘. with spectacular results. Followers of the Figueroa Here Estalian Diestro cross swords with duellists from style, known as Diestro, fight and duel across Estalia. far and wide for a coveted blade of Tobaro steel. Some grow bored with their homeland and seek excitement elsewhere, favouring Tilea and Bretonnia. There are many types of bouts that the Diestro partake of, from fencing duels to pistols at dawn. But not all True Diestro devote a part of their lives to studying at are a fight to the death; indeed many are to first blood the great fencing academies in Estalia. There, students only or finish when one party can no longer continue. are exposed to the most sophisticated sword fighting In a more formal duel with legal legitimacy, it is techniques known in the Old World. Many of these common practice for the winning party to pay for the fencers go on to study at several different schools, care or funeral arrangements of his beaten opponent. learning the strengths and weaknesses of various This fee is normally paid for by the Duellist‘s sponsor disciplines. Through this comprehensive regime, or in a private duel, by the Diestro himself and is Estalian Diestros develop astonishing speed and known professionally as "The Mask of Sorrow". In this precision. They employ every trick imaginable – and way, the Diestro pays respect to his opponent in the some that often take enemies by surprise! safe knowledge that he himself is still the best; largesse is, after all, the realm of the worthy. What all Diestro have in common is their overwhelming competitiveness. They strive to be the Where the Empire is famous for full plate armour and best at what they do and defeat often becomes hard to Bretonnia for their mail panoplies, Estalian warriors, take. A Diestro, who fights with self-doubt in his heart, deadly swordsmen all, prefer speed and agility. Adorned is not often around for much longer. They are often in flashy clothes, with colourful capes and large plumed proud and haughty, looking down on commoners and hats, they are iconic dashing swashbucklers, fearless and their own peers. Always impeccably dressed and courageous, armed with sharp steel and cutting wit. Few groomed, these cunning warriors flaunt their skills by Diestro wear armour at all.

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."

55

PIKEMEN

The pike is the primary weapon of Estalian soldiers. by swordsmen and missile troops. As the cavalry Their extreme length makes them a tremendous improved, these elite units became an attacking hindrance both on and off the field of battle, but their formation using pikes in a tight well drilled formation. effectiveness as a weapon more than compensates. This formation takes continuous training and high Pikes often prove to be incredibly useful at deterring morale, but the end results are well worth it. Raising enemy charges. Able to present a wall of deadly spear and maintaining a Tercio requires time and expensive tips at oncoming enemies, this unit will give any weapons, but those who do manage to form a portion charging cavalry second thoughts. Horses are very of their standing army into a Tercio often need not reluctant to close with this steel hedgehog and are held worry about anyone marching troops into his domain at bay, making pikes ideal for combating heavy uninvited. cavalry. Because of the great length of the pike it can reach multiple ranks of soldiers, the men behind A Tercio goes to battle armed with a staggering variety levelling their pikes over the shoulders of, or between, of weapons. Since the swordsmen of Estalia are the men in front. generally regarded as some of the best in the Old World the idea of mixing units of Pikemen and Estalian Pikemen are decent fighters equipped with a swordsmen came naturally to many Estalian pike and protected by light armour. The best of these commanders. The front ranks of the consist of are given the title of Aventuro; well-trained veterans, Rodeleros armed with short swords and shields that often in the employ of a local lord. They are well repulse any enemies who manage to penetrate the renowned, highly disciplined professional pike troops phalanx of pikes that strike from the rear. Beside them, with a fierce reputation. In the early days, the Estalians marksmen armed with Estalian handguns and were disadvantaged by having poor quality and crossbows fire at oncoming enemies, weakening them quantity of cavalry. To even the balance the infantry so that their colleagues may hack them apart in close adopted the "Tercio", a square of Aventuro supported combat.

M WS BS S T W I A Ld Pikeman 4 3 3 3 3 1 3 1 7 Aventuro 4 4 3 3 3 1 4 1 7 Sergeant 4 3(4) 3 3 3 1 3(4) 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)

When being charged to the front by Cavalry, Monstrous Cavalry, Monsters or models that cause Impact Hits, models armed with pikes gains +1 to their Strength against said troop types in the following Close Combat phase.

Pikes at the ready! Swords ready! Handguns ready! Then let them come, and feel the taste of cold Estalian steel! For Myrmidia!

56

RODELEROS

Duelling aside the men of Estalia are competent M WS BS S T W I A Ld fighters; Rodeleros however are exceptional Rodelero 4 4 3 3 3 1 4 1 7 swordsmen. Rodeleros are very valuable units and are Duellist 4 4 3 3 3 1 4 2 7 at the fore of most battles. They are fierce and aggressive, recruited from among the numerous cut- TROOP TYPE: Infantry. 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 SPECIAL RULES: Tactical Supremacy, Estalian have a great sense of loyalty and honour just able to see Steel, Tercio Formation. their sentences unlike the cowards of other nations. BUCKLER In the dark days of Estalia when only Magritta and Bucklers are small, round shields designed for Bilbao held out against their enemies, the citizens of parrying or deflecting blows. They are usually made of Magritta funded a unit of highly skilled swordsmen to steel for they need to be tremendously durable to defend the walls of the city. Later the swordsmen survive the brutal blows of hand-to-hand combat. guarded the flanks of the Tercio Aragona. When the Using a buckler requires great skill, but a nimble Tercios became an attacking unit the Rodeleros formed warrior can protect himself from blows which would an attacking unit of their own. otherwise cripple him.

Rodeleros are armed with a metal buckler and double- Shield. A buckler gives the wielder a 5+ Parry save. edged, razor sharp swords of the finest Tobaro steel, However, it does not offer any protection against they are protected by good light armour and an open missile attacks. 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.

57

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.

ARQUEBUSIERS

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. Arquebusiers 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 Arquebusiers.

M WS BS S T W I A Ld Arquebusier 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 Arquebusiers 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... 58

CABALLEROS

The decaying states that are feudal Estalia have a large The Caballeros are the backbone of most Estalian amount of land but an even larger population of cavalry forces. The predominant difference between landless knights. In order to make a living many turn to Estalian and Tilean or Bretonnian cavalry is that the the life of a mercenary. Most Caballeros are part of the Estalians rely more heavily on speed and mobility nobility of the different kingdoms, small freeholders rather than heavy armour. Caballeros appear in many that form the shock troops of the Estalian armies. forms ranging from to pistol armed brigandines to a However, despite the fact that they hold the rank of reliable medium cavalry that is capable of breaking knight, far from many of them holds the privileges one lighter enemy units. Excellent on the charge, they are would associate with being of noble birth. Many more than capable of dishing out a very unpleasant Caballeros can just but afford their horse, arms and experience to any unit they choose to fight. armour. In order to work themselves up in the Typically armed with a spear or lance, sword and a hierarchy, they can often be seen selling their services pistol, these are heroic individuals of noble birth, in the armies of Estalia. although some may be tempted to join the bandits out of poverty or sheer boredom. Caballeros are impetuous and adventurous gentry, eager to see the world and fight. Despite being well M WS BS S T W I A Ld trained these hot blooded nobles can act recklessly in Caballero 4 4 3 3 3 1 3 1 8 battle, eager to outdo other units and each other. Knight 4 4 3 3 3 1 3 2 8 True knights in shining armour, in principle at least, Warhorse 8 3 0 3 3 1 3 1 5 these men espouse the noble ideals of chivalry and honour. In reality they are brutally effective warriors Cavalry. who practice their skills daily in tournaments and mock TROOP TYPE: fights. SPECIAL RULES: Tactical Supremacy, Estalian Caballeros are not only as the officer class of Estalian Steel. armies, but are far more active than their counterparts in many other lands, taking an active part as scouts and Munoz’s Black Riders outriders. In times of peace Caballero often spend time Alfredo Munoz has made a name for himself as hunting down bandits and wandering through the one of the most feared men in Estalia, not for his villages of Estalia acting as impromptu lawmen. 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.

59

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, M WS BS S T W I A Ld where they simply ride up to the foe and hurl their Genitor 4 3 3 3 3 1 3 1 7 javelins into the mass. Knights, on their larger, heavier Outrider 4 3 4 3 3 1 3 1 7 and slower horses, cannot easily catch the Genitors on their smaller, more agile horses. If a few knights break Warhorse 8 3 0 3 3 1 3 1 5 ranks and chase after them, then the Genitors could swarm around the knights and take them down. A mass TROOP TYPE: Cavalry. of knights which has lost its cohesion and is disorganized could also be very vulnerable to Genitors. SPECIAL RULES: Tactical Supremacy, Fast Cavalry. 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 An Estalian landmark, the Valley controlled, advancing knights, but the knights usually cannot catch or hurt the Genitors either. Genitors can of Windmills is located high in the effectively attrite and provoke massed, stationary Abasko Mountains. Constructed troops with ease and little to no risk. They can also long ago by the mad King Don directly engage and take out isolated or disorganized or exhausted groups of infantry. Jurno Esparo in an attempt to feed his people, the valley was soon Influenced by both Estalian and Arabian light cavalry abandoned because of its location, traditions, Genitors shun heavy armour and lances in favour of light armour and javelins. These well trained and the hundreds of windmills in it horsemen are fast and manoeuvrable, capable of were left to rot. These days it is employing a shooting circle tactic enabling riders to said that insidious Ratmen inhabit create a continuous cycle of firing. Genitors hurl their javelins before closing in and fighting with their the windmills, and are rebuilding cavalry swords. While suffering from a lack of range them for some dark purpose. and armour, Genitors make for excellent fast cavalry. 60

ALMOGAVARS

The name Almogavar originally comes from Araby, When the Estalian Kings march to war, several meaning raiders. Originating from the Miramar Hills, regiments of Almogavars are called up as required, and these professional warriors are light infantry no one can foretell how many men will turn up to a skirmishers armed with javelins and spears, and muster. These troops receive no formal training or sometimes armour and shields. Despite their light discipline, and are armed with their own equipment at equipment, they have a fearsome reputation. their own expense. They wear their own clothes which may sometimes have a vaguely uniform appearance The Almogavars are born tough and strong from and are paid after battle from the spoils or the King's constant skirmishes with Beastmen, Skaven, Undead war chest, before they are disbanded. and each other. Living simple lives consisting primarily of hunting and foraging, they mostly live These lightly armoured warriors hurl their javelins at outside the rest of society, and are cautiously looked their foes to weaken their enemies and break up upon by the rest of the people. Many nobles see them formations. Despite their humble origins, these troops as savages clinging to old traditions, while the Cult of are excellent skirmishes. They wield their javelins and Myrmidia practically consider them heathens because swords with lethal ferocity and skill, and make an of their disconnect from the temples and rites of the effective supplement to the more drilled regiments of Goddess. The common folk on the other hand, view the Estalian armies. them a little bit more optimistically and curiously, trying to understand why anyone would choose to live M WS BS S T W I A Ld so far away from civilisation. Almogavar 4 3 3 3 3 1 3 1 7 Raid Leader 4 3 4 3 3 1 3 1 7 Though the Almogavars were originally just peasants from the mountains and hills rallied together to fight of TROOP TYPE: Infantry. 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 SPECIAL RULES: Tactical Supremacy, homes, and many travel to Tilea to work their trade Skirmishers. there if the pickings 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.

61

MARINES

Used throughout the Great Western Ocean since It is a standard business in Estalia for the Royal fleet ancient times, Marines have been the coastal guard in and other wealthy private merchants to pay lucrative Estalia. The standard tactic for engaging is to disable bounties for captured enemy ships and cargoes. Since the opposing ships' sails then ram and board it. Capable the value of an intact ship is considerably greater than of undertaking and surviving long voyages in the open that of a towed wreck, tactics had to be devised to sea, Marines often travel to discover far off places. allow the seizing of an enemy vessel without destroying it. Collectively these tactics are known as Naval companies were created by the Kings of the boarding actions. seafaring cities of Estalia – primarily Bilbali and Magritta. Marines are ship-borne soldiers who can be The boarding action is generally considered the most found in the Imperial fleet and onboard the larger hazardous venture in any naval engagement. Pirates private vessels. They protect their ships from pirates, and privateers live and die by the boarding action as Norse marauders, and other raiders. Unlike seamen, they are only paid for the capture of intact ships and whose primary duty is sailing the ship, Marines are cargoes. In the case of Imperial or merchant fleets, it onboard only to fight. When in port, Marines falls upon the marine to coordinate and carry out frequently form press gangs to fill out the ship‘s crew. boarding actions. More than one unsuspecting citizen has awoken at sea after taking a belaying pin to the head from an There are two accepted ways of mounting a ship-to- overzealous press ganger. Due to these activities, and ship boarding action and both are extremely dangerous. their own drunken brawling, Marines are resented in The first option is to steer the two ships close enough many seaside communities. When raiders attack, together for the boarding party to leap across to the however, these same citizens are quick to accept the aid enemy deck. The second and less attractive option is of battle-hardened Marines. These marines are equally for the boarding party to actually row across to the at home in the rocking waves battling the Dark Elf enemy vessel and board it using grappling hooks and raiders of Naggaroth, or in a place of honour in the rope. Boarding actions also serve a military purpose by Estalian Army batting back any raiding forces. 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 sometimes 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!

62

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 musket 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 musket 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. "We failed the fiefs on the road M WS BS S T W I A Ld Royal Guard 4 4 4 3 3 1 4 1 8 to Wisdom, which then was Guard Captain 4 4 4 3 3 1 4 2 8 unknown to us. In the name of the Goddess, you've followed TROOP TYPE: Infantry. my footsteps through the

SPECIAL RULES: Tactical Supremacy, Estalian hardships to bask in Her gaze. Steel. All these incidents on the scale of existence seem, from my pen, Stoic: Royal Guards are Immune to Panic. In addition, as if they were ephemeral. For they do not suffer -1 To Hit for shooting at charging enemies. now, we distinguish them through the prism of the MUSKET centuries that have elapsed. These weapons are longer and heavier than the handguns used by the Empire, but are also more However, our fraternal bonds expensive to make, and so are limited only to the best are woven in those early years marksmen in Estalia. and I'm sure they have not lost

Range Strength Special Rules their strength." 30" 4 Move or Fire, Armour Piercing 63

CONQUISTADORS

Estalian soldiers are very greedy people, eager for with lighter more easily used handguns than the glory and honour, able to fight against the most Arquebusiers, these men ride into battle on trained fearsome enemies in exchange for a few gold coins and warhorses which are not scared by the loud sounds the possibility to brag about it in the bars and brothels from their masters‘ firearms. Armed with a steel in the country. There are some however, that go breastplate for protection, these men are a boon to beyond simple recruitment and prefer to embark on real Estalian hopes of total conquest of the new world. adventures to inhospitable regions the new continents They have to excel at both defensive combat, where of the world offers. Such obstinacy mean only two they use muskets to defend their ships, and also form possible outcomes: die far away from his beloved raiding parties, where they operate as medium cavalry. Estalia or return with a rich booty and deserved fame. The jungles of the ancient continent of Lustria remain a Estalian adventurers who set off to conquer Lustria major source of gold to the conquistadors and nobles became known as Conquistadors. These men are an who subsidized the costly expeditions. For other races assortment of disposed sons of the nobility and soldiers and nations that colonized the coasts on the continent, of fortune looking for adventure and loot. Most were the Estalian Conquistadors are great mercenaries soldiers without employment. They arrived in the New provided they have something really attractive to offer World with a great technical advantage in weapons for his great knowledge of the domain and forest over the Lizardmen who could not stand up to steel interiors. For the indigenous inhabitants of Lustria, on swords, firearms, and mounted lancers. The horse was the other hand, the "humans who ride with thunder" are particularly an asset to them as they could easily nothing but looters and desecrators of their temples. outmanoeuvre the slower lizards. Although driven primarily by greed, the Conquistadors Within the ranks of the Estalian adventurers who have exhibited exceptional bravery, cunning and invaded Lustria there were soldiers of superior ability resilience. The Conquistadors can be an absolutely and determination who became the elite Conquistadors. devastating force against the indigenous warriors of These were the men who lead the charges against Lustria and beyond. seemingly insurmountable odds and triumphed due to their superior weapons and grim resolve. M WS BS S T W I A Ld Conquistador 4 4 4 3 3 1 3 1 8 Conquistadors are elite mercenary troops – equipped Conquistador Cap. 4 4 4 3 3 1 3 2 8 with some of the finest equipment money can buy; they Warhorse 8 3 0 3 3 1 3 1 5 are a powerful force to be reckoned with. Equipped

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'

64

GRENADIERS

A grenadier is more than just a soldier. He's the man The Grenadiers specialize in explosive sector shooting. who has one goal, above everything else: chuck that Armed with devastating grenades, they engage in often bloody grenade as far away from him as he can before fatal missions to devastate the enemy ranks. While it blows. He doesn't think; he just focuses on that one being a Grenadier is hardly considered glamorous, objective – light the fuse, aim, throw, and get himself those who do their job well are at least handsomely out of there! paid; enough to hopefully be able to make it to an early retirement before losing too many limbs, or at the very There was a time when the Estalians only used to use least to have their funeral expenses paid for... this method to blow defensive walls to bits. One grenade will make one little hole, but fifty will turn a M WS BS S T W I A Ld wall into a colander. At some point, a Grand Grenadier 4 3 3 3 3 1 3 1 7 Commander figured that what makes holes in buildings could also make holes in enemies. They sent down TROOP TYPE: Infantry. thousands of these new grenades to the battle lines, and picked some of the toughest soldiers to throw them. Tactical Supremacy, SPECIAL RULES: These grenades are made from leaded clay and have a Skirmishers. shorter fuse than the others. They also project loads of shrapnel when they explode, giving them the nickname GRENADES "Gut-slashers" by the soldiers. They are especially Grenades are highly unstable alchemical concoctions useful against large numbers of massed ranks. When filled with gunpowder than explode on impact, causing things are well planned, the weaken the mob, massive damage. the handguns stop the charging troops and the Grenadiers go in and scatter the enemy far and wide Range Strength Special Rules before sending in the foot soldiers to finish things off. 6" 4 Quick to Fire, At least in theory, as something usually goes wrong. In Armour Piercing fact many Grenadiers better prepare for the loss of one of their limbs sooner or later, as grenades are fragile Fragmentation Explosive: Each hit with a Grenade is things, and not always reliable. 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 of 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..."

65

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 Beggar King the area as a means to work off their crimes, or death at Virtually nothing is known about the the end on the gallows. Few choose the latter, even if it individual referred to by the Inquisition as means to serve those who they earlier fought against. the Beggar King. Rumoured to control In times of need, many Kings have been known to Estalia's underworld of Thieves, Beggars, press these individuals into service by offering coin, Peasants, and Con-Artists, no living soul has land, pardons or threatening their families and communities. Thus, besides getting new troops to fill ever seen the King with their own eyes, or the ranks of the Estalian army, captains who achieve to at least no one is willing to admit as much enlist these rogues have access to excellent scouts. to the Inquisition. The Beggar King has been an Estalian legend for generations, Mountain Bandits form small scouting parties that existing in the shadows of society between excel at hiding in forests and cliffs where they rain the cracks of the vast gulf that separate rich death upon the foe with their bows before quickly from poor. disappearing again. Skilled at reconnaissance and Many have argued that the Beggar King is carrying out sabotage actions against artillery or enemy command structures, Mountain Bandits are a useful nothing more than a quaint title passed from tool that most of Estalian armies gladly count among one generation of down-and-outs to the next, their ranks. a rallying point for a class abandoned by society, their way of tasting, however M WS BS S T W I A Ld briefly, a sense of entitlement and respect Mountain Bandit 4 3 3 3 3 1 3 1 6 which their kind can never attain. Not Desperado 4 3 4 3 3 1 3 1 6 something, in short, to be feared or even acknowledged by their betters. But the TROOP TYPE: Infantry. Inquisition believes differently. They are afraid that the Beggar King commands an SPECIAL RULES: Skirmishers, Scouts, Hill underworld far more organized and Striders. embittered than anyone realizes, an Guerrilla Fighters: Mountain Bandits may make a underworld that could one day rise up free normal move (but not march) after firing in the against them in open rebellion. Shooting phase. This counts as moving and shooting. 66

KNIGHTS OF THE BLAZING SUN

The Knights of the Blazing Sun are a small elite order Myrmidia from a temple roof. It crashed to the ground of Templars devoted to the study and mastery of the and landed on the enemy general and his bodyguard, science and art of warfare. These fervent followers of killing them instantly, allowing the Knights to turn the Myrmidia value ability and accomplishment over all tide of battle and escort several hundred Estalians to other factors, including noble birth. It is because of this safety. After the battle, the survivors banded together that the order has grown in prosperity attracting the and founded the Order of the Blazing Sun in finest military minds to its banner. A Knight of the Myrmidia's honour. They converted to the worship Blazing Sun's primary goal is to obtain perfection in Myrmidia and set out on the crusade of Araby in the the art of War, as such they travel the old world name of the Goddess of strategy and battle, earning individually seeking battle both large and small. An much glory there for themselves and their faith. army with a unit of Knights of the Blazing sun at its head is a potent force capable of dealing with The Knights of the Blazing Sun are by no means the opponents with a level of cunning that ensures victory largest of the Myrmidian orders – the order Order of before the battle is even joined. the Righteous Spear, along with its countless sister orders, is much, much larger – but it is by far the most Foremost of the many knightly orders in the service of famous and well-respected, not to mention the richest. Myrmidia, the Knights of the Blazing Sun were not Knights of the Blazing Sun wear highly ornate plate always so pious. They were founded during the mail armour of burnished brass, decorated with Crusades in IC 1457, over 1000 years ago. Once the polished black and gold etchings, their shields bear the knights were a secular order of the Empire sworn to no device of the blazing sun. Their standard depicts a one God, but during the precursor to the crusade of soaring Pegasus against the blazing sun emblem. The Araby they underwent a miraculous conversion that has order's symbol, a golden sun with sixteen rays, is passed into legend. Sixty of the knights were stationed prominently displayed either on the chest or on the in Estalia when the Sultan's attack washed over them. helmet. The knights carry lances into battle, and bear They were cornered by his forces, with no hope of highly polished shields with which they are trained to relief, when they were saved from certain defeat by a dazzle enemies with reflected sunlight. freak earth tremor which dislodged a huge statue of 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. 67

SISTERS OF FURY

When mortal, Myrmidia drew many heroes to her side, the order. Only maidens of noble lineage can be relied but none are more famous than the shieldmaiden Fury. upon to have the devotion to duty and innate sense of Her tale is recorded in the Bellona Myrmidia, and is honour. Few though the recruits may be, they must one full of horror, pain and betrayal. The events of the endure several years as novices during which time their sad story result in a young girl renouncing her name devotion will be tested to the full. All are eager to and swearing to claim revenge for all the dark deeds of prove themselves worthy to be the handmaidens of the world, a task she takes to with unparalleled passion Myrmidia. and anger. Although it pained her, Myrmidia could not bring herself to stop the girl, for she intimately The Sisters of Fury have traditionally travelled Estalia understood the source of Fury's rage. Instead, administering to the sick and poor, tending to the needs Myrmidia did what she had to: she used the girl on the of orphans, curing the diseased and curing broken battlefield. There, Fury slayed and slayed and slayed, bodies. As well as the healing arts, which they practice until eventually, once all her enemies were gone, she with expert knowledge, their advice is frequently collapsed, weeping. Fury's last stand was in the Abasko sought by those about to make an important decision, Mountains. There, her body was found by Myrmidia, for the Sisters of Fury are famed for their ability to surrounded by piles of dead Orcs and Goblins. The site predict the fickle course of battle. is now protected by the order's high temple. The regiments of the Sisterhood are led by tough The Sisters of Fury are a secular order of warriors Superiors, each accompanied by a body of warrior dedicated to martial excellence in the praise of their priestesses. Each of the Sister Superiors is a long- goddess and her shieldmaiden, typically dwelling in serving priestess of the Cult of Myrmidia, well versed large towers situated near temples to Myrmidia. in the rituals of the temple and an example to the For centuries the nobility of Estalia has sent its younger Sisters and novices. The Sister Superiors are wayward and troublesome daughters to the Order of entrusted with maintaining the faith and fervour of the the Sisters of Fury to be initiated into the only order of order. Any peril or foe that may lurk in Estalia is as priestesses dedicated to Estalia‘s patron Goddess. nothing compared to the wrath of a Sister Superior. By tradition, the Sisters draw their recruits only from The training and harsh discipline of the convent the most noble houses of Estalia, and families consider includes mastery of martial as well as ecclesiastical it a great honour to have their daughter accepted into 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."

68

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 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 The Blessed Order of True Insight regiment of Black Watchmen to go down fighting When mortal, Myrmidia often consulted the seers of Morr's cult, as she valued the prophetic advice of her during a battle, choosing death over surrendering, and distant father. Today, Myrmidia's faithful continue this they have nothing but utmost hatred for the Undead. practise, and Augers of Morr can often be found accompanying Tilean and Estalian armies. But M WS BS S T W I A Ld Myrmidia's cult also has its own oracles. The Blessed Watchman 4 4 3 4 3 1 4 1 8 Order of True Insight is comprised of those said to be Watch Captain 4 4 3 4 3 1 4 2 8 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 TROOP TYPE: Infantry. wisdom. Most reside in isolated temples where they study SPECIAL RULES: Tactical Supremacy, Myrmidia's holy texts and meditate in smoke-filled Stubborn, Hatred (Undead, Nehekharan Undead). 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 Fearless: Used to fighting the foul creatures of evil, felt, for many within the Order of the Eagle refuse to Black Watchmen are Immune to the effects of Fear and undertake any major campaigns without first consulting Terror. the Oracles of True Insight. 69

CULVERIN MOUNTAIN GUN

Cannons are especially difficult and expensive to While reopening the road to Tobaro the army of the produce and so it is the King‘s job to make sure his King had continual problems with attacks by large Kingdom has enough artillery. Individual provinces monsters and bands of goblins taking shots at them can produce cannons if they like, but none are made to from hiding places in the rocks. Attempts to take the the calibre of the Gunnery School of Magritta. The large cannons of the army into the mountains for school thus creates the best cannons and distributes support were hampered by the steep and narrow roads. them to the Dukes as the Kings sees fit to protect the The first step was to develop a lighter gun which could cities and towns of Estalia. Of course, the Dukes be handled by troops rather than drawn by horses. This sometimes ends up using their weapons against each helped with fighting the large monsters but not the other, but technically at least they remain the property goblin snipers. of the Kings and can be removed or replaced at any time. When a Duke is called upon to bring his armies It is not recorded when, but in a fierce engagement to war he also brings any artillery that has been loaned with a goblin archer band, a mountain gun crew ran out to him. of cannonballs and in desperation scooped up handfuls of large stones lying by the road. When fired the result Estalia's skills in foundries are derived from was spectacular with the stones ricocheting through the communities of ostracized Dwarves who were forced rocks cutting down dozens of goblins. Since that time to flee the intolerance of Bretonnia. Thanks to the mountain guns carry metal canisters of handgun centralised wealth of the royals and nobility of Estalia, ammunition to fire in their defence. the kingdom has become the home of good solid, practical and pragmatic blackpowder weapons, popular M WS BS S T W I A Ld with mercenary bands throughout the Old World. Mountain Gun - - - - 7 3 - - - Crew 4 3 3 3 3 1 3 1 7 M WS BS S T W I A Ld Culverin - - - - 7 3 - - - TROOP TYPE: War Machine (Cannon). Crew 4 3 3 3 3 1 3 1 7 Small Calibre: A Mountain Gun uses with the TROOP TYPE: War Machine (Cannon). 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. 70

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 El Toreo Psychology and treated as individual units from their Perhaps nothing is as emblematic of the poetic and Herders. In your subsequent turns they move in the courageous spirit of the Estalians as this, their national Compulsory Moves subphase using the Random sport. The Estalians play many sports, and all of them Movement special rule, but they always move in a are full of grandeur, pageantry and blood, but none has random direction. all three to the level of the toreo. A wild and ferocious bull is led into a ring, whereupon lone men with swords If the Fire Bulls' move would bring it into contact with attempt to enrage it to a killing frenzy by poking it with darts and small spears, then distract it with flashes another unit, then they move through rather than of their capes. The aim is for the torero to come as stopping. If the Fire Bulls' move would end within a close as possible to being torn to pieces by the frenzied unit, then they automatically move through it — place bull without actually being injured. The bulls are not the Fire Bulls 1" beyond the unit, in the direction they stupid, however, and quickly learn to ignore the cape were moving. When a unit of Fire Bulls moves through and gore the human poking them. Just as this happens, a unit (friend or foe), each Bull inflict a Flaming the torero slides under the horns and stabs the bull in Strength 5 hit. 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 Fire Bulls cannot be charged, but models can move the shoulders and the bull needs more strokes to kill. into contact with them. Any unit that moves into There are countless variations of the toreo. Sometimes, contact with a unit of Fire Bulls take D6 Strength 5 the human is on horseback and uses a lance, making his hits, and may make D6 Attacks back immediately. The strikes stronger but adding the difficulty of controlling Fire Bulls will then make another move following the the horse. In some places, this sport uses more men rules above. against the giant bulls known as los diablos. In the mountains, horrible Chaos minotaurs are sometimes When suffering casualties from shooting or magic, the used, in what is believed to be the original form of the Herders follow the rules for allocating hits on unit sport. The greatest toreros become celebrities in their home nation and may even tour the kingdoms or dine Champions. If the Herders are killed before they have with their king or queen. Certainly after proving released the bulls, the bulls simply wander of and are himself in the ring, a triumphant toreros has no lack of removed as casualties. Herders never count for the female admirers. purposes of Victory Points. 71

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. 72

GRIFFON

Griffons are fearsome beasts that have the heads of mountain aerie. Their eyesight is a sharp as the raptors birds of prey combined with leonine bodies and that they resemble and they can see motion from miles massive feathered wings. Their beaks are hooked and away. Their war cry causes fear in all but the hardiest can easily sever a man's limb. Their -claws, which are souls and Griffon mounts must be forcibly restrained reminiscent of a hawk's talons, they keep sharp by from hunting down fleeing opponents, as it is in their regular scoring against stone. Griffons swoop down on nature to rend all foes that flee from them. their prey, screaming war cries as they come. They continue to attack until no opponent is left moving. These mighty predators dwell amidst the highest peaks

Survivors of Griffon attacks often have dreams of being of the Irrana Mountains, occasionally flying to the hunted down and rent limb from limb for years lowlands when food is scarce. A rare few serve as afterward. mounts for the richest and most powerful Estalian

nobles, who are willing to pay vast sums of gold for a Despite being large and monstrous creatures, Griffons single egg or chick. The people of Zaraguz, famed have reputations as noble beasts. This is in part due to hunters and scouts, are particularly renowned for their their proud and regal bearing – Griffons are not skill at raising and training the Griffons that circle ravenous and frenetic like Manticores. Instead a above the high mountains of their land. Griffons can be Griffon strikes with swift and precise grace, its motion ranked amongst the most intelligent of beasts. If poised and controlled. Yet this elegance in no way captured relatively young and subjected to suitable undermines its deadliness, for a Griffon is more than training, they make for incredible loyal mounts, and capable of using its talons and razor beak to rip a foe can even be taught to anticipate a wide range of apart. Skilled and efficient fighters, Griffons do not kill commands. indiscriminately, although they show no reluctance when hunting r protecting their territory. They are M WS BS S T W I A Ld fierce and merciless, but never cruel. Griffon 6 5 0 5 5 4 5 4 7

Griffons prefer their meat raw and screaming, though TROOP TYPE: Monster. they'll scavenge if no other prey presents itself. This is fairly rare, though, as their hunting grounds tend to Fly, Terror, Large Target. range for hundreds of miles around their chosen SPECIAL RULES:

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

73

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

Isabella was born the daughter of a famed Merchant Isabella was given the title Head of the Order of the Eagle, Prince in Tilea, and brought up with a very pious mother. leader of Myrmidia's church, whose previous grand From early on, she was thought the teachings of master dutifully stepped down in her favour. She has been Myrmidia, and drank every word of it. Wanting to be immensely influential in Myrmidia's cult ever since, a closer to her faith and unable to stand the corruption living saint whose holiness is reflected in the very air she among the nobles of Tilea, she emigrated to Estalia at the breathes. The fact that Isabella is from Tilea, but has age of sixteen, where she sought to become an Initiative sworn faith to the temple in Estalia, has caused no small of Myrmidia's church in Magritta. Isabella quickly rose to amount of controversy. She is currently seeking to calm prominence among the priesthood of Myrmidia, despite the constant fighting between the faithful in Tilea and the snarky remarks from the other Initiatives due to her Estalia over the birthplace of Myrmidia. When heresy Tilean heritage and so called "funny accent". looms, Isabella can be found in the battle line, leading her devoted followers against the non-believers. With her As a Priestess of Myrmidia, Isabella was part of the magically enchanted eagle wings fluttering in the wind, vanguard in a great battle against the Skaven, and was some say she is Myrmidia herself reborn. thought to have been killed in the fighting. She fell, alongside every other Sister in her regiment, but despite M WS BS S T W I A Ld her defeat, it was said that she accounted for the deaths of Isabella 4 5 5 4 4 3 6 4 9 dozens of Skaven during the battle. As Isabelle's body was reclaimed by her Sisters from the main army and set Infantry (Special Character). amongst the honoured dead, they saw that life still TROOP TYPE: lingered within her, and the light of one touched by the divine will of Myrmidia glowed within her eyes. SPECIAL RULES: Tactical Supremacy, Fly, Cleansing her body of the blood and filth of the battle, the Blessing of Myrmidia, Divine Power, Prayers of Priestesses were astonished to find that her body lay Myrmidia. flawless before them. Astonished, the Priestesses declared that she must truly be blessed by Myrmidia, a sign that the Living Saint: Isabella, and all friendly units within 12" Last Eagle had returned. 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 (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. 74

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 MAGIC ITEMS: her enemies. Sword of Retribution (Magic Weapon) This sword was forged by the pupils and descendants When he joined the Order of the Righteous Spear, he of Tomas with genuine steel. It is considered the was characterised by little camaraderie and recreation of the inert carrier, the handle cold but with companionship, and harshly criticised the system as a burning blade, this sword is the weapon of Juan liable to his superiors when the Myrmidians would not Federico. obey their strict code. Over time, he brought together a group of Knights with the same shared ethics and This sword gives the wielder +1 to his Strength, values, and thanks to this select group he was making Flaming Attacks, and the Multiple Wounds (D3) his way to the highest position of the Righteous Spear special rule. intent to eradicate the base that corrupted the weak order. After many years, he became appointed Glorious Armour of Virtue (Magic Armour) Leader, becoming the feared commander he is today. This armour was blessed by the first Grand Master and Juan Federico is now Grand Master of the Righteous is made of the finest Tobaran steel. It also bolsters the Spear, and the person most feared and respected in courage of the wearer, inspiring them to greater deeds. Estalia in his determination to rid the world of heretics and unbelievers, at any cost. He has a firm grip on the Full Plate Armour. The wearer and any unit he leads order and is thought to be eying Araby once more. may roll 3D6 when taking Break tests.

M WS BS S T W I A Ld Eagle of Myrmidia (Talisman) Juan Federico 4 6 5 4 4 3 6 4 9 The Eagle of Myrmidia consists of a gold and bronze pendant hanging from the original, ancient emblem of TROOP TYPE: Infantry (Special Character). Myrmidia.

The Eagle of Myrmidia makes Juan Federico immune Tactical Supremacy, Hatred, SPECIAL RULES: to the effects of Multiple Wounds and Killing Blow. Stubborn. "History is written in blood, and so Grand Master: As Grand Master of the Righteous Spear, Juan Federico is Immune to Psychology, and so Estalians have more of it; and more woe" is any unit he joins as long as he remains with it. - Estalian proverb 75

SANTIAGO DE VIVAR Champion of Estalia, Scourge of Araby

During the invasion of the Arabians under the Sultan At the final battle during the siege of Almagora the Jaffar, the King of Almagora became a legendary Estalians propped up the dead body of their leader and figure of resistance. In a land starved for heroes he strapped him to his horse. The Estalians swung open would truly become one of the greatest of all Estalian the gates and sallied forth. Upon seeing the feared figures and burn as brightly as a shooting star. leader whom they thought that they had killed the Santiago of the House of Diaz had only been King of Arabians broke and fled from the seemingly Almagora for a short time when the invasion happened. invulnerable warrior returned from certain death. The What followed would become the stuff of legends. Estalians charged forth and won the day. From battle to battle, victory followed under the leadership of Santiago de Vivar, called "The Champion The resistance put up by Santiago de Vivar was vital of Estalia" by his people, giving hope to Estalians in for the survival of Estalia during the Arabyan invasion, the struggle everywhere and inspiring fear into the and when all hope seemed lost, there was one man to hearts of the invaders. claim victory for them, even in his death. Santiago was later made a saint in the Temple of Myrmidia, and is Despite their victories, it was not enough, as the armies today seen as a national hero by all Estalians. of the Sultan were too many. Slowly the Estalians were pushed back to the city of Almagora. In the fighting M WS BS S T W I A Ld retreat near the city a poisoned arrow mortally Santiago de Vivar 4 7 5 4 4 3 6 5 9 wounded Santiago, and the doctors and clerics were Babieca 8 3 0 3 3 1 3 1 5 unable to heal him. It took several days during which he lingered in great pain but eventually he perished TROOP TYPE: Cavalry (Special Character). 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 SPECIAL RULES: Tactical Supremacy. strap his body to his horse and he would lead them to victory once more. 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

76

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). The comfortable musings played through de Hojeda's mind as he crossed from the ember filled SPECIAL RULES: Tactical Supremacy, Magical brazier to back to the bound wretch at the middle Attacks, Magic Resistance (2), Burn the Heretic. of the cell, the eagle-shaped branding iron was once against centred on the prisoner. How MAGIC ITEMS: distasteful his holy duties were, unfortunately with the revelation of Chaos worship's undeniable Sacred Armour (Magic Armour) reality, they were now more necessary than ever. This armour has been worn by many heroes of the "You have been found guilty of heresy. If you Inquisition and over time it has been imbued with the confess, then there is no need for me to persuade spirit and strength of the wearers. you to unburden your soul." All de Hojeda received as a reply was a brooding, This armour provides a 2+ armour save and a 6+ Ward seething stare from the mercenary that had been in save to the wearer. his employ up until the day before. "You do not wish to recant the vile heresies I Book of Wisdom (Enchanted Item) heard you utter to your compatriots in my Guarded by the Righteous Spear during the wars company? Wouldn't it do you good to let sin out against Araby, and it is believed, written by Myrmidia and embrace our Goddess with open arms?" herself, the Book of Wisdom is a compendium on the Again no response was forthcoming. ancient gods and earthly way to eternity. With it, a "I see. Well, it is my duty to facilitate your scholar may have access to knowledge never revealed repentance my friend." to the unworthy. With these words de Hojeda calmly brought the iron to the prisoner's forehead, and the screaming Bound Spell, Power Level 5. The Book of Wisdom began in earnest. contains a random spell from the Lore of Light each "Let it out brother, let the sin out... turn. Roll a D6 before casting to determine which spell. 77

FRANCISCO CORTEZ Conqueror of the New World

From the Conquistadors of Lustria emerged an due to lack of motivation, so Cortez was forced to cut off experienced mercenary captain, the son of a minor the retreat of his army by setting fire to the boats and Estalian noble, whose greed and cruelty knew no bounds. galleons without the least sense of compassion. There was His name was Francisco Cortez, travelling the world and only one way to go home, through victory. known for his time as one of the big newcomer among the captains of history. The governor of Plascia, an island port The next day, the Conquistador army went to do battle city in Lustria, began to fear the temper of the again, this time without being caught by surprise. The Conquistador, whom even led soldiers from the small thunder of gunpowder weapons was scurrying back to the coastal stronghold to open battle against the reptilian chameleon-like creatures of the trees, while the guns got a inhabitants of the jungle. The governor tried to demote good account of the huge creatures and ruined the walls of Cortez and his loyal men to prevent the slaughter of the the city. Pikes continued to advance to bring death to the Estalian empire in the New World. streets of the primitive Lizardmen, while the horsemen gave no quarter to those who were in retreat. Finally, the The news that the end of his plunder and conquest was survivors of the war could plunder at will and fill entire near, Cortez made haste to reach the desired glory extolled wagons with burnished gold, weapons and lavish him for the rest of his days. Upstream, the Conquistador costumes, and ancient objects that were imbued with army took the city ruins of Pahuax, the ziggurats and magical power was taken back to Estalia where they temple buildings in the city still wearing gold, causing the Cortez and his men were greeted as conquering heroes. eyes of the warriors to shine with light and above all Once home, the majority of the members of the looting of rejoiced at the Cortez leadership. But just as they put one Pahuax could buy large tracts of land and titles while foot in the holy city, the visitors were greeted by a rain of Cortez was granted the rank of marshal. deadly arrows and the roar of beasts as big as the elephants of Araby. After a tough battle, Cortez and his However, not content with only the treasures of Pahuax, men were forced to row back to rebuild and develop a Cortez is now mounting more expeditions of his own to plan to conquer the city. During that night, many of the Lustria, to uncover the remaining treasures hidden deep Conquistadors fell ill because of the poison darts of the within the jungles, and he will not let anyone stand in his Lizardmen and panic began to spread among the troops 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. 78

DON LOMENTE Insane Gentleman Knight

No one knows the true identity of this individual, No one is quite sure how such a ridiculous individual whether he is a noble or a commoner. He rides the has not been slain on the field of battle, it is as if some countryside of Estalia seeking glory and to right great fate is in store for him and he will not meet his wrongs and evil to slay. Not that this would be that doom until then. uncommon in the World, except for the fact that Don Lomente tends to see evil monster everywhere he goes, M WS BS S T W I A Ld especially when it comes to windmills. Don Lomente 4 3 2 3 4 2 3 2 9 Rocinante 7 2 0 3 3 1 2 1 4 Don Lomente is just that. He suffers from mad delusions and is quite insane. He fancies himself as a TROOP TYPE: Cavalry (Special Character). great knight of Bretonnian decent, roaming the countryside seeking wrongs to right and monsters to slay in the proper chivalric tradition. SPECIAL RULES: Unbreakable, 3+ Ward save.

The Don Lomente's hold on reality is tenuous at best. Insane: Don Lomente is a lunatic whose actions have He lives in a dream world of his own making, one been known to make a Troll look downright brainy. where he is King of a mythic land and he slays giants, Because of this no one in their right mind would dragons other foul creatures. Since he is so far gone the willingly follow him. Don Lomente may never be the real world holds no terror for him. He does observe army‘s General. normal routines of life but on the battlefield his mind is To determine what the Don Lomente will do roll a D6 filled with strange notions, a goblin may appear as a at the start of the Movement phase and consult the giant, a horse as a dragon and so on – perhaps he sees following chart: Daemons from the Realm of Chaos! As such Don Lomente cannot truly distinguish a true threat from a D6 Result non-threat. In fact he has spent entire battles attacking 1 Befuddled with the images that he is seeing defenceless trees! Don Lomente moves in a random direction using the Random Movement (2D6") special Don Lomente's attire can best be described as comical. rule. He wears a miss-mash of rusted and beat up armour all taken from different suits that he has presumably 2 Confused by the conflicting images in his scavenged from battles. His attire is so absurd that he head the Mad King stops and putters around even has his own coat of arms on his ratty tabard and in a befuddled state. Don Lomente is so lance pennon. 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."

79

ALONSO DIAZ DE MIRAJO Captain of Estalia, Diestro Extraordinario

Captain Alonso was born to a poor family in a fishing breath-taking aggression. There is no fencer in all the village that overlooks the tranquil waters of the Bay of kingdoms of Estalia able to match Alonso's handling of Quietude. Gripped by a quixotic wanderlust, he the sword. His state of constant guard when fighting enlisted in the military at a young age to see the world. lets him easily surprises the enemy when he launches Decorated for valour with the Order of Myrmidia an the attack. unprecedented three times, Alonso was finally promoted to Captain and a swift ascent through the M WS BS S T W I A Ld ranks followed as he proved his ability time and time Alonso 4 6 5 4 4 2 6 3 8 again under pressure, and he soon found himself commanding part of Magritta's Rodeleros. TROOP TYPE: Infantry (Special Character).

Alonso is a charismatic man, easy to like and easy to Tactical Supremacy, Face Me, follow, inspiring a stoic loyalty in his men to whom his SPECIAL RULES: dedication is unwavering. He famously refused to carry You Coward!, Duelling Techniques. out an assault on the sea Fortress of Vern Navien. His reputedly swore: "Tell that idiota Grand Commander to Beloved Captain: Any unit joined by Alonso may re- come down here and use his eyes instead of cowering roll failed Psychology tests. behind a hill pouring over week old intelligence like a scullery maid. If he does so he will see that we cannot MAGIC ITEMS: take the fortress with the men we have, and thus I will Sword of the Duellist (Magic Weapon) not make the attempt. If he disagrees, he may accept Long and elegant this sword is a masterwork of light my sword any my retirement from me, in person." fencing swords. It has a beautifully crafted basket hilt The Grand Commander never appeared. and hand tooled leather scabbard.

Alonso commands the total loyalty of his troops. He is For every attack that misses Alonso in close combat, he patriotic to a fault, but his first thoughts are for those may immediately make an attack back at that model. 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.

80

MARIA DE SALVO Sister Assassin of the Order of the Eagle

Not much is known of Maria's past life before she SPECIAL RULES: Tactical Supremacy, Immune became a member of the Order of the Eagle, and she to Psychology. does not speak about it – or anything else for that matter – having taken a vow of silence which value she Assassin: As an assassin, Maria can never be chosen to keeps above anything else. be your army's General. She may begin the game hidden in any friendly Infantry unit. Make a note of Maria is an enigma for those whom have seen her and which unit she is hiding in. lived to tell the tale, and her motives are completely If hidden, Maria is not placed on the table during unknown to all save perhaps the Last Eagle, whom she deployment, but is revealed later in the game. She may answers to without question or hesitation. Maria's choose to reveal herself at the beginning of the turn, or dedication to the order is beyond compare, and the at the start of the close combat phase. When she reveals number of heretics slain by her blades is beyond herself, she displaces a model in the front rank. If the counting. unit she is with is wiped out or flees off the board before he can reveal himself, he will be lost and count Maria is the blade of the Order, sent to take out the as a casualty. most dangerous and best protected heretics in Estalia, be they man or beast. She is the nightmare of the Mark of Death: Secretly nominate one enemy corrupted nobles, as they can never know if or when character to be Maria's chosen target. Against this she will come to claim their lives. character, she has the Killing Blow special rule.

When the armies of Estalia go to war, Maria is MAGIC ITEMS: sometimes sent with them, hidden among their ranks, The Eradicators (Magic Weapon) and ready to strike as soon as an opportune target These two daggers were made on the order of the shows itself. More than one enemy general or wizard Inquisition as the final tools of judgement for the has felt his life come to a halt upon the end of her gravest of heretics. Piercing and corroding, they strike daggers. with inhuman speed, making the wielder a whirlwind of pain and death. M WS BS S T W I A Ld Maria de Salvo 4 8 6 4 3 2 7 3 9 Paired weapon. The Eradicators give Maria the Always Strike First special rule, and all attacks with them are TROOP TYPE: Infantry (Special Character). 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?" 81

INQUISITORIAL POWERS

The Inquisitors of Estalia are well versed in fighting Divine Pronouncement 25 points the forces of evil, and as such have developed special To the Inquisitor, all who stand against him are holy powers to battle them. Each Power may be used branded heretic, and the only fate deserved by such is once per turn. Unless specified, Inquisitorial Powers an eternity of damnation. Invoking Myrmidia‟s power, are not Magic Items and as such cannot be destroyed the Inquisitor pronounces his judgement, before which by any source. few can stand defiant.

Her Will Be Done 50 pts Bound Spell, Power Level 3. Target one enemy unit The Inquisitor becomes a furious manifestation of within 18" which not in close combat in the Shooting Myrmidia‟s divine will, dispensing His justice with phase. This unit must immediately take a Panic test. If every blow and cowing all His enemies with his holy the Inquisitor's Leadership is greater than that of the wrath. enemy unit, the test is modified by the difference.

Every unsaved wound inflicted by the Inquisitor in Might of the Goddess 20 points Close Combat counts as two for the purposes of Some Inquisitors can wield their powers as a physical combat resolution. force, such that anything they touch suffers catastrophic damage. An Inquisitor using the Might of Holocaust 35 pts the Goddess is capable of ripping apart steel plates The Inquisitor projects forth the fire in his soul in a with his bare hands. searing ball of white flame, igniting the very air around him, incinerating any who come too close. Bound Spell, Power Level 4. Might of the Goddess doubles the basic Strength of the user until the start of Bound Spell, Power Level 5. Place the small round his next turn, but may not use any Magic Weapons template anywhere in base contact with the Inquisitor. while Might of the Goddess is in effect. All models, friend or foe, covered by the template suffer a Strength 4 hit. Against Daemons, Undead and Sword of the Witches 20 points Wizards the Strength is increased to 5. For a man to wield the powers of Magic he must first have been tested and tried, and branded worthy to do Sanctuary 35 points so by the agents of the Inquisition. Any man who has Many Inquisitors can throw up a holy shield that not been so approved is an unclean witch and will be protects them from malign influences, and the strongest purged by the Inquisitor's own bestowed powers lest in faith can even conjure temporary wards around the beasts of the Chaos realm enslave his soul. their companions through which the Daemon cannot pass. Bound Spell, Power Level 4. All enemy wizards within 18‖ must pass a Leadership test or take D6 Strength 4 Bound Spell, Power Level 3. Remains in Play. While hits as the divine purity of Myrmidia consumes them. active, Daemons and Undead cannot move within 3" of the Inquisitor or his unit. Purge 15 points The Inquisitor is a seasoned master in the ways of Scourging 25 points hunting the heretic. With his sinister gaze he is able to The Inquisitor channels his righteous wrath into decimate the will of his enemy, filling his mind with the crackling energy, the air itself splitting apart as bright unbearable truth of his sins, until nothing more than a arcs of soul-lightning ravage those in his path. drooling, broken form remains.

Bound Spell, Power Level 3. Scourging is a magic Bound Spell, Power Level 3. Target one enemy model missile with a range of 18‖ that causes D6 Strength 5 within 24" of the Inquisitor that is within his line of hits. sight. Both players roll a D6 and add the Leadership of their respective models. If the Inquisitor scores higher Mace of Sacrifice (Magic Weapon) 50 pts than the target model, the target's Leadership is reduced In times of great need this mace is taken by a hero of by 3 until the start of the Inquisitor's next Magic phase. the Inquisition to vanquish the enemies of Estalia. This is a weapon which is dangerous to its wielder as its Word of Myrmidia 10 points power can be the death of its bearer. Many Inquisitors have such force of belief that their canticles and liturgies can cause the unbeliever and the The bearer gains +2 to his Strength and the Always witch to shrink back in fear. Strikes First special rule. At the end of each close combat phase of which the wielder takes part roll a D6; All enemy units attempting to charge the Inquisitor or On a 5+ the wielder takes a wound which cannot be his unit must pass a Leadership test. If they fail, they saved by any means. may not charge that turn. 82

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 PISTOLS OF THE DUEL 30 points Magic Weapon Magic Weapon

Wolf-slayer, or Lobera in Estalian, was the sword of This brace of pistols are the most finely crafted Fernando, king of Magritta, who liberated the city firearms in all of Estalia. They has been crafted with from the Arabians and finally ended the war. Fernando an unusual design, giving it improved range and used this sword as his symbol, said to be of great uncanny accuracy, as well as an improved reloading virtue. On his deathbed, Fernando left the sword to his mechanism that allows the wearer to fire a continuous grandson, the only thing he could leave to be inherited. stream of bullets . The hint of magical infusion can be A most holy relic from ancient times, heroes deemed seen by the light blue streak the bullets leave behind. worthy of it may remove the sword from its resting The pistols have been used by famous Diestro for many place in the Temple of Myrmdia and use it in times of years, and more than a few have fallen to their bullets need. The sword consist of a double edged blade which during formal duels. Many are those who would pay a shines like purest silver in the sunlight, held by a hefty sum to add them to their collection. golden hilt encrusted with rubies and diamonds. It is an astute judge and does not let just anyone wield it, Brace of Pistols. These pistols use the following only heroes of great renown. profile:

This sword gives the wearer the Heroic Killing Blow Range Strength Special Rules special rule. In addition, enemy models who are Hit by 16" 4 Armour Piercing this sword must pass a Leadership test or suffer an Quick to Fire, additional automatic Wound. However, if the wearer of Multiple Shots (4), this sword flees for any reason, he suffers one Wound himself instead, with no saves allowed. 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.

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 SCINTILLATING SHIELD 40 points with a terrible cost – once the bearer completes his Magic Armour mission and destroys the enemy he is himself greatly weakened. Some priests say that this Myrmidia In the ancient legends of Estalia, retold so many times reminding all who would pursue it of the cost of their origin is now forgotten, heroes would be gifted victory. with shields which were so brightly polished they blinded their foes and deflected the deadly gaze of the Before the game, the wielder of the Sword may choose Basilisks and Cockatrice that were the scourge of the one enemy character on the table. The wielder must land in ancient days. The Scintillating Shield, whether always issue and accept challenges against this it is the item spoken of in legend or a more recent character if possible. The wielder of the sword Hits and creation wrought by wizard-craft, fetch a prince's Wounds the chosen enemy on a 2+, with no armour ransom when rumours of or Cockatrice attacks save allowed. If the enemy is killed by this weapon, the spread. wielder suffers -D3 to his Strength and Toughness, and the sword counts as a normal magical hand weapon for Shield. All attacks targeted at the bearer suffer -1 To the remainder of the game. 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. 83

CAPE OF VELACRUZ 25 points STANDARD OF MYRMIDIA 75 points Talisman Magic Standard

Velacruz was a famous Torero, whose skill at This standard shows the image of the Great Goddess, bullfighting was beyond that of any other man. No Estalia‟s warrior patron. A relic from the Crusades, it matter how many times he would walk into the ring, he was reportedly flown by the first Knights of the Blazing was always able to dodge the charge of the raging during the siege of Magritta when the Arabian Emir bulls. Unfortunately, he finally met his end when he met his end outside the temple of Myrmidia. It is said decided to challenge fate and face nothing less than the that Myrmidia blesses all the Estalians who distinguish three fiercest bulls of Magritta simultaneously. themselves in combat for their courage and bravery, Managing to dodge the first two, he was impaled by the enabling them to defeat any enemy. horns of the third bull, a sad end to a great fighter. The torn cape that he had been using during his career Each time the unit carrying this banner destroys or lived on however, and it is today a valuable artefact breaks an enemy unit, they gain one of the following worn as a cloak by Estalian heroes into battle as a bonuses for as long as the banner remains in the unit: badge of pride and honour. Units: Result: War Beasts, Monstrous Infantry, Monstrous Beasts and 1 The unit gains +1 to its Weapon Skill. Monsters must re-roll all successful rolls To Hit against 2 The unit gains +1 to its Strength. the wearer of this cape. In addition, the wearer is 3 The unit gains +1 Attack. immune to the effects of Impact Hits and Stomp (including Thunder-stomp) Attacks. BANNER OF SANTIAGO 50 points Magic Standard

CROWN OF BILBALI 60 points This banner is made of white silk and emblazoned with Enchanted Item, Grand Commander only the image of a red sword, point downwards. It is said to be made from the surcoat of the legendary Estalian The kingdom of Bilbali was born through war, and knight who wore it, Santiago, who during his life conflict with its neighbours had ever been a present defeated the Arabians in dozens of battles. When the threat. Many kingdoms have sought to cow the proud invasion of Jaffar was over, this banner was people of Bilbali, and yet none of them have succeeded. consecrated in the Temple of Myrmidia and later used Much of the successes of this small state can be thrown in the Crusades. Legend has it that when the banner of directly to the courageous leadership of its kings. In Santiago is flown all of Estalia will rise to its defence dark times they have led their armies to victory even and Santiago will return to once again vanquish his when the numbers were against them. The crown both enemies, and so the sight of it steels the warriors' King Armando, and now King Marcelo, wear serves as hearts in the defence of their homeland. 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 The unit carrying this standard counts as rolling double open combat. 1's on their first Break test. After this, the banner has no further special effect for the remainder of the game. 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. 84

85

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.

86

USING THE ARMY LIST UNIT CATEGORIES The army list is used alongside the 'Choosing an Army' As described in the Warhammer rulebook, the units in section of the Warhammer rulebook to pick a force the army list are organised into five categories: Lords, ready for battle. Over the following pages you will find Heroes, Core Units, Special Units and Rare Units. 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 ARMY LIST ENTRIES that will form your army. Amongst other things, they Each army list entry contains all the information you will tell you what your models are equipped with, what need to choose and field that unit at a glance, using the options are available to them, and their points costs. 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:  Tactical Supremacy  One Pikeman may be upgraded to a Aventuro...... 10 points Equipment:  Tercio Formation  One Pikeman may be upgraded to a musician...... 10 points  Hand weapon  One Pikeman may be upgraded to a standard bearer...... 10 points  Pike  Light armour

1. Name. The name by which 3. Troop Type. Each entry 5. Unit Size. This specifies the the unit or character is specifies the troop type of its minimum size for each unit, identified. models (e.g. 'infantry, which is the smallest number monstrous cavalry' and so of models needed to form that 2. Profiles. The characteristic on). unit. In some cases units also profiles for the model(s) in have a maximum size, or can each unit are provided as a 4. Points value. Every even comprise just a single reminder. Where several miniature in the Warhammer model. profiles are required these range costs an amount of are also given, even if they points that reflects how 6. Equipment. This is a list of are optional (such as unit effective it is on the the standard weapons and champions). battlefield For example, a armour for that unit. The cost Pikeman costs 8 points, of these items is included in whilst the powerful Isabella the basic points value. Giovanna Luccelli costs a whopping 390 points! 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.

87

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  Tactical Supremacy  Blessed Cuirass  Fly  Light of Myrmidia  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  Tactical Supremacy  May be mounted on a barded Warhorse...... 24 points  Armour of Virtue  Hatred  Eagle of Myrmidia  Stubborn  Grand Master

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  Babieca (Barded Warhorse)  Champion of Estalia  Armour of the Champion

GRAND INQUISITOR DE HOJEDA 205 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  Tactical Supremacy  May take Inquisitorial Powers up to a total of...... 100 points  Burn the Heretic Magic Items:  Magical Attacks  Sacred Armour  Book of Wisdom

88

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  Tactical Supremacy  May be armed with one of the following:  Heavy armour  Estalian Steel - 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 120 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  Tactical Supremacy  May be armed with one of the following:  Light armour  Magical Attacks - Morning star...... 3 points  Magic Resistance (2) - Flail...... 6 points  Burn the Heretic  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  Hand weapon  May be upgraded to a Level 4 Wizard...... 35 points Level 3 Wizard. He may  May be mounted on one of the following: use spells from the Lore Special Rules: - Warhorse...... 18 points of Fire, Metal, Life,  Restricted  May be upgraded to have barding...... 6 points Light, or Heavens. Practise - Pegasus...... 45 points  May take magic items up to a total of...... 100 points 89

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  Tactical Supremacy  May be mounted on a Warhorse...... 12 points  Heavy armour  Fusillade  Conquistador Magic Items: Commander  Rapier of Quietude  Amulet of Pahuax

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  Rocinante (Warhorse)  Unbreakable  Lance  3+ Ward save  Heavy armour  Insane  Shield

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  Sword of the Duellist  Tactical Supremacy  Light armour  '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  Tactical Supremacy  Seal of Myrmidia  Immune to Psychology  Assassin  Mark of Death 90

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  Tactical Supremacy  May be armed with one of the following:  Heavy armour  Estalian Steel - Lance...... 7 points - Additional hand weapon...... 3 points BATTLE STANDARD BEARER - Great weapon………………………...... ………...... 6 points - Pistol...... 5 points Unless your army contains an Altar of  May carry a shield...... 2 points Myrmidia, one Captain in the army may carry the Battle Standard for +25 points.  May upgrade heavy armour to full plate armour...... 4 points The Battle Standard Bearer can have a  May be mounted on one of the following: magic banner (no points limit). A model - Warhorse...... 12 points carrying a magic standard cannot carry any  May be upgraded to have barding...... 4 points other magic items. - 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  May be armed with one of the following:  Estalian Steel - Additional hand weapon...... 3 points  'Face Me, You - Buckler...... 2 points Coward!' - Pistol...... 5 points  Duelling Techniques - Brace of Pistols...... 8 points  May wear light armour...... 2 points  May take magic items up to a total of...... 50 points

91

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  Hand weapon  May be upgraded to a Level 2 Wizard...... 35 points Level 1 Wizard. He  May be mounted on one of the following: may use spells from the Special Rules: - Warhorse...... 12 points Lore of Fire, Metal,  Restricted  May be upgraded to have barding...... 4 points Life, Light, or Heavens. Practise  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  Tactical Supremacy  May upgrade light armour to heavy armour...... 2 points  Light armour  Blessing of Myrmidia  May be mounted on an Altar of Myrmidia...... 100 points  Shield  Divine Power  May take magic items up to a total of...... 50 points  Prayers of Myrmidia

INQUISITOR 65 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  Tactical Supremacy  May be armed with one of the following:  Light armour  Magical Attacks - Morning star...... 2 points  Magic Resistance (2) - Flail...... 4 points  Burn the Heretic  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

92

CORE UNITS

PIKEMEN 6 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 4 3 3 3 1 4 1 7 Infantry Sergeant 4 3(4) 3 3 3 1 3(4) 2 7

Unit Size: 10+ Special Rules: Options:  Tactical Supremacy  One Pikeman may be upgraded to a Sergeant...... 10 points Equipment:  Tercio Formation  One Pikeman may be upgraded to a musician...... 10 points  Hand weapon  One Pikeman may be upgraded to a standard bearer...... 10 points  Pike  The entire unit may be upgraded to Aventuros...... 2 points per model  Light armour - A unit of Aventuros may form a Tercio with Rodeleros...... see below

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:  Tactical Supremacy  One Rodelero may be upgraded to a Duellist...... 10 points Equipment:  Tercio Formation  One Rodelero may be upgraded to a musician...... 10 points  Hand weapon  Estalian Steel  One Rodelero may be upgraded to a standard bearer...... 10 points  Light armour  Buckler

CROSSBOWMEN 9 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:  Tactical Supremacy  One Crossbowmen may be upgraded to a Marksman...... 10 points Equipment:  Tercio Formation  One Crossbowmen may be upgraded to a musician...... 10 points  Hand weapon  One Crossbowmen may be upgraded to a standard bearer...... 10 points  Crossbow  Light armour

ARQUEBUSIERS 9 points per model Profile M WS BS S T W I A Ld Troop Type Arquebusier 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:  Tactical Supremacy  One Crossbowmen may be upgraded to a Marksman...... 10 points Equipment:  Tercio Formation  One Crossbowmen may be upgraded to a musician...... 10 points  Hand weapon  One Crossbowmen may be upgraded to a standard bearer...... 10 points  Handgun  Light armour 93

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:  Tactical Supremacy  One Caballero may be upgraded to a Knight...... 10 points Equipment:  Estalian Steel  One Caballero may be upgraded to a musician...... 10 points  Hand weapon  One Caballero may be upgraded to a standard bearer...... 10 points  Spear - A unit of Caballeros with a standard bearer may carry a magic  Heavy armour 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:  Tactical Supremacy  One Genitor may be upgraded to an Outrider...... 10 points Equipment:  Fast Cavalry  One Genitor may be upgraded to a musician...... 10 points  Hand weapon  One Genitor may be upgraded to a standard bearer...... 10 points  Javelin  The entire unit may wear light armour...... 2 points per model  Shield  The entire unit may be armed with spears...... 1 point per model

ALMOGAVARS 7 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:  Tactical Supremacy  One Almogavar may be upgraded to a Raid Leader...... 10 points Equipment:  Skirmishers  One Almogavar may be upgraded to a musician...... 10 points  Hand weapon  One Almogavar may be upgraded to a standard bearer...... 10 points  Javelin  The entire unit may be armed with shields...... 1 point per model  Light armour

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:  Light armour  Forest Strider

94

SPECIAL UNITS

MARINES 6 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:  Tactical Supremacy  One Marine may be upgraded to a Marine Sergeant...... 10 points Equipment:  Ambushers  One Marine may be upgraded to a musician...... 10 points  Two hand  One Marine may be upgraded to a standard bearer...... 10 points weapons  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:  Tactical Supremacy  One Royal Guard may be upgraded to a Guard Captain...... 10 points Equipment:  Estalian Steel - A Guard Captain swap his handgun for a brace of pistols...... free  Hand weapon  Stoic  One Royal Guard may be upgraded to a musician...... 10 points  Musket  One Royal Guard may be upgraded to a standard bearer...... 10 points  Heavy armour - A unit of Royal Guards with a standard bearer may carry a magic standard worth up to...... 50 points

CONQUISTADORS 23 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:  Tactical Supremacy  One Conquistador may be upgraded to a Conquistador Equipment:  Estalian Steel Captain...... 10 points  Hand weapon  Fusillade  One Conquistador may be upgraded to a musician...... 10 points  Pistol  One Conquistador may be upgraded to a standard bearer...... 10 points  Handgun - A unit of Conquistador with a standard bearer may carry a magic  Light armour standard worth up to...... 50 points  The entire unit may upgrade to wear heavy armour..1 point per model

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:  Tactical Supremacy  The entire unit may be armed with pistols...... 2 points per model Equipment:  Skirmishers  The entire unit may wear heavy armour...... 1 point per model  Hand weapon  Grenades  Light armour 95

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:  Tactical Supremacy  One Knight may be upgraded to a Preceptor...... 10 points Equipment:  Estalian Steel  One Knight may be upgraded to a musician...... 10 points  Hand weapon  Blinding Light  One Knight may be upgraded to a standard bearer...... 10 points  Lance - A unit of Knights of the Blazing Sun with a standard bearer may  Full plate carry a magic standard worth up to...... 50 points armour  Shield  Barding

SISTERS OF FURY 9 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:  Tactical Supremacy  One Sister may be upgraded to a Superior...... 10 points Equipment:  Myrmidia's Adepts  One Sister may be upgraded to a musician...... 10 points  Spear  One Sister may be upgraded to a standard bearer...... 10 points  Heavy armour - A unit of Sisters of Fury with a standard bearer may carry a magic  Shield standard worth up to...... 50 points  The entire unit may be armed with javelins...... 2 points per model

MOUNTAIN BANDITS 8 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 Desperado 4 3 4 3 3 1 3 1 6 Infantry

Unit Size: 5-20 Special Rules: Options:  Skirmishers  One Mountain Bandit may be upgraded to a Desperado...10 points Equipment:  Scouts  Hand weapon  Hill Strider  Bow  Guerrilla Fighters

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:  Hand weapon  Small Calibre Crew: 3 crewmen  Scatter-shot 96

RARE UNITS

BLACK WATCHMEN 13 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:  Tactical Supremacy  One Watchman may be upgraded to a Watch Captain...... 10 points Equipment:  Stubborn  One Watchman may be upgraded to a musician...... 10 points   Hatred (Undead,  One Watchman may be upgraded to a standard bearer...... 10 points  Full plate Nehekharan Undead) - A unit of Black Watchmen with a standard bearer may carry a armour  Fearless 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:  Hand weapon Crew: 3 crewmen

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 Equipment: Special Rules: Bulls  Hand weapon  Bull Run  Spear  Shield

97

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 RARE UNITS M WS BS S T W I A Ld Type Page Eminent Magus 4 4 3 4 4 3 4 2 8 In 54 Bull 7 3 0 4 4 1 3 1 5 WB 72 Grand Commander 4 6 5 4 4 3 6 4 9 In 52 - Herder 4 3 3 3 3 1 3 1 7 Ca High Inquisitor 4 5 3 4 4 3 5 3 9 In 53 - Horse 8 3 0 3 3 1 3 1 5 - Isabella 4 5 5 4 4 3 6 4 10 In 75 Watchman 4 4 3 4 3 1 4 1 8 In 70 Juan Federico 4 6 5 4 4 3 6 4 9 In 76 - Watch Captain 4 4 3 4 3 1 4 2 8 In Santiago de Vivar 4 7 5 4 4 3 6 5 9 Ca 77 Culverin - - - - 7 3 - - - WM 71 - Babieca 8 3 0 3 3 1 3 1 5 - - Crew 4 3 3 3 3 1 3 1 7 -

HEROES M WS BS S T W I A Ld Type Page MOUNTS M WS BS S T W I A Ld Type Page Alonso Diaz 4 6 5 4 4 2 6 3 8 In 81 Altar - - - 4 5 5 - - - Ch 55 Battle Magus 4 3 3 3 3 2 3 1 7 In 54 - Bull 7 3 0 4 - - 3 1 - - Captain 4 5 5 4 4 2 5 3 8 In 52 Griffon 6 5 0 5 5 4 5 4 7 Mo 74 Diestro 4 6 5 4 4 2 6 3 7 In 56 Pegasus 8 3 0 4 4 3 4 2 6 MB 73 Don Lomente 4 3 2 3 4 2 3 2 9 Ca 80 Warhorse 8 3 0 3 3 1 3 1 5 WB Var. - Rocinante 7 2 0 3 3 1 2 1 4 - Francisco Cortez 4 5 5 4 4 2 5 3 8 In 79 Troop Type Key: In = Infantry, WB = War Beast, Inquisitor 4 4 3 4 4 2 4 2 8 In 53 Ca = Cavalry, MI = Monstrous Infantry, MB = Maria de Salvo 4 8 6 4 3 2 7 3 9 In 82 Monstrous Beast, MC = Monstrous Cavalry, Mo = Priestess 4 4 3 4 4 2 4 2 8 In 55 Monster, Ch = Chariot, Sw = Swarms, Un = Unique,

WM = War Machine. 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 - Arquebusier 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 4 3 3 3 1 4 1 7 In - Sergeant 4 3(4) 3 3 3 1 3(4) 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 - Desperado 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

98

99

100

101

Inside you will find:

The Estalian Kingdoms lie in the south of the Old World. The  A bestiary describing every unit, monster, hero and war machine in your army. threat of Chaos seems very remote here, far away from the Incursions and beyond the immediate threat of Chaos bands.  An army list to arrange your collection of Unlike Bretonnia and The Empire, which are unified nations miniatures into a battle-ready force. under a single ruler, the Estalian Kingdoms are many and of  A comprehensive section that details the various sizes. The Kingdoms of the Irrana Mountains are home to Estalians, their culture and their history. fierce, tough hill-fighters, while those along the south coast are prosperous trading nations whose ships ply the Southern Sea to Warhammer: Estalia is one of a series of Araby. The largest cities and towns war upon each other, as well as supplements for Warhammer. Each book in the series describes in detail an army, its history and against the Arabians, the Bretonnians, and the Tileans. its heroes.

102