Endhammer

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Endhammer

Endhammer (also known as “AU9” or “9th Edition AU”) is a community-driven project to create a campaign setting for Warhammer Fantasy Battle, Mordheim, and Warhammer Fantasy Roleplay in the wake of the End Times. It is also an experiment to see how easily /tg/ can come up with a better story than Games Workshop.

With the aim of demonstrating that the plot can be “moved forward” without squatting the entire setting, Endhammer provides a broken and divided Warhammer Fantasy world, where brother fights brother, maps are redrawn, and the lizards didn't fuck off to space. In doing so, parts of The End Times are retconned and Age of Sigmar is entirely scrapped. The world isn't dead, but it's also not in good shape.

This is still a work in progress and comments/new ideas are welcome (especially if you're good at making up rules).

What's Different?

Three major points of divergence are responsible for the "Endhammer" setting:

Thanquol, realizing that Screech Verminking and Archaon were getting all of the glory and credit for ending the world, decided to do his thing and cock it all up. With lots of warpdust. He annihilates a good third of the Hordes of Chaos after inhaling what some ratmen reported to be a slave's weight in warp snuff. At the moment, he's fled towards Khuresh with Clan Eshin assassins on his tail.

In general, the Underempire's attack was not as successful, and some humans survived in Estalia, Tilea, Araby, and Bretonnia. In fact, Bretonnia's doing pretty well.

Valten doesn't die via Verminlord killsteal. Instead, he and Archaon take each other out at the First Battle of Middenheim. After tanking a warpstone bullet from Brunner the Bountyhunter (who, let's be honest, was the real hero of the story), Archaon and Valten went toe to toe. The fight goes as it did in the End Times, but some Butterfly Effect bullshit causes the Verminlord's glaive to miss Valten and stun the Slayer of Kings instead. Ghal Maraz once more proves itself the bane of the Everchosen, and the armies of Chaos are scattered, but the Herald of Sigmar dies in the process.

The Setting

Set ten years after the End Times, the world of "Endhammer" is still a broken and bloody place. Archaon may be dead, but the largest Chaos invasion the world had ever seen still occurred. The apocalypse was only averted at the final hour. Lustria remains a cratered mess. The Empire is burning and survivors squabble over the ashes. Refugees strike out to establish new nations and colonies, leaving their shattered homelands behind. And unto this, Grimgor, destined to bear the jeweled crown of Cathay upon a troubled brow...

Beastmen

  • Beastmen are the principle inheritors of the eastern Empire. After Archaon's hordes burned and killed their way to Altdorf and Middenheim, the massive herds moved in to pick up the spoils. Now, they hunt down errant survivors in the deep forests of Hochland and Talabecland and dance in the ruins of Bechafen and Wolfenburg. Yet, they are wary of a new power gathering in northern Ostland.
  • With Kharazk the One Eye and Malagor the Dark Omen both dead, new chieftans are rising among the disparate herds of Beastmen.
  • Moonclaw has Beastmen drag pieces of Morrsleib to set up a ritual circle to court the Chaos God's favor.
  • In far-flung Ind, Arbaal the Undefeated personally took the heads of the thousand living gods. The human kingdoms were shattered and exotic beastmen of all kinds poured from the jungles. A kingdom of beasts is growing in the subcontinent, led by the engimatic "Raj," a man with a tiger's head. The mutated rule and pure-born humans work as slaves.
  • Getting bored of the same forested ruins, Ghorros Warhoof heads east with a tribe of Centaurs on a round-the-world bender.

Bretonnia

  • Bretonnian Lore from the 6th Edition book is removed and deleted.
  • Fair Bretonnia has fared far better than its eastern neighbor, as the Empire took the brunt of Archaon's invasion.
  • This doesn't mean the situation is good. The north is covered in Norscan raiders, and Mousillon is becoming a petty kingdom of ghouls. The Civil War and the subsequent Battle of Altdorf have devastated the kingdom's population and robbed it of much of its knightly class.
  • Gilles le Breton has returned to Bretonnia as its King to right the ship.
  • Gilles le Breton has kept the Lady of the Lake's true identity a secret. Better his knights think they continue to serve a benevolent goddess rather than an elven deity.
  • With much of Bretonnia's knightly class lying dead at Altdorf or in Moursillon, leaders among the peasantry have been knighted by the country's new God-King.
  • Errantry Wars were called to reclaim Tilea and Estalia from the Skaven hordes to much success.
  • Men who had been petty hedge knights or peasant sergeants in Bretonnia now rule as Crusader Lords in Estalian and Tilean cities like Bilbali, Tobaro, Pavona, and Miragliano, much to the chagrin of the refugee locals.

Chaos Dwarfs

  • The Plains of Zhar and the fortress at Zhar Nagrund were broken by the passing of the greenskin hordes. With their mightiest war engines and most skilled engineers busy taking the Great Bastion of Cathay or aiding Archaon's armies in the west, the tower of the Chaos Dwarfs was sundered by the Ironhide.
  • Chaos Dwarfs regroup at the Tower of Gorgoth, the Black Fortress, and the Daemon Stump to the south and at the holdfast of Uzkulak in the north, cursing the Hung and Norscan for pulling them into their foolhardy wars and drawing their armies thin. Hashut is ascendant, venerated even more in the face of the failure of the Four. Those who question whether Hashut is merely an aspect of the Four are killed.
  • The Great Maw's explosion caught the attention of newly dispossessed daemon-engineers. A great forgeworks/temple has been built over the abandoned home of the ogres, its volcanic energy used to power the infernal machinations of the Chaos Dwarfs. Ogres attempting to retake their home and assault the new fortress are met with moats of magma.

Dwarfs

  • Ungrim Ironfist is once again denied the opportunity to fulfill his slayer oath as he is pulled between his twin duties of dying in battle and leading his people. With Thorgrim Grudgebearer dead by a cowardly Skaven's blade, and other leaders such as Thorek and Belegar having similarly kicked the bucket, Ungrim is de facto leader of the surviving Dwarfs.
  • An exodus from the World's Edge Mountains occurred as the last holds were sundered. Dwarfs joined the host of Ungrim Ironfist making its way through the Empire, first to break the siege of Averheim, then to recover Nuln, and finally to find safety in Karak Norn, one the last surviving holds in the Grey Mountains.
  • Many Dwarfs complain, either because the Grey Mountains are incredibly poor in resources compared to the World's Edge (“What? You're mining tin?!”) or because they are Grey Mountain natives resentful of their insulting kinsmen (“Tin is used in many things! Such as cups! And pans!”)
  • While no High King has been elected, Dwarfs naturally look to Ungrim Ironfist for guidance. A council of the surviving thanes is called to determine which of their holds should be recovered first: Karak Eight Peaks or the Everpeak. The Grey Mountain Dwarfs say they're quite happy where they are, thank you very much.

Elves, Dark, High and Wood

  • Malekith is crowned as Phoenix King, ushering in a new era of greatness (or terror) for elfkind. With the end of the world averted, Alarielle abandons him, returning to Tyrion to lead the High Elves as the Everqueen.
  • Tyrion and those High Elves unwilling to serve the Witch King leave Malekith's court and declare everlasting war on him and their turncoat brethren. They have fled to the surviving colonies and established new homes in what remains of northern Lustria.
  • A council of Asur and Druchii is founded to advise the Phoenix King, made up of notable heroes and villains like Prince Imrik of Caledor, Lokhir Felheart, and even Teclis. Caradryan joins the ranks of Malekith's personal bodyguards.
  • Teclis remains behind, wondering if his machinations to put the Witch King on the throne were worth it. For now, he wanders the world, hoping to re-establish the ley lines and keep the threat of Chaos at bay.
  • Two factions arise among Malekith's council in Athel Loren. They debate how the elves should move forward. Some urge the Phoenix King to return to the cold ruins of Naggaroth, as the heirs of Asuryan need a home. Others prefer the warm coasts of Tilea, and a return to old colonies long abandoned to the humans... their current occupants notwithstanding.
  • Ariel and Orion want their guests gone. Soon. Malekith needs to make a decision fast.
  • Korhil sides with Tyrion, appointing himself Tyrion's main bodyguard.
  • Though she sides with the Phoenix King, Hellebron's loyalty to Malekith dwindles and she keeps Shadowblade close while deciding whether to try and overthrow Tyrion or Maketith. However, the first target of Hellebron's wrath is Morathi, who is more vulnerable than she's been in ages.
  • Ulthuan has been destroyed. The region it once occupied is now an expanse of ocean broken by a few rocky islands. Sailors claim that strange and chaotic events occur in the "Ulthuan Circle."

The Empire

  • Sigmar's Empire is in shambles after Archaon's nearly successful conquest of the world. Ostland, Ostermark, Talabecland, and Hochland are blighted wastes, infested with beastmen and fouler things. Pockets of defenders persist in isolated forts and outposts, surviving by strength of arms and a healthy helping of luck.
  • Altdorf, Jewel of the Empire, is a broken ruin and Talabheim Crater remains a lake of pus.
  • Middenheim was spared when Archaon fell. Averheim was rescued by the one-two punch of a treacherous Thanquol and the host of Ungrim Ironfist. Nuln is reclaimed and Emmanuelle von Liebewitz returned to her palace.
  • The sons of great men squabble over the ashes of the Empire. Heinrich Todbringer, the bastard son of the late Elector-Count of Middenheim, is legitimized by Ar-Ulric's decree and given the seat of Middenland. Ruling from Carroburg, Karl-Franz's son, Luitpold II, takes the seat of Reikland. Both assume they will be Emperor.
  • Luthor Huss has been elected Grand Theogonist. It helps that most of Sigmar's clergy were killed in the fall of Altdorf. Being the only significant leader left to the church, and wrapping a conspicuous scarf around his neck, the radical priest is throwing his support behind Luitpold, not wanting some northern pagan like Todbringer to take the imperial throne.
  • Balthasar Gelt, persona non grata in most of the Empire after his necromantic shenanigans were discovered, has secreted himself in the Court of Emmanuelle von Liebewitz, Elector-Countess of Nuln. Gelt wonders why the Empire should even be allowed to elect a leader? Why not assure the Emperor is someone with true ability and vision; someone like the Supreme Patriarch of the Colleges of Magic?
  • In Ostland, a mysterious Norscan has set himself up as Earl of Salkalten. Both errant raiders from the Everchosen's horde and what few survivors remain in Ostland flock to his banner as he cuts down the wicked beasts that prowl the eastern forests of the Empire and offers protection to those who will serve him. He and his huscarls cast aside the Dark Gods after witnessing Archaon's fall at Middenheim, and wonder which southern deity grants such power to the weaklings of the Empire. In addition, he seems to have a penchant for killing the living dead...

Estalia

  • Most of Estalia got royally fucked by the Skaven invasion. Now, Bretonnians rule much of the eastern and northern parts of the peninsula.
  • One bright light was Magritta, where the priestesses and guardians of the Temple of Myrmidia, Warrior-Goddess of the South, led the defense of the city. Being the gathering point of all of Estalia's surviving warriors, it presented the Skaven with the cream of the peninsula's crop.
  • Magritta is now the only major, Estalian city still in the hands of Estalians. And they are ever more dedicated to their warlike goddess, who they see as responsible for saving their people from the rats. Like Tilea, the rest of the cities are in the hands of up-jumped, Bretonnian knights.
  • Bloody priestesses of Myrmidia now roam the countryside, burning out Skaven and enforcing the goddess's will.
  • Many disenfranchised Estalians are boarding ships and making way for Lustria, establishing colonies in the cratered archipelagos that once made up the southern continent. Great deposits of warpstone or “green gold” are making returning conquistadores rich, especially with so few lizards left to stop them.

Kislev

  • Kislev was conquered when the End Times began, but the Tzarina Katerina, the Winter Queen, refused to give up. She leads a guerrilla resistance against the remaining forces of Chaos who despoil her country.
  • Joining her is Valmir von Raukov, Elector-Count of Ostland who was trapped on the wrong side of the Auric Bastion when it fell, having led the defense of Erengrad. He knows little of what has happened to his province in the mean time, but Katerina promises him Praag if they ever prove victorious.
  • Throgg's dreams of an intelligent troll race ruling over Kislev went up in smoke when a particular slayer got into the mix. Kurgans and Hung control the steppe-lands instead. Well, them and Chaos Spawn.
  • Sigvald still decides to hole up in the ruins of Kislev. From there, he sends small armies to capture slaves, treasures or whatever catches his hedonistic eye. On his latest whim, he sent his army out, as he took a fancy to the Winter Queen and wants her as his personal plaything.

Lizardmen

  • They didn't go to space.
  • Instead, the flying pyramids of the Lizardmen landed in the northern jungles of the Southlands, joining Zlatlan and flattening trees and wildlife for miles (in addition to a Savage Orc Waaagh!).
  • With their greatest Slann Mage Priests dead and their home a warpstone-cratered mess, the Lizardmen are trying desperately to recuperate. Tetto'eko works furiously as de facto leader, despite his extremely old age for a Skink.
  • Kroq'Gar, still bitter over the loss of Grymloq, sets his eyes on the Skaven-infested ruins of Araby and the Lizardmen's new undead neighbors in Nehekhara.

Ogre Kingdoms

  • This is another faction where the setting could use some help.
  • Greasus Goldtooth gets his face krumped by Grimgor Ironhide, throwing the ogres into disarray, even as the world is cracking apart and falling around them.
  • In order to cope, the ogre begin an eating contest (that is, eating each other) to determine who will be their next king. So far Ghrak Ironskin is in the lead, as his opponents keep breaking their teeth on his armor and his large amount of Rhinox riders keep the peace a bit.
  • Bragg the Gutsman is paid by Ghrak with useless (to Ghrak) gold to kill Golgfag, with the latter proving hard to find.
  • Golgfag, the obvious favorite, is too busy bumming around Ind to participate.
  • Skrag leads a group of ogre fanatics, both mutilated in body and mind, in a brutal gore pilgrimage to the Great Maw.

Orcs & Goblins

  • As in the End Times, Grimgor's Waaagh! conquered its way across the Dark Lands, into Cathay, and took the Great Bastion from the Chaos Dwarfs that had conquered it from the puny humies of the east.
  • Rather than being teleported to the Empire in skubtastic fashion by Teclis, Grimgor and his boyz realize that Cathay is something of a paradise. The massive populations of the east result in almost endless streams of men on which the greenskins can blunt their choppas. And the Dragon-Emperor, having retreated to the rice paddies of the south, doesn't disappoint.
  • Grimgor is Warhammer's Kublai Khan, setting up shop in the Dragon-Emperor's Summer Palace in northern Cathay, cutting down wave after wave of weak, Cathayan soldiers with one hand. An abortive invasion of Nippon was ended by sabotage from Clan Eshin sinking most of his ships and many of his boyz.
  • But Grimgor's getting bored of Cathayan blood and he's setting his sights back west.
  • Skarsnik comes to despise the Skaven.
  • Wuzzarg finds Skarsnik first. Declaring him the chosen of Mork (or Gork; the chosen of the kunnin' one), he anoints Skarsnik with sacred war paint, which saves his life against a Skaven assassin, who is turned into a squid by Wuzzarg and eaten by Skarsnik himself. Skarsnik uses this to consolidate his rule over the Night Goblins.

Skaven

  • Disappointed in the Council of Thirteen's failure, the Horned Rat annihilated Skavenblight in a very Skaven-like huff. The surviving clans (sans Pestilens, which is recovering after the “moonshot”), are now fighting over who will make up the new Council of Thirteen.
  • They are also squabbling over where to locate the “new” Skavenblight, and the plagued depths of the Slayer Keep have never seemed so homey.
  • Knowledge of the Skaven is now commonplace in the Empire, but it hasn't amounted to anything productive. It has only made already paranoid villagers even more suspicious, seeing rat-things around every corner.
  • Ikit Claw sends an army of Skaven to the ravaged Zharr-Naggrund to seek a weapon that will tip the power struggle in favor of Clan Skyre.

Tilea

  • Trantio, Pavona, Tobaro and Verezzo fell in the initial Skaven attacks. All except Trantio are now ruled by Bretonnian lords.
  • Remas is now ruled by an iron-fisted Ricco and his “Republican” Guard. The Marksmen of Miragliano serve him as roof-top sentries and hunters for errant ratmen.
  • Lorenzo Lupo and Leopold of the Leopard Company died in the final battles for Tilea. With the scions of the Leopard twins dead, Luccini elected Roderigo Delmonte as its new prince. He rules as a benevolent ruler, and the Alcatani Fellows finally live like kings.
  • The northern Tileans, refugees from the Skaven, return to find that Bretonnian crusaders have claimed their farms and palaces. The Tileans have three choices: fight for what is theirs, submit to their new overlords, or abandon their country for the west, following Pirazzo and his Lost Legion to steaming Lustria.

Tomb Kings

  • Not getting a lot from TK-players either.
  • The lore breaks from GW's lore after Nagash entered the Black Pyramid. He doesn't conquer the Tomb Kings, Nehekhara is not destroyed, Settra does not get ripped apart or have any dealings with the Chaos Gods.
  • Nagash underestimated the result of eating and taking the position of a god that oversaw a fundamental part of reality like Usirian/Morr, or that the other gods in the setting would sit back and allow this. While Nagash was recovering, weak after defeating Usirian, the trap was sprung. Tzeentch, seeing the threat that Nagash's ambitions represented to the Chaos Gods and personally despising Nagash's unchanging vision, decided to personally deal with the burgeoning death god, sending armies of daemons to invade the Underworld. Though the dead outnumbered the daemons, Nagash pitted his newfound power against that of the second-strongest Chaos God. There was a tremendous magical backlash, the skies over Nehekhara flashed with purple and blue lightning. Tzeentch's forces were pushed back temporarily, but while Nagash was able to avoid oblivion, Tzeentch had bound Nagash to the Underworld as a particularly pissed off Hades, trapped, hoping that his henchmen, Krell and Arkhan figure out a way to get him out of this job of 'overseeing the dead' (or at least bring him a Persephone to keep him company). Abandoning plans for vengeance for the time being, Nagash seeks a way out of his imprisonment.
  • With Nagash's disappearance, the vampires are defeated by the triumphant Tomb Kings. A few vampires are slain by the vengeful Tomb Kings, some flee. Thinking quickly, Neferata takes leadership of the rest and offers a formal surrender to Settra. Despite having the view the vampires need to pay for daring to invade his land, and not trusting the vampires one bit, Settra knows the threat of Chaos and knows that while his forces can beat the Vampires, there won't be enough left afterwards to secure Nehekhara's borders. After much deliberation, Settra accepts Neferata's offer of alliance; with the magic inundating the land from Nagash's rebirth, the alliance between Neferata and Settra forms the new Undead Legion equivalent, the Undead Legion of Nehekhara. In the aftermath of the battle, Settra manages to have his herald, Nekaph, brought back from death's embrace to serve Settra as herald. To ensure Nagash stays dead, Settra commissions Rahmotep to find a way to destroy the Black Pyramid, which despite his enthusiasm proves difficult, with the structure still standing.
  • Khalida is enraged by Settra's alliance with Neferata; for her part Neferata is willing to put her grudge aside faced with the war. Settra promises a trial for Khalida's murder after the war is done. Seething, but lacking the might to challenge the Khermrikhara, Khalida accepts the terms. However, even afterwards she makes plans. Wars are devastating and dangerous. Neferata may not survive, and if she does, Khalida will be waiting...
  • Apophas is now an agent of Nagash. Infused with power, he becomes the Charon to Nagash's Hades.
  • King Phar, impressed by Settra's seeming defeat of Nagash, offers his support but not servitude. Mindful of the situation with a fragile alliance, Settra grudgingly accepts, planning to avenge himself on Phar at a later date.
  • Arkhan survives the battle. Though Nagash no longer walks the world, Arkhan can still commune with him. Arkhan offers his support to Neferata as a silent partner, which Neferata accepts with a willingness that surprises both of them.
  • The undead alliance form three massive armies. With the fate of the world at stake, the undead agree to ally temporarily with the living. With much of Zandri's fleet decimated, Harkon's ships serve as transport for one army. Khalida oversees Harkon to make sure he stays loyal to the plan. The second armies is mainly Tomb Kings, led by Settra to purge the Skaven from Araby, and seek to ally or rule over the humans who live there. The third is led by Neferata, and are charged with taking the fight to Chaos directly in exchange for Neferata regaining Lahmia. This is something of a power-play between Settra and Neferata, she knows she can't defy or challenge him directly without violent results for both sides but she works hard to assert herself.

Vampire Counts

  • Vlad and Isabella never died and the End Times were averted! How lovely! So, now we've got a Vampiric power-couple wondering why Vlad doesn't put his hat in for Emperor. Again. Vlad takes leadership of the Von Carsteins once more. As per an old agreement, Abhorash sends the Red Duke and a force of Blood Knights (with the ranks of the Drakenhof Templars severely depleted) as allies and reinforcements.
  • Mannfred, that fucking weasel, realizes he's probably not going to be welcome at daddy's castle any time soon. He decides to, ironically follow Arkhan's earlier path, heads to what's left of the Border Princes and sets up his own realm, declaring himself a Duke instead of a Count. With the Princes he turned into vampires, he carves out a realm and keeps tight reign on the borders, lending his might and armies to those who can meet his price.
  • Abhorash, having reached an accord with Gilles le Breton, has returned to the Blood Keep to reform and improve the order of the Blood Dragon. He also pledges his support to Giles.
  • Ghouls continue to gather at Mousillon, loyal to a new king – no, not the Red Duke, but Ushoran, progenitor of the Strigoi. Even as Bretonnia expands into Tilea and Estalia, a darker threat awaits in the Haunted City. The unity of the undead falters as ghouls and the finest unliving knights of Bretonnian chivalry do battle.
  • The uneasy truce between Neferata and Khalida is shattered and eternal vengeance is sworn once more, but now Neferata has collected a new ally: Arkhan the Black.
  • Bereft of guidance with the loss of Nagash, Krell strikes out on his own, though occasionally supplies unlooked-for aid to the Vampires.

Warriors of Chaos

  • Needs more.
  • Arbaal the Undefeated killed the living gods of Ind and took their skulls for Khorne. He curses the failure of Archaon and his cohorts ("Here I am, doing my job, in the ass-end of nowhere, killing an entire pantheon of gods by myself, and these fuckers can't conquer one measly kingdom").
  • "Troll Country" has expanded to encompass much of the Empire's eastern neighbor. The steppes of Kislev are ruled by Kurgan warlords who feast in the Winter Palace of Kislev, in the shadow of a mighty Dragon Ogre Shoggoth who sleeps in the grand ballroom. It is an object of worship for the Kurgan, representing the corrupting power of their gods, and the weakest of their war parties are sacrificed for its meals.
  • With the Great Bastion sundered, the Hung harass the Orcs in northern Cathay. Unfortunately, the greenskins seem to enjoy it and don't flee in terror like the forces of the Dragon-Emperor. This draws the Khorne worshippers, who are happy to meet a foe as eager for battle as themselves. Valkia joins them, seeking out the worthy to follow Khorne, having deemed the increasingly redolent Chaos followers in the West unworthy.
  • Many Norscans return to Norsca with spoils from the Empire. While the trade routes with Marienburg are now defunct, many warlords will find themselves temporarily wealthy due to Imperial gold and silver.
  • A small group of Norscans have remained in the northern reaches of the Empire, settling in the decidedly warmer and fertile country.
  • A new chaos lord Agrod the Inheritor decries Archeon as a failed weakling and begins the trials to prove himself the true everchosen.
  • Nurgle sends Valnir the Reaper to whip his forces into shape after the failure of the Glottkin and Festus, calling the various Chaos Lords of Nurgle, including the Maggoth Riders, to a "Blightmoot" to determine who will lead them.
  • Egrimm and his forces make a plan to have a permanent entrance to Tzeentch's Crystal Labyrinth in their citadel. If successful, Egrimm would be rewarded with daemonhood.

Geography

  • Lustria: The fall of Morrslieb broke Lustria into a series of archipelagos. Water has flooded in to cover the abandoned Temple Cities and cool the warpstone meteors that shattered its surface. There are very few survivors. However, an Age of Exploration has begun as refugees flee the burned and bloodied Old World, looking to make new lives for themselves in the remnants of Lustria, establishing colonies and engaging in dangerous recovery operations for Lizardman artifacts and the ever-valuable “green gold.” Myrmidian missionaries try to convert the surviving Amazons of Anaconda as Estalians and Tileans establish the first of the colonies, followed quickly by a party of Hochlanders and Talabeclanders putting their foresting skills to use.
  • Naggaroth: Overwhelmed by Chaos and its cities put to fire by their own residents prior to the Dark Elf exodus.
  • Ulthuan: A continent lost beneath the ocean.
  • Albion: Flooded and broken by the fall of Morrslieb. Old mountain-tops and highlands now make up island chains: the remnants of the mystic isle.
  • The Southlands: Not nearly as injured by the Skaven moonshot as Lustria, though the southern tip was broken to pieces. It is now full to the bursting with Saurian refugees from its western counterpart.
  • The Badlands: What few Strigany remained are making the pilgrimage to Mousillon, happy for the chaos of this post-End Times world as many leaders are too distracted to pay attention to their usual punching bags.
  • Araby: Few of the Arabyan cities survived, but Al Muktar's trek into the desert ended with his return to Copher at the head of a small army of refugees, ready to rebuild their culture. Next the plan is what they're going to do regarding the Tomb Kings next to them.
  • World's Edge Mountains: Most of the Dwarf holds were collapsed, flooded, or lost during the End Times. The World's Edge Mountains are now the lonely home to a few greenskins and Skaven.
  • The Dark Lands: The land of the Chaos Dwarfs and Hobgoblins has been thrown into anarchy by Grimgor's rampage.
  • Mountains of Mourn: Thoroughly wounded by volcanic eruption, the Ogre homeland is now a volatile place, where the ground could open and consume a platoon without warning, or else belch out sulfurous fumes that would fell an Indish elephant.
  • Ind: The thousand gods of Ind were culled by the Undefeated. Now, Beastmen play at kings in their place, enslaving what few humans remain.
  • Cathay: Split between an Orc-held north and a southern half loyal to the Dragon-Emperor. If not for Grimgor Ironhide, all of Cathay would have been enslaved or put to the sword by the forces of Chaos. Otherwise, its territory is intact.
  • Nippon: Nippon and the Dragon Isles survived the fall of Morrslieb unscathed. This is not to say the humans of Nippon were spared by Clan Eshin.

Would You Like to Know More?

There are some factions which have had considerably more contributed to their stories than others. As we get more information, this is likely to balance out. The above is shorthand. What you'll read below is for those who really want to get into the fluff.

What's the Deal with the Empire?

With the Everchosen dead and the Empire saved, Sigmar's spirit left Karl-Franz's body at Averheim. The Emperor seemed to age half a century in a day, his anatomy burned out by housing a god. The greatest Emperor since Magnus the Pious died bedridden and infirm in the moment of the Empire's triumph, leaving it leaderless and divided. Boris Todbringer, the next logical leader of the Empire and Karl-Franz's only rival during his election... died after completing his mad quest to kill Khazrak the One-Eye. His only acknowledged bastard, Heinrich Todbringer, was quickly legitimized by Ar-Ulric and (lest some weak, southern Sigmarite become the new Elector-Count of Middenland).

Who is Heinrich Todbringer? Champion rider. Warrior extraordinaire. Dark of hair and broad of shoulder, and already father to numerous bastards of his own. He is exactly the kind of leader Middeland needs in the anarchy of "Endhammer." He is also a cruelly efficient man, and all of his half-brothers have been assassinated since he took the throne of Middenland. Even now, he leads sortes out into the Drakwald to clear out what remains of Archaon's horde (and engage in the futile effort of recovering his father's remains). After promising Theoderic Gausser the ruined city of Marienburg, Nordland swore to support him in his bid for Emperor. Even now, Gausser capers madly in the ruined manors of Marienburg, wearing a mask filled with mint and other “protective herbs.” The Glottkin's plague made sure there are no more Marienburgers to make good on their promise to behead him. In addition, Heinrich has sent messengers to the Norscan of Salkalten, wondering if he can't win himself another supporter by offering him the Electorate of Ostland.

Todbringer's rival is Luitpold Holswig-Schliestein II (A.K.A. “Karl's Jr.”). He rules the remnants of Reikland with the support of Grand Theogonist Luthor Huss. The surviving Reiksguard have also sworn for Luitpold, and while Stirland is considering its options, they appear to be in the Sigmarite camp. Luitpold is not a ruthless warrior like Heinrich, having learned far more from his father's role as a statesman. The makeshift palace at Carroburg is abuzz with messengers and diplomats, looking for support in Wissenland, Averland, and even far-flung Bretonnia.

Balthasar Gelt thinks both of these young men are fools. He finds the entire Electoral system foolish. After all, if you wanted a bloody republic, why limit the candidates to a group of inbred, overly suspicious Elector-Counts? He hides in the court of Emmanuelle von Liebewitz, living by her good graces and his continues supply of zombie sentries for the vulnerable Nuln sewer system. Feelers are being sent out to his colleagues and former pupils in the magical community. Why let these noblemen decide who leads the Empire? A man like Karl-Franz or Magnus the Pious comes once every half-millenium. Far better if the Emperor was the best man for the job, and not just the man with the deepest pockets or biggest army. And who could claim to be more skilled or more intelligent than Balthasar Gelt?

Meanwhile, Stirland, Averland, and Wissenland are full to bursting with refugees from the east. Kislevites and Hochlanders mix with halflings of the Moot. Realizing they can never return home, some turn to the western horizon, looking for new opportunity.

The authorities of the Empire once tried to conceal the existence of Skaven from the public, but that is now impossible. The terrified survivors perceive Skaven schemes everywhere. Political agitators accuse their opponents of working with them. Peasants sometimes accuse people with buckteeth or large ears of being Skaven in disguise. Corrupt politicians blame all the shortcomings of their regimes on "Skaven saboteurs". Posters are pasted around cities by religious orders warning the public not to fall into vice, as this is "just what the corrupting ratmen want them to do". A paranoid "Rat Scare" has gripped the Empire.

And What of Fair Bretonnia?

Mallobaude's Civil War and the looming End Times took a heavy toll on the Kingdom of Bretonnia. Its king and the greatest of the kingdom's gallantry fell at Altdorf, but now a resurgent Bretonnia is led by its once and... present king, Gilles le Breton. Chilfroy of Artois, Adalhard of Lyonesse, and Huebald of Carcassone raised their banners for Mallobaude and were defeated by the forces of the Green Knight. It was revealed that Chilfroy had long been consorting with the beastmen of his province, finally explaining why the Duke seemed to enjoy such success against the followers of Chaos. He was promptly killed by Gilles le Breton. Adalhard, ashamed that he'd joined in the scheming and betrayal which he had long disdained, chose honorable death in combat and joined Louen's march to Altdorf. The Battle of Altdorf claimed the lives of most of Bretonnia's peerage and many of its Dukes, including mighty warriors like Adalhard. Duke Armand of Aquitaine's luck finally ran out. The bold (some might say reckless) paladin fell trying to recover his old charge, the Battle Standard of Bretonnia, as it collapsed amidst of mob of Plaguebearers. Duke Hagen of Gisoreaux refused to leave Leoncoeur's side and perished protecting the body of his closest friend. Adalhard regained his honor by taking a spear meant for Cassyon of Paravon, allowing the young Duke to be one of the few survivors of the End Times. Theodoric of Brionne and Folcard of Montfort were both wounded during the fight for the Empire. Theodoric, the warrior-poet, succumbed to infection and left his dukedom in a succession crisis among his many bastards.

(There will be more, later. But I'd like input on the style)

Tilea During the End Times

Of the fallen cities... Lucrezzia Belladona took poison as Pavona fell around her, and most of the city's nobility died, starving in their tall spires while listening to the screams of the peasantry in the streets below. Marco Colombo, Prince of Trantio, raided his hordes of Lustrian artifacts as Stormvermin battered down the doors of his palace, looking for something that would save him (and his city, of course). No one knows what he found, but the Prince's palace exploded in a flash of brilliant light that scattered Lizardman gold and jade across the ruined city. Positioned so close to Skavenblight, Tobaro's defenders were taken by surprise. The Birdmen of Catrazza were killed before they could leave the ground and Vespero's Vendetta was last seen retreating into the Temple of Morr. Verezzo's colorful political parties were unable to agree on the manner in which they would respond to the Skaven attack and died debating whether they should hire Braganza's Besiegers or flee the city.

And of the cities that survived... The Republic of Remas got its shit together and came up with a unique decision: abolishing itself. With “Ragged” Ricco elected as dictator, the Republican Guard and the Marksmen of Miragliano blunted the nose of the Skaven invasion. Realizing the city was too tough of a nut to crack, the ratmen put it to siege and moved on to Luccini. Lorenzo Lupo and the princes of southern Tilea, dressed in the best armor that money could buy, met the Skaven in the hills around Luccini. Having seen the Skaven's failure to take Remas, Lupo knew it was his time to shine and take the battle to the rats as the Champion of Tilea. He died, wishing he'd never fired Golgfag and his Maneaters. With Lupo dead, Leopold and the Leopard Company were invited back to the city. The Temple of the Leopard empties its treasury, fattened by years of donations, bought the services of Pirazzo's Lost Legion, Braganza's Besiegers, and Bronzino's Galloper Guns. Roderigo Delmonte and the Alcatani Fellowship volunteered to defend the last bastion of Tilea after shepherding the population of the countryside into the city walls. Even Asarnil the Dragonlord was in attendance, his pride not letting him ignore a battle joined by all of the most famous mercenaries of the Old World.

The Plain of Luccini had never been so colorful as mercenary companies and regiments of renown, paid at triple their going rates, prepared to die as heroes. Leopold, the newly elected Prince of Luccini, directed the battle from a hill behind the Tilean forces. Again and again, the Skaven hordes threw themselves against the pike walls, steadily battering down the Dogs of War and pushing them to the coast, making room for a column to strike for Luccini. Roderigo Delmonte and the Alcatani Fellowship led a fighting retreat towards the city, buying time for the population to board ships and flee into the sea while the Besiegers, the Leopard Company, and the Lost Legion died on the beach. Asarnil the Dragonlord was last seen fighting beside with his broken lance next to his felled, jezzail-riddled dragon. Ships came into view over the horizon, and explosive cannon fire surprised and shattered the Skaven horde. The pirates of Sartosa had come to the aid of their old rival. They still claim there is no truth to the rumors that Long Drong promised to skin them all alive if they didn't give them the opportunity for a proper doom. Leopold's gambit to steer the Skaven towards the coast had paid off. It was a pity he died in the process.

Beastmen? Important? What?

The Beastmen have come into their own in the broken world left by the End Times. Across the eastern half of the Empire, mighty herds roam over ruined cities and blighted countrysides, having finally conquered the civilization that scorned and hated them. Even now, as Heinrich, Luitpold, and Balthasar Gelt scheme for the Imperial throne and worry about the walking dead of Sylvania, the mighty herds remain on their mind. However, it is not in the Empire where the Beastmen are truly triumphant. In far-off Ind, a Kingdom of Beasts has arisen under the direction of the ruthless and mysterious Raj Bhagha. The tiger-headed king of the sub-continent took the throne of Ayodhya, the relic city, after God-King Darahma was killed by Arbaal the Undefeated. The great Khornite champion left Ind in ruins, letting the beasts of the jungle enjoy the spoils. Raj Bhagha has established a perverse hierarchy of classes into which all of his citizens fall. The untainted humans; the lowest of the low, work as servants and slaves, tilling fields and sweeping the streets before their bestial masters. Those Beastmen that resemble service creatures, such as goats and pigs and horses, are the bulk of the Raja's infantry and make up the land-owning class, overseeing their human slave labor. Twisted and feathered beastmen resembling birds and serpents make up the priestly class, devoted to divining the future and overseeing the proper sacrifices to the new gods of Ind. At the top of Bhagha's caste system are the mighty predators of Ind's jungles: panthers, leopards, and of course, tigers, making up the warrior class of the Indish Animal Kingdom.

Raj Bhagha is not stupid like many of his fellow Beastmen. Already, he has sent emissaries to faraway kingdoms, offering trade and access to the untouched resources of Ind. But the Beastman King is arrogant and prone to violence. It is well-known in Cathay that one should always send two dignitaries to Ind: one to parley with Bhagha, and the other to serve as his meal. The mighty Raj Bhagha of Ind looks down on humanity as little more than work-horses for his kingdom, possessing all of the failings of animals, but none of their talents and filling none of their niches. No claws or hooves or sharp teeth. Good for little other than slave-labor and the occasional snack. Those human babes which show signs of stigmata are taken from their families to be raised as mutants among their fellow beastmen.

Leaders in the Empire, Bretonnia, and Tilea are unsure what to do about the new King of Ind. On the one hand, his panther emissaries are clearly the spawn of Chaos. On the other, they offer access to enough gold and spices to make a man Emperor three times over. Witch Hunters, frothing at the mouth in fury, must be restrained lest they insult these foreign dignitaries with their accusations of demonic corruption.

Ulthuan becomes Atlantis. The Elves aren't butchered.

For starters, Teclis doesn't destroy Ulthuan because because he wants his capeshit fan fiction to become a reality, and Malekith isn't Darth Vader because he has anxiety issues. That being said, Teclis still helps Malekith become the Phoenix King, if only because he is the only person who can unite the Asur and Druchii under one banner to survive the apocalypse, which then causes the apocalypse.

As per End Times, Aliathra gets kidnapped by Mannfred and sacrificed to resurrect Nagash, and is revealed to be the daughter of Alarielle and Tyrion. However, Eltharion gives a good account of himself in his duel against Arkhan and lives to fight another dayEltharion still dies, as neither side backs down but Eltharion puts up a better fight than the last time. Tyrion's spiral into rage begins when he learns of his daughter's death.

Meanwhile in the New World, Malekith abandons Naggaroth to the hordes of barbarians and once again begins his invasion of Ulthuan, while the armies of Finnubar prepare to meet him. Unfortunately for him, Teclis murders him and makes it look like a suicide Finnubar commits suicide, starting a leadership crisis. Korhil suspects foul play, but Tyrion is too busy organizing the defense of Ulthuan to give his suspicions the necessary attention.

Unfortunately for Tyrion, Prince Imrik accepts an offer of allegiance to Malekith. Tyrion had humiliated and browbeat him enough when he tried to organize a new election to the Phoenix Throne. And considering that Ulthuan was most likely going to lose the war, it was probably the right decision. The armies of Malekith march through the Eagle Gate and Malekith makes a bee-line for the Shrine of Asuryan, where Teclis wards Malekith as he walks through the Flames to become the "Phoenix King" Malekith walks unharmed through the Flame of Asuryan, and reveals that he was the rightful Phoenix King all along (what doesn't kill you makes you stronger)! It is also revealed that those before him needed wards to keep themselves from being burned alive, and thus were cursed by Asuryan. This curse ultimately resulted to the despondency and ennui that led to Finubar's "suicide." Unwilling to serve the Witch King of Naggaroth, the Phoenix Guard abandon their King. Caradryan sails to the Old World, his goals unknown. Teclis becomes Malekith's favorite adviser, much to the jealousy and rage of Morathi.

The reaction to this is mixed, to say the least. Hellebron's loyalty begins to wain, and pretty much every High Elf in existence is enraged by this turn of events. This includes Alarielle, who soon confronts Teclis about his bullshit. Teclis is persistent, however, and convinces her that Malekith is needed to save Elvenkind. Reluctantly, she agrees to marry the new Phoenix King and soothe the tempers of some of the Princes, while igniting the anger of one: Tyrion.

Furious at these betrayals, Tyrion confronts his brother, calling him out on his bullshit. Tyrion claims that, together with Finubar, they could have defeated Malekith once and for all. Teclis replies that Malekith, despite being a dick, is the only real hope the Elves have to save their race (Tyrion might have brought up Alarielle cucking him, and Teclis might have brought up Aliathra in response....). At the end of the conversation, Tyrion, believing that everyone he loved is either dead or has betrayed him/elfkind (especially his brother), storms away and gathers a group of loyal high elves (along with their leaders, like Korhil and Prince Althran) to travel northward in the direction of the Widowmaker.

In the final battle between the Avatar of Khaine, and Malekith's forces, Orion, the Witch King, and Alith Anar combine arms to defeat Tyrion. But before the final blow was struck, Teclis teleported his brother to safety. Despite Tyrion's vow to wreak vengeance on Malekith and his traitorous brother, Teclis still felt a fraternal duty to save his twin. Unfortunately, it was not enough to quench the fires of civil war, and even now, Tyrion and his followers plot the ruination of the Phoenix King and establish new colonies on the remnants of Lustria, still wielding the Sword of Khaine.

Grimgor the Barbarian

Grimgor Ironhide's trek eastward first brought his Waaagh! to the fortress city of Zhar Naggrund. There, he broke the capital of the Chaos Dwarfs' cruel empire and brought the Greenskin slave legions into his horde. When he met the wolfriders of Hobgobla Khan, he quickly cowed the goblins into submission and servitude to his mighty, world-turning Waaagh! When he met the scattered ogres of the Mountains of Mourn, he absorbed their mightiest warriors and killed those of their chieftans who refused to serve him -- a mighty feat for any Orc, black or no, while his Immortulz watched and cheered. Wurzagh's words rung true. This was the "Once-And-Future-Git!" The largest Waaagh! to ever walk the Old World finally came to Cathay and Grimgor's wolf-rider vanguard witnessed the fall of the Great Bastion. Finally, the reason for Zhar Naggrund's easy conquest was discovered: the Chaos Dwarfs had committed their forces to cracking the most formidable holdfast humanity had ever created. To prove he was the biggest and the strongest, he waited for the Chaos Dwarf priest-engineers to secure the Great Bastion and settle in before he took it from them. The Dragon Emperor's Summer Palace was empty when the Immortulz rampaged through its golden halls. And now, Grimgor sits on the Dragon Emperor's throne, his great Waaagh! roiling across northern Cathay, killing waves upon waves of Cathayan soldiers each summer during the campaigning season. But Grimgor don't stay put for long... and now he wonders whether the west doesn't perhaps deserve a krumpin'.

The Mist Shrouded Land

Albion has been devastated by the End Times, suffering the same fate as many lands after the fall of the Morrslib. The highlands and mountains are the only true remnants of the mystic island. The druids foresaw the devastation and were able to save some of their savage people by bringing them to the high ground. Most were stubborn and remained in their villages to be overtaken by the sea. And now, the taint of Chaos has killed many of these survivors. In addition, the seas around Albion have become deadly and tainted with warpstone, attracting great and mutated sea beasts. Serpents and sharks are the least of these new monsters, making travel between the islands an ordeal.

Albion was once one of the focal points to tame the Winds of Magic. Now unbridled, Chaos and the essence of the arcane seep into the world. With many of the old ones ruins and Ogham Circles destroyed, it has become a task that is almost impossible to do with just the mystic knowledge of Albion soothsayers. It is rumored that Teclis has traveled among the druids, researching the ley-lines; visiting what few ruins of the Old Ones remain. A fury of work can be seen around the great Ogham as the druids begin their mystic undertaking to rebind the magic with what ancient mysteries they can still glean from the carved rock.

What about the Undead?

The Rules

To be added to as we think of more stuff!

  • Rules for Age of Exploration?
  • Consider everything a work-in-progress until stated otherwise.

Mordheim Scenario: Altdorf

  • Special Rules
    • Wild Monster Appears! When Altdorf fell, most of the exotic animals of the Imperial zoo were eaten by the besieged or the besiegers or otherwise died in the mayhem of The Fall. However, certain creatures were big enough to do the eating, rather than be eaten. These monstrous, chaos-touched creatures now roam the ruins of Altdorf, feeding on each other and whatever foolish adventurers have wandered into the "Jewel of the Empire." After each Warband has had a turn, roll a D6. On a roll of 2-6, a monster is placed at the center of the map. Roll the artillery die to determine its movement after each turn. It fights whenever it comes into contact with a warband.
      • 1 = No monsters appear to be roaming in this part of the city.
      • 2 = Griffon.
      • 3 = Wyvern
      • 4 = Chimera
      • 5 = Thundertusk from the Mountains of Mourn
      • 6 = Something BIG (roll another D6. On 1-3, an Imperial Dragon appears, and on 4-6, the Drakwald Gibberbeast, the Abomination of Stirland, and the Spawn of Hochland (three Chaos Spawn) appear.

Mordheim Scenario: Talabheim

  • To be decided. Stuff we need: rules for movement on skiffs on the Pus Lake of Talabheim crater, rules for monsters swimming in the Talabheim pus lake

Balthasar Gelt's Automatons

  • These goods need a looksee from somebody who knows their crunch
  • Can be taken by Empire Faction: Nuln. From the clockwork depths of Nuln, new warriors march forth. Designed by the steady hands of Leonardo di Miragliano and imbued with life by the arcane magicks of Balthasar Gelt, the metal men have no fear and feel no pain as they strike down the enemies of the Patriarch. Each of them wears a metal face sculpted to the likeness of their masked master. (If you really want to use Sigmarine models)
  • M4 WS4 BS3 S5, T4, W2 I3 A3 LD8, 3+ armor save, 45 pts/model
  • Special Rules: Unbreakable Structural Integrity, Incendiary Artifice
    • STRUCTURAL INTEGRITY: Unstable, Immune to Poison, Immune to Psychology
    • INCENDIARY ARTIFICE: Whenever you remove a model from play the unit takes D3 wounds. This may trigger this rule again.

Vampire Bloodlines

  • As in 6th Edition, we will be returning to differentiating the various Vampire Counts armies by "bloodline" or "dynasty." Different Vampire bloodlines will have access to different rules, items, and army make-ups.
  • Note: If we are going with 8th Ed as a base (I am assuming we are), we will need to heavily edit both the 8th ed army book and this (I took a whack at it, based off of lore/what the armies previously had, and translated it to 8th). Not sure what to do about the Strigoi special unit that are in though, and we need to keep in mind about other people's armies. Feel free to point something out as well. -Grumpyfag
  • Army Characteristics
    • Blood Dragons
      • Lords: Vampire Lord, [Would be cool to have some special characters.]
      • Heroes: Vampire, Wight King, Necromancer
      • Core: Black Knights, (all Nightmare mounts must have barding, and if your force is from Bretonnia, they fight in Lance Formation), Blood Knights [Just because they are Blood Dragons! Units should be able to be taken in 3+. Only up to 250 counts to core though, the rest going into Rare.], Grave Guard, Skeleton Bowmen (equipped with hand weapon and bow, 10 points each [Price needs changed, I suggest keep it at five like regular warriors and trade shields for bows. Raise it to 7 with an extra +1WS is also an option.])
      • Special: Skeleton Warriors, Bat Swarms
      • Rare: Black Coach, Dogs of War (if not in Lance Formation), Corpse Cart
      • Special Rules
        • +2 to Weapon Skill
        • Lords wear full plate armor (4+ armor save) for free, can cast spells wearing armor (as all vampires can, so ignore this), and generate one less power die from their Winds of Magic roll. As well, they cannot channel power dice.
        • The Blood Dragon with the highest Leadership in a unit must issue challenges and accept enemy challenges.
    • Lahmians
      • Lords: Vampire Lady (Yes, your Vampire Lord can be the little girl...), Neferata from End Times: Undead (Can be put on a Coven Throne or even on foot)
      • Heroes: Vampire, Wight Kings, Tomb Banshee, Cairn Wraith, Swains (Heroes from any other Warhammer Book, with all of their magical items and equipment. If the Lahmian General, the object of their desire, is destroyed then the Swain gains Hatred for the rest of the game, even if normally Immune to Psychology.)
      • Core: Skeleton Warriors, Bat Swarms, Dire Wolves
      • Special: Black Knights, Grave Guard, Spirit Hosts, Hexwraiths
      • Rare: Black Coach, Dogs of War, Coven Throne, Terrorgheist, Vargheist, Cairn Wraith
      • Special Rules
        • +2 to Initiative
        • All units/characters in base contact with a Lahmian Vampire get -1 to their Leadership
        • Cannot use mundane weapons and armor.
        • -1 to Weapon Skill
    • Strigoi
      • Lords: Strigoi Ghoul King, Vampire Lord
      • Heroes: Vampire, Necromancers
      • Core: Ghouls, Bat Swarms, 0-1 Charnel Guard (Ghouls with WS4, S4, I4, LD7, 10 pts/model), 0-1 Strigany (Living servants of the Strigoi: M4, WS3, BS3, S3, T3, W1, I3, A1, Ld7, 5 pt/model, unit size 10+; equipped with two hand weapons, light armor (+1 pt/model), standard bearer (+10 pts), musician (+5 pts), and dommnu/sergeant with 1 extra attack (+10 pts))
      • Special: Crypt Horror, Skeleton warriors, Dire Wolves, Fell Bats, Spirit Host, Vargheist
      • Rare: Varghulf, Terrorgheist, Dogs of War
      • Special Rules
        • Vampire Lords have +1 attack, hatred, and a +5 ward save.
        • Vampires have +1 attack, hatred, and a +6 ward save.
        • Cannot use mundane weapons and armor.
        • Cannot use any magic items.
        • Always fight on foot.
        • Vampires cannot be given a battle standard.
    • Necrarch
      • Lords: Vampire Lord, Master Necromancer
      • Heroes: Vampire, Wight Lords, Necromancers, Tomb Banshees, Cairn Wraith (All heroes can ride Winged Nightmares)
      • Core: Skeleton Warriors, Zombies, Dire Wolves, Fell Bats
      • Special: Black Knights, Grave Guard, Spirit Host, Hexwraiths, Corpse Cart, Cairn Wraith
      • Rare: Black Coach, Unridden Zombie Dragon, Terrorgheist, Mortis Engine, Vargheist
      • Special Rules
        • +1 to total rolled to cast a spell
        • Vampires have + 25 points to buy on magical items.
        • Can't choose mundane weapons and armor
        • -2 to weapon skill

Gallery

The Old World's Political Divisions (Red: Bretonnia; Yellow: Estalia; Blue: Todbringer; Pink: Luitpold; Green: Nuln/Gelt; Orange: Surviving Imperial Counties; Purple: Von Carstein Vampires)