warhammer - estalia
TRANSCRIPT
6
CONTENTS
INTRODUCTION .................................................... 7 THE LAND OF THE SETTING SUN .............. 9 The Estalians .............................................................. 10 The History of Estalia ................................................ 17 Timeline of Estalia ..................................................... 26 The Cult of Myrmidia ................................................ 29 The Estalian Inquisition ............................................. 35 Map of Estalia ............................................................ 38 Kingdoms of Estalia .................................................. 40 SOLDIERS OF ESTALIA ................................... 49 Army Special Rules ................................................... 50 Commanders .............................................................. 51 Inquisitors .................................................................. 52 Battle Magi ................................................................ 53 Priestesses of Myrmidia ............................................. 54 Diestros ...................................................................... 55 Tercio Pikemen .......................................................... 56 Rodeleros ................................................................... 57 Handgunners .............................................................. 58 Caballeros .................................................................. 59 Genitors ..................................................................... 60 Almogavars ................................................................ 61 Marines ...................................................................... 62 Royal Guard ............................................................... 63 Conquistadors ............................................................ 64 Grenadiers .................................................................. 65
Mountain Bandits ....................................................... 66 Knights of the Blazing sun ......................................... 67 Sisters of Fury ............................................................ 68 Black Watchmen ........................................................ 69 Culverin ..................................................................... 70 Mountain Gun ............................................................ 70 Fire Bulls .................................................................... 71 War Dogs ................................................................... 72 Pegasus ....................................................................... 72 Griffon ....................................................................... 73 Isabella Giovanna Luccelli ......................................... 74 Juan Federico ............................................................. 75 Santiago de Vivar ....................................................... 76 Grand Inquisitor de Hojeda ........................................ 77 Francisco Cortez ........................................................ 78 Don Lomente ............................................................. 79 Alonso Diaz de Mirajo ............................................... 80 Maria de Salvo ........................................................... 81 Inquisitorial Powers ................................................... 82 Relics of Estalia ......................................................... 83 THE ESTALIAN ARMY LIST .......................... 86 Lords .......................................................................... 88 Heroes ........................................................................ 90 Core Units .................................................................. 93 Special Units .............................................................. 95 Rare Units .................................................................. 97 SUMMARY .............................................................. 98
Compiled, Edited and Partly Written by: Mathias Eliasson
Cover Art: P-G-Moran
Art: WFRP: Tome of Salvation, WFRP: Renegade Crowns, Warhammer Online, Fantasy Flight Games, Ubisoft Montreal, Hell Dorado, Age of
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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.
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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.
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7
INTRODUCTION Welcome to Warhammer: Estalia, your indispensable guide to the Land of the Setting Sun.
This book provides all the information you’ll require to play with an Estalian army in games
of Warhammer.
WHY COLLECT ESTALIA? The Estalians are proud and haughty soldiers, who
have always been able to claim victory from the jaws
of defeat. Their soldiers are tirelessly drilled in the
image of the Goddess Myrmidia, the patron of War and
Wisdom whom they worship above all else. When the
Estalians go to war they do so under her banner,
marching tirelessly with unmatched discipline.
The Estalian armies are filled with well trained soldiers
using pikes, crossbows and swords, supported by the
knightly Caballeros and fast moving Genitors.
With them go the clergy of Myrmidia, the
Missionaries, the Knights of the Blazing Sun and the
Sisters of Fury. Powerful Inquisitors march beside
them and powerful elite Watchmen. Rounding out their
forces are the elite troops well versed in the use of
gunpowder, with Handgunners, Conquistadors,
Grenadiers and Culverins.
HOW THIS BOOK WORKS Warhammer army books are split into sections, each of
which deals with different aspects of the titular army.
Warhammer: Estalia contains:
Land of the Setting Sun. This section introduces
the Estalians and their part in the Warhammer
world. It includes their society and history. You will
also find information on the land of Estalia, the land
of the Rising Sun.
Soldiers of Estalia. Each and every troop type in
the Estalian army is examined here. You will find a
full description of the unit, alongside the complete
rules for any special abilities or options they
possess. This section also includes the Relics of
Estalia – magical artefacts that are unique to the
army – along with rules to use them in your games.
Estalian Army List. The army list takes all of the
characters, warriors, monsters and war machines
from the Soldiers of Estalia section and arranges
them so that you can choose an army for your
games. Units are classed as characters (Lords or
Heroes), Core, Special or Rare, and can be taken in
different quantities depending on the size of the
game you are playing.
FIND OUT MORE While Warhammer: Estalia contains everything you
need to play the game with your army, there are other
books and updates to be found. For the other books in
the series and the latest rules updates, visit:
www.warhammerarmiesproject.blogspot.com
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THE LAND OF THE
SETTING SUN
Far to the south of the cold and benighted
Empire of Sigmar lies another land, a land
of wide open plains warmed by a gentle
sun, bordered by perfect blue seas. This
great southern peninsular has been spared
the worst ravages of the greenskins, and
knows little of Chaos.
Here, threats are distant and religious
strife is unknown under the overarching
protection of the Maiden Myrmidia.
Culture and learning bloom, and art, music
and the pursuit of pleasure dominate over
all. However, this peninsular is not one
nation, but many. The Kingdoms of Estalia
have never needed to unite against an
outside force and so remain forever
fractured.
Here, the enemy lies within, and the
business of politics, war and even love is
settled with knives in the darkness or blades
at dawn, and so every man must be a
master swordsman if he hopes to live until
his beard turns grey. Beware then, the men
of the south, for they are quick to anger,
slow to forget and their hands never leave
their sword hilts - save only to drink their
sweet lemon wine, or to kiss the hand of a
passing beauty.
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THE ESTALIANS
Most people outside Estalia refer to the lands
southwest of Bretonnia simply by this name. The
people living in these lands however have quite a
different perspective. They will not only refer to the
city they live or were born in, but often to the quarter
of the city and sometimes to the street. Putting people
from Bilbali and Magritta in one basket may be
acceptable elsewhere, but it certainly is not in either of
the two cities. This is not a never-ending source of
argument, but also a good way to start physical
confrontation with even the more peace loving people.
The people of Estalia are very proud of their origin.
They claim to be the first Humans to have settled in the
Old World, but this is not taken seriously elsewhere.
However, it would be an unwise traveller who chose to
debate the issue within the Kingdoms' boundaries.
Even peasants can sometimes trace back their family to
the time before the reconquista (although not
everything may be true). They are also much more
connected to their birthplace than people in other parts
of the Old World. Even large families continue to live
in one house or in houses next to each other long after
the children married and have their own children. Some
streets of the cities are inhabited by members of the
same families and one quarter of Bilbali is called
Cuarto Borgeos, from an exceptionally large family.
Besides the family and place of birth, Estalians have a
very rigorous view on honour, pride and courage.
These character traits are held in high esteem.
Questioning someone's honour is almost as bad as
questioning his mother's sexual preference. Both can
lead to duels or a knife in the back. Someone who
behaves dishonourably is socially dead and even
ignored by his former friends. It is said that the
Estalians are very hardy folk, who will slay a man for
mistaking them for a Tilean or even greeting them in a
Tilean accent by mistake.
A strong part of honour is representation. Physical
labour on the other hand is not considered to
appropriate for an Estalian, even among those that
plough their fields. Abilities are not so important, as
flamboyant lifestyle. Even ordinary artisans and
merchants spend most money on clothes, servants and
festivities than reasonable. During noon many leave
their work, not only because of the heat, but also to
saunter through the streets.
Another way to earn honour is to buy titles. Many
noblemen are poor enough to be forced to accept such
proposals. However this way is left only to the richest
citizens. Others try to bring in some irrelevant
document to the king which they sign with the prefix
Don. They hope to receive an answer, even if it is just
an insult to stop such correspondence, which is
addressed to a Don Soandso. Then there are those that
use bribery or blackmailing to get a title. This may be
the reason why some influential criminals have titles.
The importance of courage and honour of course means
that many people are willing to go on any adventure.
Dropping words like "dangerous", "great foe" and alike
is likely to raise the interest of some people. They will
be enthusiastic to join any adventuring party and will
arrive in the most fashionable adventuring gear the
next morning. However they are likely to lose interest
very soon, generally as soon as they find out that
adventuring means hiking, climbing and sweating,
while carrying large packs of equipment.
Although Estalians generally look down upon
foreigners, they are honest and reliable towards their
friends. Should a foreigner become the friend of an
Estalian, he will get all support he wants to. The
biggest compliment that can be made to foreigner is
that he is worthy to be Estalian.
Passion defines everything in Estalia. The people are
not idiotic or suicidal, but they prefer action over
thought, and boldness over caution. Estalians never do
anything by halves. They love with all their hearts,
promise all their strength and never eat or drink
without filling themselves to bursting. To the Estalian,
prudence and parsimony are signs of poverty,
cowardice, disloyalty or weakness of conviction. He
who holds back must be hedging his bets; he who saves
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his strength in a battle is keeping it to run away.
Which is not to say the Estalians do not think of the
future: they are always thinking of the future, which is
why they must give their all today, at this moment.
Better to die and have songs sung about your victory
than to live with failure or dishonour.
Social Classes
On top of the food chain is the nobility. The most
important is of course the local king or queen. No
matter how small the kingdom may be, the king/queen
has any right he wants to have. He can kill
discretionally without fearing prosecution and take
without justifying himself. Of course, this does not
mean that the rulers are very popular among the
citizens. In practise these powers vary very much.
Theoretically King Felipe III of Magritta has the right
of the first night, but he is good advised not to use it. In
general the bigger the town, the less direct is the
presence of the ruler. His presence is mostly reduced to
levying high taxes.
Below the ruler are often a great number of lords and
ladies. These have a fief that, depending on its size,
guarantees for a more or less regular income. These
noblemen and noblewomen can hardly ever be found
on their fiefs. Instead they prefer to spend most of their
time at the king's court. When they do not appear on
some festivity, scheming seems to be their favourite
pastime. Trying to further their influence or bring rivals
into discredit. Such a live of luxury requires large sums
of money. This means that their serfs have to work
harder.
The mayor part of the nobility is formed of the
Hidalgos, who stand on the lowest step of the nobility
and are mocked upon by other noblemen. These are
noblemen who received their title for some outstanding
achievement. The status as a Hidalgo is not connected
with a fief. It can take centuries for a Hidalgo to gain
enough influence to get a fief, although clever
assassination also has played a role in the past. Those
that have not been granted a fief often have to work for
other noblemen (e.g. as heralds or equerry) or serve in
the military. Most of these are spend to differentiate
themselves against the richer merchants and artisans.
The priests of Estalia are not much different from those
in the Empire or elsewhere in the Old World. They
church of Myrmidia has the biggest influence and its
main temple is in Magritta. Priests can often be found
to work as advisors for the rulers. Although this is also
practised in the Empire, the influence of the
Myrmidians is much bigger. Some priests resemble
more politicians and have lost touch with their cult a
little bit. They can rarely be found in the churches, but
are willing to use all of their influence to further the
aims of their church, since they know that their power
is just borrowed. Although most cults can also be
found in Estalia, the churches and temples are often
made for a saint and the god itself steps somewhat in
the background. Many people have small shrines where
they pray to a saint and ask for guidance or protection.
Below the priests stand the merchants and artisans.
Some of these have as much influence as noblemen,
but they are cautious to overuse this influence for
fearing to attract the attention of the higher classes. The
peasantry is a social class that seems to be very similar
throughout the Old World. They work hard and are
poor.
Outsiders almost form a class of their own. Due to their
exaggerated sense of origin, Estalians regard people
from other parts of Estalia and especially from outside
Estalia, to be untrustworthy, dishonourable and of bad
character. They are looked down upon by almost any
Estalia. It has happened more than once that a beggar
who asked for a few coins scoffed his donator
afterwards. On the other hand Estalians can prove to be
friendly when they see any chances that they have get
some advantages.
The people of Arabian descendant or people born in
Araby form a group of their own. Social classes are by
definition almost impervious, this group however is
virtually closed to any outsider and what is an outsider
is in the discretion of those who are not. The contacts
between Estalians and those of Arabian origin remain
superfluous and mostly on a professional basis.
Personal contacts are extremely rare and no one, from
either side, would allow intermarriages between the
two groups. The reasons for this separation can be
found in the time when the south of Estalia was under
Arabian rule and the reconquista. The northern regions
of Estalia have only very, if any, people of Arabian
descendant. The biggest community can be found in
Magritta and its Arabian Quarter. Easily identifiable as
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it is the most run down part of the city, since the King
has forbidden any kind of structural repair in this part
of the town. Of course there are contacts on another
level society. Various "herbs" can only be found in
small shops and dens of the Arabian Quarters and there
are enough people who have interest beyond the law
that are willing to deal with their Arabian counterparts.
Professions
The professions in Estalia generally resemble those in
other parts of the Old World. Here are only some
peculiarities and a new profession detailed.
Thieves & Criminals
Crime is not less a problem in Estalia, as it is elsewhere
in the world. Some criminals form almost a parallel
society, with their own jurisdiction, markets, taxes,
temples et c. The most famous of these groups is
"Orm's Court" in Magritta. The watch tries to ignore
the problem at best and will only interfere when the
criminals carry their problems out of their quarters. As
long as they do not worry the nobility and influential
merchants, they are tolerated.
Criminals have a strong sense of community. The
worst crime in their eyes is treason and cooperation
with the watch. This is because jurisdiction in Estalia
in general is swift and harsh. Even misdemeanours are
often punished by death or forced labour in the silver
mines, which is nothing but an extended death
sentence. Of course the nobility enjoys great privileges
and is seldom prosecuted, left alone sentenced.
Almost any criminal native to the city can lean on a
great number of connections, helpers, fences and
similar trades. However any outsider is considered to
be a rival and can soon be found in the nearest river,
should he act suspicious. And the definition of the
word suspicious in this context is very broad.
An Estalian specialty is fraud. This crime is probably
more widespread than anywhere else in the Old World.
Nobody knows where the borders of the various
kingdoms exactly are and often foreigners have to pay
tariffs for kingdoms that do not exist or are stopped at
borders that do not exist. In the cities people
identifiable as become from elsewhere are asked to pay
dubious taxes. Others offer the help in the bureaucracy
or arrange meetings with people at the local courts.
Although few may be able to do so, most are never
seen again after they received their advance payment.
Merchants
Estalia, or more precisely, Bilbali and Magritta are a
good place for merchants. They can find most goods
available in other parts of the Old World.
Additionally the markets offer a wide range of Arabian
goods. Most of these are very expensive outside
Magritta and Bilbali and some cannot be found at all. It
is not unusual to find Estalian merchants in the north,
and their mule caravans frequently tour the cities of the
southern Empire.
Merchants in Estalia do not form guilds as the
merchants of the Empire do. Instead many merchants
have a monopoly on certain goods. This ensures great
wealth for those that enjoy this privilege. The trade
with perfumes in Magritta for example is in the hand of
Jorge Bastos and his family in the sixth generation. The
trade with less lucrative goods is left to the ordinary
merchants. They vigorously competent against other
merchants this has prevented any cooperation in the
past.
Duelling A complex legal system of formal duels was
established throughout the Empire ages ago. Duellists
are specialists in the lethal application of sword and
pistol, hiring themselves out to safeguard the honour of
others, though many of their kind come from the ranks
of younger Nobles who duel for their own purposes.
Duellists come in two varieties: happy-go-lucky devil-
may-care swashbucklers who regard their exploits as a
continuous adventure, and deadly serious fighters who
wear their honour on their sleeves and are very quick to
take offence at slights, imagined or otherwise.
Formal duelling has a very specific structure and
complex set of rules governing its performance.
Duellists must follow all these rules if they hope to
avoid being branded common murderers, which means
they must know the rules thoroughly. Because of this,
the single most important organisation for any duellist
is a proper duelling school. All duellists belong to a
duelling school, where they learn the rules and also
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practice their skills. Each duelling school has its own
preferred fighting style and methods, and a good
duellist can tell an opponent‘s school by watching him
duel or even practice. Duelling schools also provide a
place where nobles and merchants can go to hire
duellists – the school takes a small commission for
arranging the meeting and for guaranteeing the duellist
is a professional and will behave accordingly.
They do not guarantee victory, of course. Many
duellists also belong to duelling associations. These are
less formal organizations, simply collections of
duellists who share common interests and like to gather
to compare stories, techniques, and tips.
Most duelling associations only admit duellists from a
single duelling school, and often rivalries spring up
between different associations. The associations also
provide opportunities to spar with other duellists, and
some nobles prefer to hire through these organizations
rather than going to the schools.
Overseas Exploration
When not fighting each other, the Estalian states are
especially interested in overseas exploration. Portigelle
has been the most successful state at this, as their good
relations with the High Elves ensures that Elven
ambushes of treasure fleets are a relatively rare
occurrence. A number of Portige sailors have claimed
to have passed the Citadel of Dusk and the Fortress of
the Dawn, and sailed all the way round the world, but
everyone in Estalia knows that the world is in fact flat
and these dangerous individuals are usually suppressed
by the Inquistion. Nonetheless, many treasures from
distant lands keep appearing in Portobella, as well as
the occasional Nipponese or Cathayan.
Most Estalian overseas exploration, however, happens
in the lush jungles of Lustria. The discovery of gold
there by a Bilbali adventurer made expeditions very
popular. Even though at least half of the treasure ships
sent out each year are captured by Elves or Pirates, the
ventures are still incredibly lucrative. So far, however,
the Estalians have failed to establish any towns further
south than the Norse settlement of Skeggi, thanks to
the Lizardmen who live in the area. The most famous
and successful Estalian in Lustria is Pirazzo, who
recruited his Lost Legion in Tilea and still occasionally
returns to the land of his birth.
Estalian Relations It is difficult to characterise the Estalian view of other
nations as their exposure to them is so varied. An
inlander might have no idea of the existence of other
nations, while a citizen of Magritta might converse
with Norscans and Kislevites on a daily basis. Trade
agreements can also have a vast effect on exposure to
foreign nations: two towns may be separated by only a
few miles but due to their trading agreements one may
know Bretons well, the other Empire folk, and never
the twain shall meet. The same goes for the
multifarious kingdoms, with each having their own
policies regarding and opinions of the rest of the Old
World.
One thing all Estalians agree upon, however, is that
their kingdoms are by far the greatest in the world. In
general, Estalians see little difference between the folk
of the Bretonnia and those of the Empire. Both come
from cold, wet, northern lands, where they insist on
wearing ridiculous armour and fighting with
ridiculously heavy weapons. They are also famously
po-faced and dull, and given to always predicting the
end of the world. Of the two, the Bretons are slightly
preferable, because they understand chivalry, make
good wine and have the good sense to worship a
woman, even if the Lady is not a patch on the Maiden
Myrmidia. The Bretons have also proved strong allies
of the northern states in dealing with past incursions of
Iron Orcs and the skaven.
The southern Bretons usually return this respect,
viewing the Estalians as something like their younger
brothers. They feel the southern sun and lack of deadly
enemies at all sides have made the Estalians soft, and
inattentive of the proper business of war. One day,
perhaps, the Estalians will need to grow up but for now
the Bretons are happy to let them enjoy their
innocence.
Men of the Empire are less patient, seeing the Estalians
as foolishly naive or frustratingly frivolous. Just as
Kislevites resent the safety they provide the Empire,
Empire warriors believe that the Estalian way of life is
only possible because of their efforts and sacrifices.
Estalians are lampooned on the stage as being
extremely soft-living, mindless, slovenly and cowardly,
preferring to lie about reading or drawing instead of
fighting. This lampooning stops however if they ever
14
serve with Estalian mercenaries, who shore up their
homeland‘s reputation with an unexpected courage,
even when lacking strong Empire armour. Empire folk
are also surprised at how quickly an Estalian can go
from languishing with wine, woman and song to
charging into battle, and back again. Then the northern
soldiers wonder whether the hot sun makes all
Estalians into madmen who must do everything to the
extreme.
Estalians are quick to defend themselves against slurs,
but are forgiving of the northerner folk. To live in such
a cold, wet, strife-ridden, Chaos-marked place makes
them deserving of pity more than scorn. The Estalians
however spare no wrath when it comes to their nearest
neighbours, the Tileans. These two nations share a
common ancestry, a border and many national
characteristics but most importantly they share an
enmity for the other that edges on the pathalogical.
There is no real cause or event behind the enmity
between Tileans and Estalians. There is a great
religious divide between the nations but that is more a
result of the antagonism than a cause. Tileans and
Estalians fight for the same reasons brothers fight: they
are so similar, and live in such close proximity, that
they seek every chance they can to find differences and
faults in their counterpart. Estalians will accuse
Tileans of such things as being thieves, cowards,
shirkers, weaklings, fops, hypocrites, betrayers,
bastards, homosexuals, necromancers, dog-lovers and
women-beaters, and the Tilean litany in return will be
much the same. The most iconic insult however stems
from the Tilean‘s devotion to finance and trade.
"How dare you even consider that my old blood is not of lineage, Don Diego!" Don Garcia roared. "An insult of this size can only be repaid in the field of battle, but that will be tomorrow. If you survive then you honour shall be cleared!" The two veterans went to bed, even though angry and eager to solve the "issue" there and now, held back to be able to battle tomorrow.
Although Estalians equally pursue trade supremacy,
Tileans are seen as gold-hording bankers, who will
backstab anyone to increase their coffers. The
stereotyped Tilean captain sits in his cabin, effetely
stroking his piles of gold and paying off spies and
traitors, instead of standing bravely at the prow in the
fury of the storm. A ‗Tilean promise‘ is something
worth less than nothing, a ‗Tilean oath‘ is something
that lasts no time at all, and a ‗Tilean bargain‘ is being
paid to take a dive.
Tileans, in return, characterise Estalians as being too
foolish, stubborn or romantic to know a good deal or a
wise peace when they see one, preferring ever to fight
or get drunk than to actually accomplish anything. On
the theatre stages of Tilea, Estalians are sozzled
berserkers, always tilting at windmills or charging into
trouble.
15
The last and most unique Estalian relationship is with
the land of Araby to the south. No other nation in the
Old World has anything like the ties Estalia has with
this alien land, and although their past history has
involved terrible wars and religious genocide (on both
sides), their relationship has evolved into a truce of
mutual respect. As long as each party keeps its
distance and never rattles its sabre, trade flows fast
between the two nations, both of goods and ideas.
Arabyan magic fills the courts of Estalian kings and
Estalian steel is sold on the streets of Copher and Al-
Haikk.
Other Races in Estalia As there are so few forests in the Estalian lands, and
because Elven mariners consider these southerners
such a threat, there are few elves seen on the Estalian
mainland. As elven attacks at sea become more
common, those elves that are seen are more and more
likely to be regarded as untrustworthy, if not enemy
spies. However, there is as yet no war and the ports
trade with Elven vessels when the coin is good (and if
often is). Meanwhile, the Pina Wood and other smaller
forests are home to Wood Elves, but they share their
cousins‘ dim view of humans and keep to themselves
far more than the elves of the Empire.
So far from their empire in the World‘s Edge
Mountains, dwarfs are very rare in Estalia, but are
neither unknown nor treated badly. It is considered a
northern habit to be friends with dwarfs, but there is no
stigma associated with Estalians doing so. Halflings,
meanwhile, are found in abundance in Estalia, where
they find much to love in the climate and the vivacious
temperament of the people. As in Tilea, Halflings
enjoy a more celebrated status in the south than in the
Empire. They are far less likely to be servants and
many princes field whole regiments or orders of the
little folk.
The Estalians have little knowledge of the Skaven.
They do not live in denial like the Empire; rather their
rocky nation seems to resist extensive tunnelling and
the ratmen are considered more of a Tilean problem.
Only Tileans would make so many business deals they
would end up dealing with such beasts. Mutants and
beastmen are almost entirely unknown as well. Chaos
beasts and their tainting influence do not seem to take
root in the blessed hills, although giant beasts like
minotaurs and dragon-ogres are not unknown in the
terrifying peaks of the mountains.
Vampires are however more known in Estalia than
perhaps anyone outside the blight landed of Sylvania.
As with the Arabyan occupation, the horror of the War
of Blood has left the Estalians terrified of the vampires
that may yet live among them, and assured that some
indeed do remain. Unlike the Empire, however,
vampire hunters are not shunned, and common sense
defences such as garlic and daemonsbane plants are
ubiquitous.
16
Don Guillermo Cardonzo surveyed the scene before him. A city lay partly ruined on the plain below. Near its centre lay a smoking crater – the source of the heresy he and his band had been dispatched to cleanse. His thoughts briefly turned to his family‘s beautiful villa and the equally beautiful wife he‘d left behind. Esperanza, he thought to himself, will I ever see your lovely smile again? He turned to inspect his men. Father Frederico stood scowling in his red robes, his back absolutely straight. The man never smiles, thought the Don. The good father was a priest of the Inquisition, the organisation within the Church of Myrmidia that had gained so much popularity in recent years. With so much uncertainty and fear in the world today, the order offered by the church was very comforting to the common people. The ruthlessness of their methods was seldom questioned, as it was accepted that extreme measures were necessary in these desperate times. Chaos-worshippers and heretics were abundant throughout the Old World, and it was the Church‘s job to weed out these diseased individuals and protect the souls of the innocent. The Church had been fairly successful in containing the Chaos threat in the Estalian Kingdoms, and he decision was made to spread the word beyond those lands throughout the Old World. To this end the Church sent out members of the faithful like father Frederico to weed out the Chaos infection wherever they found it. To protect its representatives from more worldly threats, the Church hired and equipped bands of soldiers and sent them along with its priests. This was what Don Cardonzo‘s men had been hired to do, and they were determined, though none of them enjoyed being in the presence of so many unbelievers for such a length of time. In addition to the priests, other officers of the Inquisition were commonly sent out with the expeditions as well. An Inquisitor Brother had been sent along with Don Guillermo‘s band. As Guillermo gazed over at the proud face of the Inquisitor, he reflected upon the reputation of such men. All Inquisitors were thought to be very persuasive in their attempts to get heretics to beg for redemption. The idea of torturing another man sickened the Don, but he forced such thoughts away. Sometimes distasteful acts were necessary in the war for men‘s souls. Guillermo walked down the line of his men and pride filled him at the sight of these brave men of Estalia with their gleaming armour and steely look in their eyes. He knew he should say something to inspire them, but the Don had never been very good at oratory. He believed in inspiring men with deeds, not words. Fortunately Brother Frederico took the Don‘s silence as a signal for him to speak. "Today we go to spread the word of Myrmidia to the heretic. Those who repent will be offered absolution. Those who turn a deaf ear to out holy cause will be sent into the afterlife, their souls unsaved. Either way, never falter in our cause, and never doubt that we do the will of Myrmidia. You have the complete backing of the Church in this holy mission, and those who fall will have the assurance that our Goddess will be with us in the afterlife." After completing his speech, the priest turned to Don Cardenzo and nodded. "Forward men" cried the Don, "For Myrmidia! For Estalia!"
17
THE HISTORY OF ESTALIA
THE RISE AND FALL OF TYLOS The history of the people of the Kingdoms of Estalia
begins almost four and a half thousand years ago with
the tale of the tragically flawed Tylos, the legendary
father of the Tilean peoples. Tylos made a covenant
with raven-haired Myrmidia, a Goddess of Civilisation,
Beauty, and Honour, and with her help built a great
city for his tribe. However, this city was not enough for
Tylos, for he dreamed of surpassing the slender, white
structures to the south. So, he ordered his people to
build a tall tower, one to humble even the Elves.
Myrmidia was appalled at this pointless toil, and, after
many warnings, abandoned Tylos, claiming she would
return when his people knew honour again.
Shortly before the temple‘s completion, a young
Priestess of Myrmidia received a vision that showed
the city‘s destruction. She convinced a number of
families to leave and head west, where a promised land
awaited them. Not long after their departure, upon
completion of the great temple, the city was destroyed
by a terrible catastrophe, as fire fell from the sky and
burned the city to ashes. Seemingly overnight, the
devastated land became foetid swamps and ill-fated
Tylos disappeared from history. The fate of the city is
unclear, but some scholars claim it fell to the Dark
Gods, its corruption spreading outwards to form what
is now known as the Blighted Marshes.
The followers of Myrmidia‘s prophet knew then the
Goddess had saved them, and raised her above all
others in their faith.
The Promised Land Those that chose to leave the City of Tylos before its
destruction were led by the Priestess of Myrmidia
towards the setting sun, in search of the Gods that had
once walked amongst mankind. They travelled west,
making the perilous crossing over the Abasko
Mountain range and into the lands now known as the
Estalian Kingdoms. Estalian religion and folklore have
several tales of this time, and perhaps the most well
known concerns a Prince of Tylos that discovered a
rich vein of silver in the mountains and attempted to
settle the people there. While the settlement lasted for
several years, it was constantly plagued by attacks from
a monstrous Minotaur. The young Prince left the
safety of the village to lead the Minotaur away from his
people, deeper into the maze of what is the Abasko
Mountains.
Having safely completed the perilous mountain
crossing, the refugees discovered a rich and fertile land.
Since the Elves had already left this part of the Old
World, beaten back by the Dwarfs to defend other
colonies further to the north, the Estalians chose to
settle within the Elf ruins they found. Around -1600,
18
they established the city of Magritta in the remains of
the ancient Elven city of Astar. Amongst the ruins they
found a casket made of gold. On its lid a golden eagle
wreathed in flames. The refugees took this as a sign
that they had in fact reached their promised land and
chose the site as their home. They named the site after
the prophetess who had first had the vision of escape:
magra means ―thin‖, and the journey had worn the
young girl to nothing but skin and bone. Legends say
she did not eat for her entire journey, as she was carried
on by the will of Myrmidia herself. Histories of the
time also record that the girl did not die, but upon the
finding of the chest, was gathered up in Myrmidia‘s
arms, and became her first shieldmaiden. For her
devotion to her faith, she was renamed Debera, or
Duty, and made the patron maiden of the city.
Around this new city, clearly blessed by the Goddess
herself, the settlers began to consolidate into a new
nation. Within 200 years most of the peninsula was
ruled from the city of Magritta. Those few tribes that
resisted were pushed northwards or into the wilderness
or mountains. It seemed as though no army could
stand against those chosen by the Goddess Myrmidia.
Such was the prestige of these new settlers that every
modern noble from the Estalian Kingdoms claims to be
a descendant from the original refugees from Tylos,
rather than the few smaller nations they absorbed upon
their arrival.
Centuries passed, and the shattered remnants of the
people of Tylos spread through the other, southern
tribes. After a great war with the Dwarfs, the Elves
abandoned the Old World, and humanity cautiously
replaced them, slowly building new civilisations
around the Elder Race's ruins. They soon learned to
build proper ships and became able sailors, traders and
explorers, and the nation flourished.
War and Strife However, the new kingdom‘s stability did not last. In
the year -1151, the dead began to rise from the earth all
across the southern Old World. Thousands of people
fled the cities – homes to the largest burial sites - to
escape the Undead menace. Without leadership from
Magritta the rulers in the north were unable to unite
under a strong leader and reclaim the south.
During this time, several small kingdoms established
themselves within what would become the Estalian
peninsula, situated away from the previous major
settlements. The magic that had originally animated
the Undead declined, but there remained a fear of cities
and any neighbouring people that could harbour the
undead. Thus each nation became hostile and
isolationist, seeing all outsiders as a threat.
Meanwhile, thanks to the natural barriers of the
mountains, most of the peninsular was safe from the
Greenskin and Undead tides. With no common cause to
unite them, the kingdoms remained fragmented and
scattered, fighting amongst themselves.
Unification During the 5th centuary, a miracle occurred which
would once again unite Estalia and make it strong once
more. For reasons still hotly debated by her modern
cult, Myrmidia then returned to the descendants of
Tylos; however, she came not as a God, but as a
mortal. At this point, she was, like her sister Shallya, a
pacifist.
19
When still a girl, her parents died, so Myrmidia went to
live with her aunt and uncle, who were farmers, and
very poor. They hated the girl, and took any
opportunity to spite her, forcing her to work from dawn
to dusk. Eventually, when she came of age, they gifted
her to a local lord, hoping he would be Fateful, and
ease their taxes. The lord was not a kind master, and
the mortal Goddess was subjected to many indignities.
Eventually, unwilling to accept the injustice any
longer, Myrmidia, enraged, rose up and took a
ceremonial spear from the lord's collection, thrusting it
into his abdomen.
Myrmidia was changed forever. And from that day
forward, she never walked again without a spear, a
weapon that came to symbolise her future struggles.
Over the years, and many battles, she gathered great
heroes to her side and within a decade had bound all
Estalia and Tilea under her rule, staving off all manner
of invasions and rebellions. But, just as Myrmidia was
to be crowned queen, she was shot by a poisoned dart
from an unknown assailant. She was so strong that the
poison could not kill her though, and as she lay dying,
she ordered a great ship be built, and, it is said, sailed
west upon it, there to return to her home amongst the
Gods, known now, and forever after, as a Goddess of
War.
THE TIME OF WOES With the death of Myrmidia, the nation collapsed and
the old Kingdoms re-established, and Estalia returned
to an age of darkness. In 451 the Estalian Kingdoms
along the coast where raided by Lord Settra and his
Undead fleet numerous times over numerous centuries,
decimating Estalia‘s sea trade. There were also other
enemies at sea. Many legends of this time say that the
people of Estalia were punished by the Gods for not
protecting Myrmidia‘s new nation. The dark kindred
of the elves that once helped Mankind came in the
night to steal away their people, to the degree that
entire villages disappeared overnight.
While the Kingdoms along the coastline suffered in the
first half of the millennium, the second half brought a
new menace from within. Greenskins poured
unchecked across the Abasko Mountains into the Irrana
Mountains and the lands of Estalia, raiding at will and
killing all that they met. From these havens they
spread out, destroying everything in their path. During
this dark time only the cities of Magritta and Bilbali
seemed to be safe havens against the raiders – and even
they were not untouched When the sea raiders had
enough slaves and turned away, yet another menace
arrived that was interested in both worldly goods and
slaves. Arriving from the north in crude vessels called
Dragonships came the Norse Raiders. So bold was
their nature that in one raid they attacked the northern
city of Bilbali, and stole the great golden bell that had
rung in the harbour tower for the past three hundred
years, placed there by Myrmidia herself.
The Great Darkness It took a long time, but eventually Estalia began to
recover and prosper again. However, this attracted the
attention of the Skaven. In the year 800 the Skaven
invaded Estalia, destroying everything in its path. The
Estalians were not prepared to face an attack from the
ground. They had powerful fleets and cities, which
were only prepared to face attacks from the sea.
After the defeat of most of the humans, the Skaven
encountered unexpected rival in its attempt to dominate
the Estalian peninsula – Goblins of the mountains,
supported by powerful bands of ogres, were
determined to dispute the remains. The war between
the Goblins and Skaven was terrible but it gave the
Estalians time to recover and take the lead after a few
years, and so was able to recover their cities.
Gradually the Estalians were able to take control of
major portions of territory until the Skaven and
Goblins were driven into the mountains.
The weakness of the states, especially after the effort to
regain what had been taken by the Skaven and Goblins,
allowed several pirate groups to arrive and occupy
some settlements in south eastern Estalia. These small
states of pirates and bandits engaged in the capture of
slaves and piracy and could not be easily eradicated. In
fact some of them were able to compete against the
great commercial cities such as Magritte whose ports
20
had to be strengthened to cope with the incursions of
pirates who tried to loot the trade convoys.
The year 1111 I.C saw an influx of refugees from the
lands of the Empire, escaping the Skaven menace that
was trying to enslave them, but they brought the Black
Plague with them. While the Estalian people helped
the refugees as much as they could, hundreds began to
die from starvation and plague. Fearful that, unless
military aid was sent north to the Empire, the number
of refugees would swamp what resources the Estalian
Kingdoms could give, a small force of men marched to
help those still fighting in the Empire against the
Skaven, a fight that would last a decade. To this day,
there are Wissenlanders and Averlanders who
remember their debt to their southern saviours.
Over the next few centuries the Kingdoms of Estalia
finally began to prosper. A steady devotion to
improving their naval forces and seaside fortresses had
at last led to their coasts being safe once more. This
then allowed the nations‘ armies to get the Orc raiders
under some kind of control. It also permitted the
Estalians to begin to travel the seas again and trade
with their neighbours. After their successful
employment in the north, many of the Dons continued
to hire out their forces – armies and navies - to the
nobles of the Empire, to help rebuild the county and
fight in the numerous civil wars that raged there
throughout this time. The various knightly orders of
the Maiden used these exchanges to expand into the
north.
The Arabian Invasion In 1448, the Arabians launched a full-scale invasion
from the south, led by Sultan Jaffar, the despot of
Araby. Influenced by the Skaven, they convinced
Sultan Jaffar that the Kingdoms of Estalia would be a
future threat to his rule and that if he was to strike first,
his rule would never falter. The Sultan‘s forces landed
in the south of the Estalian peninsular and quickly laid
siege to the city of Magritta, while enslaving the local
rural population.
The various Estalian Kingdoms where slow to react to
the invasion, and so one by one the Kingdoms began to
fall again. The Sultan‘s forces marched north,
enslaving the people and tearing down what they saw
as heretical temples.
The Estalians, used to static warfare and hand-to-hand
fighting, were completely unprepared for the lightning
attacks which threatened them. A few months later,
most of the south had been overrun and many Estalian
armies had been destroyed. Too weak to field an
effective force against the Sultan‘s army the northern
Kingdoms rallied to Bilbali, the largest remaining
kingdom, and began a guerrilla style war against the
ever encroaching enemy.
With the Sultan‘s forces slowed, but still marching
north, hope was only restored when a Bretonnian army
(who were fearful that their lands would next be under
attack) and a smaller Imperial force arrived as rescuers.
Fighting men from all over the Old World put aside
their differences and joined in a Crusade against the
Arabyan intruders.
The Reconquest Over the following decade the lands of the Estalian
Kingdoms were reclaimed by the larger force from the
north and east and resistance fighters from within
Estalia. However as the Sultan‘s forces withdrew they
put many towns to the torch and captured the people,
sending them back to the lands of Araby as slaves. The
armies of the Old World became incensed at the
treatment of the Estalians and took oaths that the
Arabyans would feel their wrath. They began to put to
death any Arabyan they encountered, until the Sultan
realised that he could not defend against such hate and
would have to withdraw completely. He commanded
his forces to leave, but one rebellious sheikh, named
Emir Wazar or ―Emir the Cruel‖, refused to move his
troops from the city of Magritta.
A contingent of Knights to laid siege to the city, a siege
which would last for another long eight years and
require the intervention of Myrmidia to win. During the
siege, a group of knights lent their aid in the battle to
recapture the temple of Myrmidia from the Arabians.
The battle seemed lost for the Old Worlders until a
sudden, freak earthquake shocked the temple,
dislodging the huge bronze statue of Myrmidia atop the
building, and sending it smashing to the ground, where
it crushed the Emir Wazir the Cruel and his Black
Scimitar Guard. The leaderless Arabian horde
abandoned the temple to the Knights, who finally
21
succeed in retaking the city and drive out the last
Arabians in Estalia. The land was reclaimed but no
outstanding Estalian leader arose in this conflict to
unify the small kingdoms. Without someone to lead the
way, Estalia fell back into familiar patterns. In less than
a generation, the crusaders were gone and the Estalians
were once again fighting amongst themselves.
The war did not end there. Many of the knightly orders
and mercenaries craved more riches and glory and the
local rulers wanted these unruly and dangerous forces
out of their lands. So, Estalian ships, chiefly those from
Magritta, took advantage of the bloodlust and
transported many of these warriors to the northern and
western shores of Araby. The majority of the armies of
the Old World continued their blood hunt, waiting in
and around Magritta as a fleet was prepared to sail the
forces to Araby.
In 1451, the crusading armies of the Old World finally
defeated Sultan Jaffar in the Battle of El Haikk in
Araby. The majority of Bretonnians, having fulfilled
their oaths, turned for home, but others felt that the
Arabyans needed further lessons and the Crusade
continued. Over a period of 100 years numerous new
Crusades were launched from the Old World against
Araby, in the pursuit of revenge, treasure, or new lands.
Most of the Crusaders departed from the harbours of
Estalia and Tilea, bringing much wealth to the lands
and the opening of new trade routes. The Estalians
become even more proficient at ship building and
sailing, and began a race with Tilea to conquer the
world by sea. Over the next century, the countryside of
Estalia was almost entirely denuded of forest to build
their new navies.
AGE OF RECOVERY Some Tilean scholars proclaimed the years that
followed the expulsion of the Arabyans from Estalia as
the Age of Exploration. These scholars claim that
during this age Marco Colombo, the founder of the
ruling family of Trantio, ―discovered‖ Lustria and
brought back riches from that foreign land.
Within a decade of hearing of his discovery, every
nation in the Old World had heard the rumours of vast
cities made from gold and jewels hidden in those
foreign jungles, and rush to join the race across the sea.
Neither Estalia nor Tilea could match the military
strength of their neighbours but only they had
sufficient navigation and ship-building skills to ensure
safe passage. Both nations grew extremely rich from
selling their services. Eventually, the other nations
could not sustain their military excursions and Lustria
was, for the most part, abandoned to the southerners
again. A kind of cold war developed between the few
Estalian and Tilean settlements that managed to survive
in the jungle.
There is little doubt that the Tilean city-states took
advantage of the cessation of hostilities against Araby
to expand their network of trade. In this, they were in
direct competition with one another, as well as with the
Estalian ports, chiefly Magritta. Skirmishes,
particularly at sea, were common between these
competitors.
Border wars between northern Estalia and south-
western Bretonnia became frequent as each side sought
to gain some land at the expense of the other. The
Estalian kingdoms even battled one another for
influence and land, as well as battling the independent
Irranan dukedoms. The Bretonnians tried to extent their
influence here as well, but fared as poorly as they did
with their continuous attempts in northern Tilea.
Rumours of a war in the northern land of Kislev sent
many mercenary bands packing. Due to their absence,
peace reigned across the Southern Old World for the
few short years that the Empire, Kislev, and Norsca
were fighting for their survival.
The War of Blood In the year 1750 IC, the foul vampire Nourgul the
Necrarch launched an attack from his stronghold in
Sombra Wood. Although Estalia was and is no
stranger to the vampire menace, Nourgul‘s armies were
vast and his sorcery terrible. With the Crusades being
long over and a large part of the Estalian army
currently stationed in Lustria fighting the Lizardmen or
fighting as mercenaries in the Empire, the Kingdoms
once again struggled to remain free.
The armies of Nourgul had grown tirelessly over the
centuries in which the Vampire and his followers were
looking for the Great Book of Wisdom of Myrmidia.
The hordes of Undead moved slowly destroying
everything in its path, including armies who dared
oppose him. Nothing seemed capable of stopping
22
Nourgul on their way to Magritta. The Grand
Commander made one last attempt a few miles from
the city walls. This final conflict was the unequal as
expected because the army of Don Juan was vastly
outnumbered and succumbed after a hard combat. His
determination and courage saved the city, as after
fighting for two days the fortifications were completed
by the Estalians and the confraternity of merchants. In
addition, casualties occurred among Nourgul‘s
necromancers that were not compensated by the new
additions of dead Estalian soldiers to the army.
Nourgul reached the gates of the city two nights later,
mounted on a terrible winged nightmare. On the walls
of the city the Estalians and Tilean mercenaries that
were received from other cities were preparing to fend
off countless monsters of Nourgul‘s horde. But the evil
Necrarch was not aware that he was falling into a trap
as in the nearby hills and forests, thousands of family
and lay brothers were hidden, supported by the Knights
of the Blazing Sun and bands from the Irrana
Mountains, ready to attack the horde.
The undead immediately launched a first assault, but
the hidden army did not move. It was too soon. Then a
second wave was launched against the walls and was
also rejected, but neither was the time. The third wave
revealed the first signs of weakness among the
defenders and then Nourgul attacked ahead of his elite
troops.
That was the signal for the Grand Commander
Francisco Maldonado de Dezanola to launch his attack
on the rear of the Undead horde with preconceived
fury. Nourgul realized he was about to lose everything
and that his only choice was made to take the book and
disappear, so he led a fierce attack against the Fountain
Gate near the Temple of Myrmidia.
Thousands of Estalian soldiers perished in defending
the Temple, but eventually Nourgul and his bodyguard
penetrated their defence and entered the Temple. There
Nourgul faced the Grand Master Don Juan de Zapata
with a handful of Knights of the Blazing Sun, the last
defence of the Temple. de Zapata and his loyal men
could do little against the power of the Vampire whom
easily cut down the Grand Master. But as soon as the
Vampire tried to touch the Book of Wisdom, it is said
that Myrmidia herself appeared and smote the foul
creature. Whatever might have happened, the Undead
forces crumbled to the ground for no apparent reason
and the Vampire‘s ashes where found next to the
ancient Tome. What the foul Vampire had in mind for
the Tome of Wisdom is still a mystery, but from this
moment on, the faith in the Goddess and the safety of
the Kingdoms became united in the mind of the
Estalian people.
Despite their victory, the war had been was terrible for
Estalia. The lands of the north and west Magritta had
been reduced to ashes by Norgoul. They had lost tens
of thousands of lives and the best troops of Magritta,
Bilbali and Tobaro.
23
For years the kingdoms of Estalia were reconstructed,
the influence of Tilean mercenaries became
increasingly noted in the composition of the armies,
with a massive presence of pikemen and crossbowmen.
For three centuries, the kingdoms of Estalia reached
certain prosperity, especially Magritta, home of thecult
of Myrmidia, and Bilbali where weapons are created of
great quality that are appreciated by all the Old World.
Magritta ran a series of campaigns with the intention of
seizing some small realms and fixed their eyes on
Tobaro, but could not take the city with the help of
unwilling Tilean mercenaries.
RETURN OF THE ELVES AND RISE OF ESTALIA In 2051, the Elves returned to the Old World by sailing
into Marienburg and signing a treaty making the
merchant houses of that city the exclusive agents of the
Elves of Ulthuan in matters of trade. This coup
trumped the attempts of the various Estalian and Tilean
cities in reaching some accord with the Elves.
The reactions of these southern powers differed. The
Tileans saw an opportunity to expand their influence,
so they signed agreements with Marienburg to become
trading and banking partners. Bilbali, capital of the
Estalian kingdom of Aragona was hit hard by the turn
of events. Their shipping was greatly affected by
pirates from Brionne, who were suspected of working
in concert with the Marienburger merchants. Bilbali
used diplomatic channels to reach trade agreements
with L‘Anguille and Bordeleaux, rivals of Marienburg
and Brionne, respectively.
Magritta, irritated by the friendliness of Marienburg
and their Tilean rivals, concentrated their efforts
towards strengthening their trading network with the
caliphates and emirates of Araby and extending their
reach to the Southlands, Ind, and Cathay. This
extension placed the Estalians in direct competition
with the Elves for trade, which led to several
confrontations on the high seas. The risk was well
worth the difficulties as Magritta‘s wealth grew.
Having had enough of Brionne predations, Bilbali led a
coalition of northern Estalian kingdoms and dukedoms
against the Duchy of Brionne. Bilbali‘s Bretonnian
partners convinced their King that the incursion was a
local matter resulting from the piracy supported by the
Brionne duke. Well-placed bribes kept the Bretonnian
King content in the initial stages of the hostilities. As
the war continued for a number of years with Brionne
holding its own while under siege, other Bretonnian
dukedoms, chiefly Quenelles and Carcassonne, began
pressing the King to allow them to come to Brionne‘s
aid.
The inconclusive campaign proved to be a drain on
Bilbali‘s wealth. With the prospect of a costly and
broader war, L‘Anguille and Bordeleaux emissaries
brokered a peace in which Brionne would pay some
24
reparations to Bilbali and its Estalian allies in exchange
for the cessation of war. Brionne‘s support for the
pirates became less overt for a number of decades. In
time, that charade came to an end.
Magritta tried a different approach in the south. For
years, the daughters of the noble families of Astarios
and Cantonia were much sought after by the ruling
class of southern Tilea for marriage and political
alliances. This gave the rulers of these Estalian
kingdoms some influence in Tilean politics and power
schemes. The expenditure of capital gained some
additional trade concessions with Luccini and Verrezo,
which caused some alarm in Remas and Miragliano.
Tobaro began to become concerned with Estalian
activity, especially after Magritta invaded the island of
Sartosa on the pretence of acting against the pirates
based on that island.
The sacking of Sartosa caused alarms in Marienburg.
Their northern rival decided to act against Magritta‘s
interests by using its wealth to break Estalian influence
and power in southern Tilea. This threat forced
Magritta‘s hand and the Estalian kingdom of Astarios
led the attack on Tobaro, one of Marienburg‘s Tilean
trade partners, albeit a very minor one. This move
proved too much for Magritta‘s Tilean allies and a
general struggle commenced. The drain on Magritta
and its allies‘ treasuries made the Tilean venture too
costly to maintain. The irony was that the southern
Estalian kingdoms were forced to obtain loans from
Marienburg to keep their economies afloat while they
withdrew from Sartosa and Tobaro.
DON DIEGO ESTRAGON Throughout the early decades of the 24th
century Don Diego Estragon, Estalian merchant and explorer, worked to acquire a vast amount of wealth. He owned a fleet of
ships that sailed the globe and regularly traded with Arabian and Cathayan
merchants and occasionally even the people and other races of Lustria. His mansion in Magritta rivaled that of the local prince,
and it is said that the man attracted as many enemies as he did sycophants and lovers. He
survived many assassination attempts and many slanderous attacks on his character,
including some that stated that he was secretly a mage who practiced the dark arts.
Estragon seemed to weather all of these attacks – be they with words or swords -
with grace and good humour. Though many envied his wealth, prestige, and success, few
could deny that he was an affable, charismatic man whose boldness and
bravado were admirable. In 2348, Estragon set off with a great fleet of ships, each
loaded to the gunwales with trade goods from all over the old world. Estragon
planned to circumnavigate the globe and trade with merchants, craftsmen, and
artisans of all kinds. If the trip had proved successful, Estragon would have returned with more than a king‟s ransom in exotic
goods and could well have become the richest man in the old world.
Neither Estragon nor any of his ships or crews, however, returned from the voyage.
Little is known about Estragon‟s disappearance. Some say his armada went
down in a massive gale that struck the great ocean some weeks after Estragon‟s
departure. Others say that Estragon took a Cathayan wife and settled as lord of a large
province in an eastern kingdom. Others claim that Estragon became corrupted by
the power of chaos and that he and his fleet now serve the dark gods. Still others claim that Estragon‟s trading mission failed and that he and his sailors settled on a small
island where Estragon ruled as a pirate king. Hack writers in the old world have seized upon and embellished Estragon‟s tale, and
many an imaginative “penny dreadful” circulates among the literate of the old world. These works of popular fiction
detail the imagined exploits of this romantic Estalian figure.
25
By Fire and Sword After the Great War against Chaos many religions
blamed the use of sorcery for the evils of the Old
World. The people of the Estalian Kingdoms were no
different, having witnessed the foul sorcery performed
by Arabyan Wizards and the raising of the dead by
Vampires (which continued to decimate the lands of
the north). Since the Cult of Myrmidia was now by far
the most powerful of all the southern cults, having
slowly converted the other faiths to aspects of the
Goddess, the people looked to the Priests for salvation.
The leaders of the Cult took advantage of these fears to
unite the Kingdoms of Estalia under the leadership of
La Aguila Ultima, the head of the Cult of Myrmidia,
who effectively became the leader of all the different
Kingdoms. In order to protect the lands from all threats
of Arabyan sorcery, necromancy and other deviation,
the Temple established its own military, uniting its
various templar orders into a centrally controlled force,
answerable only to the Aguila Ultima. Soon this was
augmented with a more subtle policing force dedicated
to finding the more hidden threats to the Kingdoms.
Called the Inquisition, it was tasked in hunting down
those tainted by necromancy and Chaos and putting to
the sword any that would stand against the Temple‘s
views. The Vampire Wars and the Great War against
Chaos in the north had given the Temple of Myrmidia
plenty of opportunities to quell any fears or doubts that
the people had about the new order.
Estalia Today As magic has gained legitimacy in the Empire and
Tilea, the Cult of Myrmidia has recently – and
grudgingly – begun to allow the practise of Magic once
more. However those that do follow this path are very
closely monitored and many have been known to
disappear into the night never to be seen again. While
the Cult of Myrmidia controls the various Kingdoms
throughout the land to some degree, the Kings and
Princes of the land still make war upon each other,
using the slightest dishonour to avenge a half forgotten
grievance made centuries ago. The land flourishes
from trade routes, including the New World, with
much of its gold finding its way to the coffers of the
Cult of Myrmidia. The Temple holds tight to its
control of the lands but all the while people plot to
remove or reduce its dominance. So although united in
faith, the Kingdoms remain, as ever, divided in
everything else – and more war and bloodshed is sure
to follow as a result. There is little evidence of the
influence of Chaos in the Estalian Kingdoms, but it is
there. Subtle perhaps, but no less deadly. It is not the
brute power of the raging Beastman, but the hidden
plotting of secret societies and cults which is eating
away at distant Estalia.
Although Estalia has been threatened many times by
enemies, none of these wars have reached the same
scale as they did in the days of the Arabian invasion.
On many occasions a strong ruler has emerged and
tried to unify the kingdoms as Myrmidia did and have
met with various degrees of success. However, none of
these settlements has lasted, and Estalia remains a land
divided.
26
TIMELINE OF ESTALIA
C-2500-2000
The city of Tylos is rapidly built to
become the most highly populated
human city in the Old World.
C-1860
Construction of the great temple of
Tylos begins and goes on
continuously for a century. The
goddess Myrmidia departs Tylos.
C -1780
The ancestors of the nobility of the
Kingdoms of Estalia leave the city of
Tylos, following a Priestess of
Myrmidia whom has foreseen the
city's destruction. Upon the temple's
completion, many meteors are
sighted, and fiery death rains upon
the city, killing those still remaining.
C-1600 Fernando de Astarios settles his
people near the site of the future city
of Magritta. Trade with the elves
helps to advance the skills of his
people. He becomes the first king of
Estalia.
-1589 Caradryel the Phoenix King recalls
the elves from the old world. A few
Elven families settle in the forests of
Estalia, making for the legends of the
Forest Brethren.
C -1400
A primitive Estalian nation is ruled
from the city of Magritta; those tribes
that resist are pushed north or into
the Irrana Mountains.
C-1350
Skaven tunnels are cut through the
mountains of Estalia and Skaven of
Clan Esrit raid the Estalian lands
taking slaves and plunder.
C-1300 King Juan I of Astarios builds the
first walls around Magritta hoping to
keep out the Skaven and raiders from
Araby.
-1151
The dead rise up across the known
world; thousands flee the cities away
from the Undead.
C-1000
Estalia is divided into many small
Kingdoms following the Undead
menace. Mistrust between the states
is spread wide.
C-400 Alfredo I of Bilbali marches his army
across the River Tarmas to expel the
Forest Brethren dwelling in Pina
Wood. He and his army are never
seen again, disappearing into the
forest.
42
San Luis separates from Bilbali
following a prolonged military and
political struggle. Both states
remained closely allied to this day.
436
The lands of Tilea and Estalia are
united into one nation by Myrmidia
in mortal form. On the day of her
coronation in Magritta, she is
assassinated by an unknown assailant
and the nation breaks apart again into
several individual Kingdoms.
451 Dark Elf raiders besiege Magritta.
The siege lasts four years until an
allied fleet from Bilbali dislodges the
Dark Elves. As a result of the attack,
a fortified harbour is built in Magritta
to enable supplies to be brought by
sea in the event of a siege, and the
resources of Astarios are focused on
building a large war fleet.
475
Orcs spill into Estalia, rampaging
across the land.
654
A brief civil war breaks out between
Portugelle and Aragona. Aragona
wins a decisive battle at Belsabino
and the Portege sign the Treaty of
Acceptance which recognises the
supremacy of Bilbali.
800
Skaven invade Estalia, sacking many
cities. They are in turn attacked by
hordes of Goblins, allowing the
Estalians to eventually retake their
cities.
824
The golden bell of Bilbali is stolen
by Norse Raiders.
1448
The Kingdoms of Estalia are invaded
by Arabian forces led by Sultan
Jaffar. Magritta is besieged and
captured.
1449
An army of Bretonnian knights is
dispatched to assist Estalia.
Santiago de Vivar defeats the
Arabians in multiple battles, before
he is wounded and killed by a
poisoned arrow. His corpse is
strapped to his horse, and in death he
leads the Estalian army to victory in
lifting the Siege of Almagora.
1450
Many of Empire Knightly Orders
joins the war against Araby. Together
with the Bretonnian and Estalians,
they push the Arabian forces out of
Estalia. Only Magritta remains in
Arabian hands.
1453
King Esteban of Estalia meet and
destroy a huge Undead army from
the haunted city of Lahmia at the
battle of Shanidaar. The crusaders
win, but so great is the fear placed in
their heart that they turn back from
the drive on the east and ship home
just as victory is in sight.
1457
The city of Magritta is finally free
from Arabyan control as the last
sheikh, Emir the Cruel, is defeated by
the first Knights of the Blazing Sun
and their allies. Estalia is reclaimed,
but with the death of Santiago, no
other outstanding leader arose in this
conflict to unify the small kingdoms.
Without someone to lead the way,
Estalia fall back into familiar
patterns. In less than a generation, the
crusaders are gone and the Estalians
are once again fighting amongst
themselves.
1492
Marco Colombo discovers Lustria.
Estalian attempts to find the fabled
land of riches across the Great
27
Western Ocean rebuffed by the Sea
Elves of Ulthuan. Several sea battles
take place with each ending in a
draw.
1495
Rival expeditions to Lustria are sent
by Magritta and Bilbali. Both
expeditions return with chests of gold
and rare artefacts despite suffering
greater than an eighty percent
casualty rate.
C1550-1850
Estalian mercenaries fight in the civil
wars of the Empire, bringing much
wealth to their lords.
1565
Several Estalian Kings send aid to
the Prince of Torbaro in the
reclaiming of his city from the vile
Skaven.
1750
The vampire Nourgul the Necrarch
launches an attack on the southern
Kingdoms of Estalia, in what is
known as the War of Blood. He is
defeated in the temple of Myrmidia
as he is turned to ash upon touching
the Book of Wisdom.
1993
Religious pressures bring bloody
repression of sorcery in Old World.
The Cult of Myrmidia begins to
increase its influence as the people
come to her for salvation after the
wars against Araby and the Undead.
C.2051-2250
The High Elves return to the Old
World, signing a trade agreement
with Marienburg. Estalian fleets fight
with Marienburgers, Tileans and
High Elves over the trade routes to
Araby, Ind and Cathay.
2242
Alliance of Estalian Princes headed
by Prince Dimas Moreno of Bilbali
invades and conquers much of
southern Bretonnia. This begins
nearly three decades of war in
Southern Bretonnia.
2274
The fighting ends following the
Siege of Brionne and the signing of
the Treaty of Brionne.
2271
The Great War of Chaos is fought in
the north. Following the war, the
Estalian Inquisition sets about to
destroy any and all Chaos forces
within the Kingdoms. The practice of
using magic is outlawed on pain of
death by the Church of Myrmidia.
2348
The famous Don Diego Estragon sets
off with a great fleet of ships, each
loaded to the gunwales with trade
goods from all over the old world. He
never returns to Estalia.
2351
Trade war erupts between Magritta
and Marienburg. Privateers on both
sides ravage the sea lanes. Many of
the pirates who were previously
raiding Estalia are employed.
2398
Struggle to maintain hold on
southern Tilea nearly bankrupts
Astarios treasury. Kingdoms of
Avila, Santoyo, Obregon, and
Cantonia pull out as their treasuries
are empty.
2400
Astarios armies return home to a
bankrupted kingdom. Riots ensue as
taxes are increased to pay off
emergency loan received from
Marienburg.
2438
Inquisitors stumble on a chaotic cult
in the process of summoning
Demonic forces. Striking during the
summoning ritual the cult lost control
of the chaotic energies and the
artefact that channelled them. The
resulting explosion destroyed an
entire township near Magritta. To
this day, chaotic energies remain
strong in this area.
2483
The ban on the practice of magic is
grudgingly lifted by church of
Myrmidia. The Estalian states all
rush to establish colleges of magic.
To the horror of the Inquisition many
of the states cannot afford to
maintain their schools resulting in
numerous magic users being taught
outside the supervision of the
Inquisition. Only Magritta and
Bilbali have the means to maintain
their own colleges.
2489
Queen Isabela of Astarios dies
suddenly. Succession s in doubt, but
nobles throws their support behind
her son, Prince Carlos Aguilar. Coup
attempt by Capitan Jorge Sancho
Diaz de Moleno fails and he meets
his end at the hands of the
Inquisition. Isabela‘s son ascends the
throne of Astarios as King Carlos IX
Montoya Aguilar.
2508
King Carlos V of Aragona attempts
to conquer the county of Siernos in
the Irrana Mountains. He is slain in
battle and his daughter crowned as
Queen Juana I la Roja Carlota
Martinez. The celebrations last an
entire year.
2514
Juan Federico becomes Grand Master
of the Order of the Righteous Spear.
He sets out to increase the power of
the Order even further, recruiting
thousands of knights to his cause.
2516
Grand Inquisitor de Hojeda burns the
entire population of the village of
Jávea at the stake for alleged witch
craft and Chaos worship.
2518
Isabella Giovanna Luccelli is made
La Aquila Ultima, Head of the Order
of the Eagle, Myrmidia's Church. She
is declared a living saint, possibly
Myrmidia reborn.
2520
Sailors of the old world reports
sightings of what they call Estragon‘s
Island, a magical, dangerous place
that, if it exists, seems to shift its
location from time to time. Most
believe that the stories of Estragon‘s
Island are little more than sailors‘
superstitions, but those who claim to
have seen this it report a lush, exotic,
tropical island that hides many
treasures, artefacts, and monsters.
2521
Francisco Cortez with his
Conquistadors blazes a trail of
destruction in central Lustria sacking
ancient native temples, Dark Elf
outposts and a Clan Pestilens
stronghold.
29
THE CULT OF MYRMIDIA
The Cult of Myrmidia is easily the largest organised
cult in the Old World. In Estalia and Tilea, nearly
everything is influenced by her, for beloved Myrmidia
is not only appealed to in times of war and injustice,
but in all matters, especially those concerning revenge,
honour, and art, three aspects of her mortal life that
have many legends attached to them. This almost
universal adoration of Myrmidia in the south is
something that northern folk find very hard to
understand.
Her statues are on nearly every street corner in the
cities of Tilea and Fstalia. Her name is invoked by the
people of the south as a ward against everything from
illness to death at the hands of Beastmen. As devout as
the people of the Empire are in their love of Sigmar, it
is almost subdued when compared to the wild and
devoted love of the southern people of Tilea and
Estalia for their lady, their champion, their Goddess,
Myrrnidia.
Myrmidia's role in the pantheon is subject to debate –
and passionate argument – across the Old World.
Scholars believe she was a mortal hero who rose in
Estalia and protected the people against invasion from
the barbarians to their north (the forefathers of the
Empire), Arabian invaders from across the sea, and
Goblins pouring out of the mountains to their east.
Whatever individuals may believe, all cities within
Estalia have a temple run by the Order of the Eagle.
There, sharp-eyed priests run classes in strategy and
war craft, open to any who wish to attend. They also
hold regular services for expatriate southerners (the
specific day varies according to local customs, but is
often every five days). These services—normally
conducted in Classical, Estalian, or Tilean—are more
interactive than most, with the priests actively
encouraging others to get involved, asking questions of
the congregation. This is too much for most Empire
folk, who are used to being preached at, not asked
questions, and rarely understand anything bar the
Emperor's Reikspiel; so, most avoid these deeply odd
sermons. Therefore, to most people of the Empire,
Myrmidia is nothing more than a Goddess of Strategy
and War.
"You just don't understand. She isn't like the other Gods. She understands us. She walked as
one of us! She experienced pain for us. She died for us. She isn't like your uncaring Gods. She's
Myrmidia!"
Beliefs Myrmidia‘s twelve greatest battles, and her
commentaries upon them, form the basis of The Book
of War. It contains all of the cult's core beliefs, and is
carried by many Myrmidians, who ponder long over
their Goddess's words and deeds.
Honour is central to the cult, as it is the guiding
principle behind all Myrmidia's actions. In life, the
Goddess followed a strict code that she called the
"Rites of War," and she offered all her opponents the
fair treatment that it afforded, even when they had
proven to be treacherous in the past (which they often
had). In kind, Myrmidians treat their opponents with
respect, especially when they surrender, which is seen
as one of the goals of a battle. The command structure
is also central to her teachings, but there are several
legends where the Goddess or her Shieldmaidens chose
to do what was right, not what they were ordered to.
Because of this, although most Myrmidians stick
rigidly to orders, they readily ignore them if it will
result in a betrayal of their honour.
Myrmidia also teaches her followers to master the art
of war. As a woman, she was physically weaker than
many of her opponents, so she learned how to best use
her strengths, and cover her weaknesses.
Unlike other war Gods, she focuses on avoiding
unnecessary conflict through use of clever strategies.
This is something that many soldiers favour, as few
that have experienced the horror of war relish it;
Myrmidians see it as prudent.
30
Myrmidia is quite popular with women who have sons
and husbands at war. They pray to the Goddess to
guide the officers into making wise choices that will
keep their loved ones alive. There is also a feeling that
Myrmidia, as a woman, is more likely to understand
their fear and heartache for their men.
Initiation Almost anyone, if they show the proper interest in the
Myrmidian cult and the honourable lifestyle it
demands, will be accepted if the local temple priest is
sufficiently impressed.
Once accepted, Initiates are given a white, hoodless
robe, and are each attached to a priest, who may be
training up to four other initiates at any one time. These
initiates form a "Flight," and they do everything
together, including eating, sleeping, listening to
lectures, and physical training. If a temple has enough
initiates to have several Flights, they will be pitched
against each other in various war games and tasks.
Honing the mind is as important as honing the body, so
lessons in meditation whilst inhaling sacred smoke, or
periods of contemplation during prolonged isolation,
often accompany the extensive lectures in Myrmidia's
teachings.
The best of any Flight will soon be elevated to become
the "First Eagle," a Flight's leader. No initiate can be
elevated to a priest until they have been a First Eagle
and have done something to distinguish themselves.
What this entails differs from temple to temple. It
could be something seemingly simple, such as
demonstrating insightful wisdom concerning a difficult
trial, or showing strong leadership skills. Or, it could
be something more challenging, such as bettering
Myrmidia's successes in a battle recreation using
painted figurines to represent opposing armies.
Whatever it takes, eventually an initiate proves himself
worthy of consideration to become a priest, or he will
be taken aside and told to leave. Those that are worthy
are given a task to complete by the temple priests,
which varies according to the temple. It may involve
navigating a puzzle-filled maze beneath the temple, or
ritualistically evading a powerful creature from the
myths of Myrmidia, such as a bull or wild boar. It may
require that the initiate survives abandonment in a
hostile environment, or quests to uncover the secrets of
a distant holy site. Whatever it may be, once the task is
completed, the initiate becomes a priest, and a temple
sergeant takes command of his training.
Cultists In the 'Book of Transformations' from the Bellona
Myrmidia, the Goddess takes the form of a sharp-eyed
Golden Eagle to scout enemy positions. The Order of
the Eagle thus identifies itself with this majestic bird,
and commonly pictures it with wings spread high
above its head. This symbol is worn on the left breast,
or as a clasp to hold a priest's white cloak in place. In
the Empire, members of the order also wear blue cowls
with red edging and white robes. Elsewhere in the Old
World, cowls take different colours according to the
regiment the priest belongs to. Rank in the Eagles is
shown with small claw pins worn at the neck.
The Order of the Righteous Spear wears well-polished
plate armour, with white tabards marked with the spear
and shield of Myrmidia, her favoured weapons.
However, the order has splintered into many scores of
lesser orders spread across the Old World, with each
sporting its own unique uniform, style of fighting and
weapon preference. The only thing all these disparate
31
orders have in common is the shield-and-spear symbol,
which is always worn somewhere.
In comparison, all Knights of the Blazing Sun wear
highly polished, ornate plate armour of black and gold,
often sporting the order's symbol – a stylised sun
emitting sixteen rays of wavy light – as a head crest, or
as part of their heraldry. The order's inner circle – an
enormously rich group of men – sport their wealth
ostentatiously, wearing stupendously expensive
armour, detailed in gold, jet, obsidian and diamond.
Many templars of the order bear polished, mirrored
shields, which they use to reflect sunlight into the eyes
of their enemies, dazzling them.
Priestesses Even though Myrmidia is a Goddess of War, the
initiation rites of her cult almost never involve combat.
That is not to say that people are not chosen for
initiation based on their combat prowess, but that
assessment takes place before the rite itself. Almost all
rites involve the presentation of arms and armour to the
new priest, and they are almost invariably public. The
details vary a great deal from place to place, and even
from one occasion to another, as it are common for the
rite to involve some reference to the bold deeds of the
particular initiate. For example, she might be presented
with a sword to replace one she lost fighting Orcs.
When a priestess wakes in the morning, her first task is
to arm herself for the day. Most do this literally,
putting on armour and taking up their weapons. Every
step of this ritual is accompanied by prayers to
Myrmidia, and the prayers recount the function of the
armour or weapon taken up. In many cases, armour is
not the appropriate garb for the day, so the next thing
the priest does is take it off again. Only if the
circumstances make keeping armour in their quarters
impractical will priests perform the ritual symbolically,
treating their clothes as armour and any tools as
weapons.
Most Myrmidian superstitions revolve around military
strategy. Thus, many refuse to enter blind alleys, or any
room with only one exit, and always keep an escape
route in mind. Similarly, it is very bad luck to make a
decision on impulse; priests should always be alert for
facts they may have missed. This can easily be taken to
extremes.
A very common superstition is the belief that a priest
should never be unarmed. This weapon can be fairly
small, but it must be a real weapon, not just a symbol.
This can cause conflicts when the priest wishes to
speak to a powerful and cautious individual.
A distinct set of superstitions revolve around eagles. It
is incredibly bad luck to kill an eagle, or even to see a
dead eagle. On the other hand, seeing an eagle take
flight in the morning is an excellent sign, while many
priests abandon a journey if they see an eagle land just
before leaving. A lot of sheep farmers regard eagles as
pests that harry their flocks; as the cult of Myrmidia
expands through the Empire, conflicts over this
become increasingly likely.
Myrmidian priests like clear chains of authority,
although they do not have to be the ones in charge.
They hate doing anything, even going to a tavern,
without a plan, and are willing to be the ones to suggest
the scheme, if necessary. They place great importance
on group loyalty and morale, and never abandon a
comrade, even one who does something foolish.
32
Structure In Estalia and Tilea, the massive Cult of Myrmidia has
seemingly countless positions of power spread through
its myriad orders. Although the Order of the Eagle is
organised like a vast army, where those below take
orders from those above, wisdom and insight, the gifts
of Myrmidia's mother and father, also command great
respect. Superiors not only listen to the counsel of their
lessers, but they actively request it.
A High Priest's Unit is split according to how many
temples he controls, with each temple commanded by a
temple priest. A temple priest is aided by one or more
temple sergeants, who each order up to ten priests each.
Lastly, each priest can direct up to five initiates.
In Estalia, appointments of most ranking positions
require the support of the Order of True Insight, which
is believed to have a greater understanding of
Myrmidia's strategy for the cult. The impartiality of the
oracles is never openly questioned, but it is whispered
that money and favours have more influence than any
revelation of Myrmidia during a smoke-fuelled
prophetic trance. Indeed, it is not uncommon to find
different oracles supporting different candidates, with
each claiming Myrmidia is guiding their choice.
The structure of the Order of the Eagle goes though
minor changes almost every other year, as it believes in
adapting to changing circumstances.
The Order of the Righteous Spear is one of the largest
orders of templars in the Old World: Most of their
number is spread through Estalia and Tilea, but
chapterhouses can be found in the Empire, Bretonnia,
the Border Princes and even Araby. In the Empire, they
have not spread any further than the temples that they
protect and support, but the order is slowly gaining in
popularity. The order is split into many minor orders,
each of which has its own grand master and unique
name, but they are all still answerable to the Glorious
Leader (El Lider Gloriosa), who leads the order from
Magritta.
The Order of the Righteous Spear has several
chapterhouses in the Empire, and although many
chapters use different names, they are all part of the
Righteous Spear order. Each chapter is typically tasked
to protect one of the Eagle's temples, although they
also respond to honourable causes as and when they
see fit. Because of this, the templars of the order are
rarely seen outside of the area they protect.
Each Righteous Spear chapterhouse is led by a templar
captain, who is always a knight of the inner circle.
The Order of the Blazing Sun is tiny when compared to
the Righteous Spears. During the Crusades, sixty
cornered Imperial knights swore to the service of
Myrmidia after a violent tremor toppled a massive
statue of the Goddess onto hundreds of charging
Arabyans, saving the knights from certain destruction.
When they returned to the Empire, they built a
chapterhouse and temple to the foreign Goddess near
Ravenstein in western Talabecland. With help from
other crusading knightly orders, such as the Knights
Panther and Knights of the Golden Lion, they worked
hard to open trade and pilgrimage routes to Estalia and
beyond. Today, the order, rich from its foreign
dealings, now has most of its influence in Middenland,
where the grand master orders his templars from the
Carroburg chapterhouse. The order is only answerable
to La Aguila Ultima in Estalia, to whom the original
Empire Knights swore fealty, which is a source of great
annoyance to the Eagle of the North, who covets their
seemingly endless coffers of gold.
The Knights of the Order of the Blazing Sun are far
more commonly encountered than the Righteous
Spears, even though there are numerically less of them
in the Empire. This is because of a unique custom the
order practises.
Foremost of the order's duties is the maintenance and
guarding of the important pilgrimage routes between
the Empire and the holy sites of Magritta. These duties
have proven to be especially lucrative, as many upper-
class would-be pilgrims are willing to pay handsomely
for the guarantee that their Gods will indeed keep them
safe as they travel (albeit using the Myrmidians as
vessels to ensure that safety).
Since it was established, the order has spread
throughout Estalia, and is one of the most prominent of
the knightly orders. Unlike most other templar orders,
its members do not reside in large chapter houses;
instead they travel the land individually or in small
groups, looking for new challenges to test their skills.
They are well versed in the use of arms and armour,
but their true expertise is as tacticians and strategists,
and they often serve as military advisers and
33
commanders on the battlefield. Throughout Estalia,
countless villages, farms and isolated outposts owe
their survival to the timely arrival (and subsequent
assumption of command) by a Knight of the Blazing
Sun.
Knights of the Blazing Sun spend a great deal of time
away from their chapterhouses and temples, often
embarking on crusades or quests for the glory of their
order. They travel in small groups, sometimes alone,
and lend support to whatever military endeavours most
need their aid, whether it is bolstering beleaguered
units of soldiers on the battlefield, taking command of
leaderless companies in the midst of a campaign,
offering military advice to generals and nobles, or
training local militia. Each knight must spend the first
several years directly after his initiation performing
these sorts of deeds, and only after putting his skills
and training to the test may he return to the
chapterhouse as a full brother of the order.
A Knight of the Blazing Sun lives in a similar fashion
as other knights, but there are some notable
differences. The knights spend a great deal of time
training in rather unusual methods of warfare, unafraid
to experiment with ploys, tactics, and equipment other
Knightly Orders might overlook.
The knights also spend a deal of time in the discussion
of broader military tactics, the deployment and
manoeuvre of entire armies, use of terrain, and
placement of artillery. While all knights have a
grounding in military theory, the greatest tacticians in
the Empire may be found within the ranks of the
Knights of the Blazing Sun.
The Knights of the Blazing Sun are known as an elite
force that values superior intellect in a battle as much
as a strong arm. They prefer to manoeuvre their foes
into the worst possible position before striking the fatal
blow, even to the point of using deception to gain an
advantage. Feigning retreat, planting false intelligence,
using spies, and even bribing enemy officers - all these
things are part of the arsenal of the Blazing Sun. To the
Myrmidian, the object of battle is to win, and almost
any tactic is fair game.
More so than other knightly orders, the Knights of the
Blazing Sun value ability and accomplishment over
noble status or birth. This opinion, which makes the
order the target of more than a few jokes among other
cults, stems from the Order's founding battle, when
men and women of all stations took up arms in a
desperate defence of Magritta. To this day, the
"brethren in arms" regard even the son of the lowliest
peasant as an equal, as long as he proves his worth on
the battlefield.
After an initiate has finished his training, he is sent to
wander the Old World for at least a year, which is
symbolically supposed to represent the time Myrmidia
spent as a mortal, learning of the world. Because of
this, Blazing Suns can be encountered in all corners of
Estalia, lending their swords to honourable campaigns
34
and explaining the finer points of strategy to those in
need. Many an isolated village, farmstead, or coaching
inn has been saved by a young Knight taking charge of
the defence.
Further, the Blazing Suns, the only Myrmidian knightly
order to have been founded by the people of the
Empire, is responsible for the cult's pilgrim routes from
the Empire to Magritta. Working these important trade
lanes has been extremely lucrative, and the order is
rumoured to be one of the richest in the Old World.
East versus West The Cult of Myrmidia is split. To the east, there are the
Tileans. They believe Myrmidia was born in Remas,
and was therefore a Tilean. Importantly, they believe
that Myrmidia, as a Tilean, conquered Estalia.
However, the Estalians believe Myrmidia was born in
Magritta, and was therefore an Estalian.
Similarly, they believe Myrmidia, as an Estalian,
conquered Tilea.
Both nations have their own versions of Myrmidia's
holy texts to support their beliefs, and both are
convinced they are correct.
This fundamental difference has been the cause of, or
the excuse for, much of the hostility between the
Estalian kingdoms and the Tilean city-states down
through the centuries. Indeed, the cult has almost
broken in two over the issue on more than one
occasion.
Currently, Magritta is considered to be the heart of the
Myrmidian religion, although the high temple in
Remas undermines this at every turn. La Aguila Ultima
(or, as Tileans prefer, tultima Aquila), the Order of the
Eagle's leader, is a Tilean woman; thus, the Tileans
expected her to support Remas as the future centre of
the cult.
However, she controversially swore to accept the
Estalian version of Myrmidia, and has moved to
Magritta, where she is working hard to put this old
division to rest.
This causes problems for the Empire branch of the
Cult. The Order of the Eagle is sworn to obey a High
Eagle from Tilea, thus they use the Tilean texts.
However the templars receive their orders from
Magritta, and, by default, accept the Estalian texts. To
make matters a little more complex, the Eagle of the
North has authority over the Order of the Righteous
Spear in the Empire, and has been ordered to ensure the
templars follow the Tilean texts, which, of course, they
resist.
"And she did hear of what had happened, and she
came unto Her, and she said, Because of what path been done to thee: from this day forward I renounce my name, and I shall be called Fury."
—BELLONA MYRMIDIA, 'BOOK OF FURY'
It is a massive divide, and one that, it seems, will
inevitably tear the cult in two, which could plunge
almost half of the Old World into an acrimonious and
bitter war.
Temples The fortified Myrmidian Temples are normally built
according to the architectural principles of Estalia and
Tilea, both of which are strongly influenced by the
extensive Elven ruins in those nations.
Thus, spired roofs atop slender, tapering towers are
common, as are domed central halls made of white
marble. Most temples are decorated with large bas-
reliefs of weapons and shields, which often form a
backdrop to the training grounds that surround
Myrmidian holy sites.
Within, it is common to find cramped, circular
lecturing theatres for lessons in war craft and strategy.
These are normally dwarfed by an airy, seated hall,
which has a lowered, central area where priests
(commonly working in groups, promoting concepts of
teamwork) lead services to their Goddess. Surrounding
this central hall are statues of Myrmidia alongside her
shieldmaidens, companions, and local heroes. Often,
these statues bear archaic weapons from the south, and
are often only dressed in a single scarf of silk about the
waist. Above the central hall, many temples also
maintain small, isolated shrines to the Goddess, where
her devout can retreat to ponder difficult questions and
pray to Myrmidia for inspiration.
Most Eagle temples also have a chapterhouse for the
Order of the Righteous Spear (under whatever local
name it has chosen) within its walls, making assaults
upon Myrmidia's holy sites a daunting task indeed.
35
THE ESTALIAN INQUISITION
The Holy Inquisition is a special religious court, one
focused on pursuing heretics, magicians, non-humans,
Arabians – anyone can fall in one of these groups if it
interests the Inquisition. It is a feared organization in
all the places where it has jurisdiction. Nobody
contraries it in public, although some nobles plot in the
shadows against it. It is a dangerous game and more
than once have a noble disappeared during the night.
Even the Cult of Myrmidia fear to openly argue with it,
instead giving a false public image of unity.
Although it is a powerful institution, it is far from
achieving total control of the Estalian Kingdoms. The
jurisdiction of the Holy Inquisition is limited to the
more rural and poor kingdoms. Here their control on
the people is amazing. They do not govern openly, but
all the petty kings of the region rule with an inquisitor
or have an adviser from the Holy Office. So they are
largely puppet Kings with an obvious apathy towards
the duties of government. The advisors and inquisitors
usually allow the King to think that they are the actual
ruler, until they deviate from the chosen path. In this
case, the King will have to face the raw reality of the
situation.
Hierarchy of the Inquisition Fray Tomás the Pure was the real creator of the
Inquisition as it is known in present day Estalia. He
created a complex bureaucratic structure to organize
the Inquisition. Heading the Inquisition administration
is the Supreme Council of the Inquisition lead by the
Grand Inquisitor. If the Grand Inquisitor is charismatic
or exerts great influence, he becomes an unopposed
"consultative" organ. On the other hand, with a weak
Grand Inquisitor, the la Suprema may become a real
power and the last chance for the accused.
Below the Supreme Council are a number of organisms
called Councils with a defined territorial jurisdiction,
usually an entire kingdom. At the top of each of these
Councils is a High Inquisitor, and below him are a
number of Inquisitors organized in Provincial Courts.
These also organize temporary Local Courts in those
places where heresy has been accused to make the
appropriate investigations.
A Local Court consists of one or more Provincial
Inquisitors, depending on the importance of the
accusation. In extreme cases the Local Court is led by a
High Inquisitor, but these are rare. It is also composed
of a prosecutor, some notaries, a physician, a cleric or
monk and a number of familiars. The familiars are
people such as torturers, jailers and constables who
have played some important role in an investigation,
more usually spies and investigators. A normal practice
is that the Local Court officials will arrive in a town
some days before the arrival of the Inquisitor, in order
to make the first investigations. The common people
fear them with an almost superstitious awe.
Sins, Crimes and Censorship In the beginning the Holy Office could only judge
followers of Myrmidia and only for witchcraft and
religious matters. That is the official charter as it was
stated by the cult of Myrmidia and the governors of
those Kingdoms under its influence. When the
Inquisition was founded it only had that jurisdiction,
but its reach has grown since then. Nowadays the
Inquisition can judge most citizens and for a variety of
crimes. These extra crimes and sins primarily include
bigamy, adultery, and reading books by non-human
authors. Between them a large range of more
appropriate crimes are judged by the Inquisition. These
are sins like blasphemy, apostasy, heresy, witchcraft
including unlicensed magicians or false believers and
converts. These crimes are their main duty and the
reason for the Inquisition‘s creation.
Due to the religious conversion of most Arabians and
the expulsion of the rest along with non humans, the
arm of the Inquisition currently reaches across all
Estalian Kingdoms. It is an effective tool of repression
present in all social classes.
Though these things are true in a general sense, one
must not forget that the powers and jurisdiction of the
Inquisition vary from crown to crown. A crime
prosecuted in one kingdom by the Inquisition, might be
under the jurisdiction of secular institutions in other
provinces or even be perfectly legal. In a similar vein,
36
the Inquisition is dependent on the different royal or
local authorities for manpower. The Inquisitors may
find their power limited depending on the mood of the
authorities. However, not many officers dare to deny
the Inquisitors their requests.
Another right of the Inquisition in some provinces,
with the particular agreement and control of the Crown,
is the moral and political censorship of ideas, books,
pictures, music and all artistic expression. In these
places, before a book is published or imported from
foreign countries it has to be examined by an
inquisitorial censor. This has the right to force changes
in the writing, eliminate parts of the text and even
forbid it completely, including it in the lists of banned
books. Different kingdoms have very different lists. In
some places these policies are applied retroactively and
the censor have the power to examine private libraries.
Despite the diligence of the censors their duties are
made difficult by a lack of manpower, the ingenuity of
the publishers and the use of the printing press. Writers
and publishers use tricks to avoid censorship like
printing in a neighbour kingdom or printing a first
edition purged by themselves and then print the
original text in the second edition. This last trick is one
of the most successful because the censors usually only
examine the first printing of a book.
The Inquisitorial Process All the inquisitorial processes start with the accusation.
Any citizen of a kingdom where the Inquisition has
jurisdiction can make an accusation of heresy. In some
kingdoms there are limitations on who has this right
and duty. If the accusations are scarce, the inquisitors
can provoke them with Faith Edicts which state that
every person of the community must accuse all the
heretics he knows or face excommunication. These
edicts usually provoke an accusation frenzy in the
community, with people accusing each other just by
sheer terror to the inquisitorial process.
The inquisitors also have the right to promote Grace
Edicts, which grant every person who recognizes he is
guilty of heresy the chance of self-accusation and ask
for mercy in 30-40 days. The sinner is sure he won‘t be
heavily punished, but he must pay some money ―as
alms‖. As the cynics say the provincial courts usually
sign these Edicts when they get short of money.
The accusation is studied by the Qualifiers, people
specialising in law and theology, who decide if the
accusation belongs to the jurisdiction of the Inquisition.
Sometimes they send some familiars to make some
initial investigations. If they prove that the accusation
is false, the informer is accused of calumny and must
pay a fine to the Inquisition.
If there is no evidence of the innocence of the accused
they are arrested, without an explanation, and all of
their assets as well as their families assets are
confiscated to pay for the salary of the inquisitors and
the cost of investigations and judgement. Once
arrested, the accused is informed vaguely of the terms
of the accusation, usually only stating that he is
accused of a crime of heresy. In the same vein the
name of the accuser is kept in secret to avoid any
possible vengeance. The accused has to demonstrate
their innocence preparing a defence with the aid of a
lawyer provided by the Inquisition itself. In the same
way they can collect favourable testimonies but they
have to wait until the inquisitors have finished their
investigations, including an interrogation of
themselves. This means that they usually have less time
to prepare the defence, but at least the accused, after
the interrogations, will have a better idea of what
crimes and sins are imputed against them.
The most feared part of the process involves the
extraction of evidence from the accused. Provincial
Inquisitors are designated to travel to the location and
demonstrate the guilt of the accused with various
evidences. These are accusatory testimonies collected
by the Familiars and the accused own confession. If the
accused deny their guilt during the first interrogation,
they are tortured until they confess. The accused is
given the chance to reject a confession obtained under
torture three days after the confession. If the confession
is denied, it is annulled – and the accused can be
tortured again.
Although torture is always applied in the presence of a
physician, the accused is told that all the temporary and
permanent damage and pain he‘ll suffer is his own
responsibility. This is due to their refusal to confess
and discharge their conscience. The frightened and
37
The Brotherhood
Unbeknownst to most people, this secret organization is one of the real Estalian powers. The few people who know something about it,
usually just its name, mostly think that they are just the secret arm of the Inquisition. Although it is not really true, nobody would say it is false. The Brotherhood usually acts as the secret arm of the Inquisition, compiling information, infiltrating in
strategic positions of power, blackmailing and murdering. They do the dirty work of the
Inquisition but they are not part of the Inquisition. The majority of members are layman and some are
or Inquisitors. If one scratches the surface, it is plain to see that their relation is not as clear as one might think. This started long time ago when Fray
Tomás the Pure created it.
half-alienated accused doesn‘t know the exact terms of
the accusation; basically they have no idea of what
charges they must confess. So they start a process of
trial and error trying to get the charges right.
Sometimes this is a short process, but with some of the
more insidious accusations the accused can confess
almost everything in order to put an end to the torture.
All the "extra" self-accused crimes and sins are also
judged in the same inquisitorial process.
Once all the evidences from two sides are collected the
process begins with the reading of the defence and
accusation (in that order). After that the court
deliberates in the named Faith Consultation and
decides a verdict. Due to the confession being
considered irrefutable evidence, those accused are
rarely absolved. The sentencing is performed during an
Auto de Fe, a ritual very similar to a mass. This
supposes that the heretic is reformed and reconciled
with Myrmidia for extension.
In the privacy of their homes many Estalians recognize
that the inquisitorial process is an excellent tool for
eliminating rivals and enemies. The accused is arrested,
humiliated by the crowd and his worldly goods
confiscated just for starters. Even in the case that the
accused is absolved he will always bear the stigma of
having been investigated by the Inquisition. Watching
from his anonymity the accuser smiles whenever he
remembers that his well planned vengeance is
completely free.
There are four types of verdicts: absolution,
suspension, defamation and conviction.
Autos de Fe One of the most solemn events in rural Estalia is the
Autos de Fe, which are performed periodically in the
market square. Nobles and commoners assist in these
events as if it were just another celebration. A foreigner
will probably find it tragic, perhaps even cruel. The
Auto de Fe is celebrated once the sentence is given.
This ceremony is performed to reconcile the culprits
with Myrmidia.
Before the shops open and with the first masses, the
Auto de Fe starts with a procession led by a standard
bearer and followed by numerous Myrmidian symbols.
The standard bearers are nobles and important people
dressed with austere black clothes. Behind them, walk
the commoners, dressed in the same fashion, followed
by the clergy. The barefooted culprits, guided by two
familiars, wear the sanbenito and follow the clergy. At
the end of the retinue walk the members of the
Inquisition.
The procession, softly singing Myrmidian verses,
walks to a chosen square. There a wooden flight of
steps is set, at the top is which the culprit is seated,
awaiting the sentence of death. Below this are seated
those sentenced to galleys or hard labour and at the
bottom sit those who will be lashed. With the exception
of the Bishop and the inquisitors, who have special
seats, the rest of the Inquisition‘s officers sit where
they can. The quiet public watch the ceremony in the
crowded square, assistance to the act is a must if you
don‘t want to be prosecuted with heresy or Chaos
worshipping.
The Inquisitor makes a speech to provoke fear of the
inquisitorial punishment. When he finishes, one of the
secretaries reads the name of a culprit, his crimes, his
confession and the punishment he will receive. He has
to listen standing on a chair with a candle in both
hands. When the secretary finishes, the sentence is
executed in situ. The death penalties come first,
followed by the rest. Sometimes this ceremony lasts for
a few days.
In some cases, the Auto de Fe is not done publicly and
it‘s performed in the inquisitorial dependencies. This is
only done in the most special or troublesome cases.
40
KINGDOMS OF ESTALIA
Estalia is a land shrouded in mystery and myth. Very
little is known of it elsewhere in the Old World. Even
on the doorstep of the Empire, Bretonnia and Tilea; to
most inhabitants of the Old World, Estalia is as remote
as fabled Cathay.
PRINCIPAL GEOGRAPHY The Estalian Kingdoms – and at any given moment,
none can be sure just how many nations this may entail
– are spread across the great south-western outcrop of
the Old World. To its north east, it is bordered by
Bretonnia, to its south east by the city states of the
Tileans. To the north, south and west it is bordered
only by the wild seas of the Great Western Ocean and
the Southern Sea. The oceans have defined Estalian
geography as much as its history, with the harsh sea
winds stripping its coasts bare of life, but also blowing
warm air north from the deserts of Araby. As such, the
peninsular enjoys a warm temperate climate, arguably
the most hospitable of anywhere in the Old World.
The only exceptions are the hot, dry weeks in the
middle of summer when the Estalians seek respite from
the wind and sun for much of the day.
Under the brisk winds and hot sun, the land of Estalia
has become dry. Its coasts are primarily sharp cliffs
with rocky hinterlands, and its interior is filled with tall
mountains, bald hills and stony bluffs. In other places,
the hills fall back to huge empty plains, both manmade
and natural.
Once, Estalia was as forested as the Empire, but the
huge demand for ships led to massive felling, creating
even more plains and plateaus across the land. In some
cases, this has even given way to desert-like areas,
where only thin sagebrush survives in the sand.
Although not true deserts like the deadly Arabyan
sands to the south, an Empire visitor would find these
desolate areas terrifyingly inhospitable.
In this rocky landscape, the soil is frequently poor and
the fields do not grow the type of crops familiar to the
northerners. The plains hold giant fields of wheat and
other grains, while the bare hillsides grow small bushes
of olives, onion vines and brassica. In the cooler north,
orchards are common, and the oranges and lemons of
Estalia are famous across the Old World. The plains
also hold herds of slender cattle and teams of tall,
strong horses and hardy hill donkeys. Estalian horses
are said to have Arabyan blood, making them the
swiftest and most agile in the Old World.
THE BORDERS Although the sea places a firm limit on Estalian
ambition in three directions, its eastern borders are less
clearly defined. Most Bretonnians take their border
with the peninsular at the south branch of the Brienne
River (the Seux-Brienne to the Bretons, La Trenza to
the Estalians) but in the hills the river and the border
become poorly defined. A Bretonnian Lord of
Carcassone would not be surprised to find his domain
included a few villages filled with Estalians, and
Breton villagers are used to meeting with Estalian
authorities. Neither side feels the need to enforce their
borders and have let the situation continue, for the most
amicably, as long as the peasants respect all authority
that comes their way.
41
The south-eastern border is even more indistinct.
Across the Abasko Mountains lies the city state of
Tobaro. Near it lie several smaller city-states as well
as other towns and villages which pledge allegiance to
these urban epicentres. These are most definitely – and
defiantly – independent settlements under Tilean
control and any Estalian force foolish enough to forget
that would taste the full force of their eastern cousins‘
wrath.
However, the mountains are deep and wild and refuse
all delineation. Both sides claim their control extends
to the other side of the mountain range, and the petty
kingdoms high in those peaks are constantly waging
tiny wars over national sovereignty and border
protection. These feuds are fuelled by racial pride and
many have existed for centuries - while others may
have begun merely days ago when one shepherd
moved his herd of sheep a few yards in the wrong
direction or a house has been built on the wrong rise.
Centuries ago, a magnanimous prince of Tobaro said
that any house that could see the Tilean Sea would be
counted as Tilean but this only caused Estalian owners
to erect large eastern walls and Tilean houses to
acquire enormous steeples or powerful spyglasses. At
times, the larger cities and states are drawn into these
conflicts, causing the body count to skyrocket, but
these are rare and short-lived. The narrow and deadly
peaks and the lurking greenskin tribes between them
have so far prevented outright or protracted war, but
the peaks are always claiming fresh lives.
Within the Estalian Kingdoms, borders are almost
equally as fluid and poorly defined. There are over a
dozen major kingdoms and more than a score of city-
states on the peninsular and often times the border
markers are little more than a line in the sand or a sign
on a tree. Only a guide with expert knowledge can be
sure which nation he finds himself in at any given time.
Little wonder that travellers from the law-filled Empire
sometimes refer to Estalia as the Land of Confusion.
THE MOUNTAINS Although Estalia prides itself and is most famous for its
sweeping plains, it is its mountains that have most
dominated its history and politics. Sweeping across its
centre from east to west are the mighty Irrana
Mountains. This range divides the land between north
and south, and this division marks the national
character. Regardless of their national allegiance or
kingdom, northerners will unite against the richer,
more decadent southerners, while southerners scorn the
wilder, more frivolous northerners – and both will heap
scorn upon those primitive, rustic folk foolish enough
to live in the middle.
There are few passes through the Irrana Mountains and
their deep valleys hide countless dangers from bandits,
rebels and monsters. Small pockets of greenskins have
been found there, and hordes of Undead lurk in the
dark caves. Deeper still are Skaven tunnel-empires,
locked in deadly struggles with small, isolated dwarven
karaks. Here too are remnants of the Abasko people,
the ancient residents of the peninsular. They worship
strange gods and use stranger magic. The mountains
also hide tiny kingdoms and even tinier villages, both
of which may also display cultures and beliefs that are
alien and unknown to the rest of the land.
Travel through the mountains is so slow and so
dangerous that north-south travel is typically done
instead by going around, either by boat or along the
coastal roads. It is joked that it is quicker - and safer -
to go from Magritta to Bilbali via Lustria than through
the mountains – yet still the roads are not empty, as
there is always the hope of gaining some time or some
great financial advantage.
The other major mountain range is the Abaskos,
running north-south along the eastern border. As their
name suggests, these are an even greater haven for the
Abasko people. Their villages exist in the gaps where
the Estalians and Tileans cannot or will not go, on the
narrow ledges of the most isolated peaks or in the most
lonesome valleys, using their strange art of Salto del
Pastor to get around. They have lived in these places,
in the same way, for thousands of years, since before
the coming of the Estalii, before even the fall of Tylos.
THE FORESTS Once covered in forest, now only two large woods
remain in the peninsular. In the north-west lies the
massive Pina Wood. Like the mountains nearby it is
difficult to navigate and even more difficult to survive;
trade routes divert around it and no nation claims
dominion over it. This is because the wood remains an
42
outpost of the Wood Elves, like the forest of Athel
Loren to the north. Unlike their northern brothers,
however, the elves of Pina Wood have withdrawn
almost entirely from the world and offer no counsel or
parley with the humans that surround them. All that
the average Estalian knows is that those who go into
Pina Wood come out forever changed – if they come
out at all.
To the east lies Sombra Wood, the wood of shadows.
Here there are few, if any, elves to be found. This
wood is the domain of the Undead. Estalia has long
battled the walking dead and in particular their dark
masters, the vampires, and have never succeeded in
completely exterminating this menace from the land.
The largest collection of their enemy currently lies
waiting in the Sombra, using the dark forest to hide its
numbers and prevent a great army from destroying
them. At the head of this growing force sits a conclave
of powerful and terrifying vampire lords, who possess
a frightening mastery of necromancy and other magic.
Soon enough they will make their move; Estalia‘s
vampire wars are not yet ended.
THE SEA More than any other people of the Old World, the
Estalians have conquered the seas. Their lands,
therefore, do not end at the ocean‘s edge, and they
claim conquest of several islands to the south and west,
as well as several colonies in Lustria, Naggaroth and
on the Vampire Coast. Many of these areas are also
home to Tilean claims and conquests, sometimes very
close by. Indeed, the Tileans claim that all of Lustria
belongs to them (and this was once proclaimed holy
writ by the Ultima Aquila) because it was first
discovered by the Tilean Marco Colombo. The
Estalians scoff at this, pointing out that first rarely
means greatest, and the forays and settlements of such
Estalian heroes as Lustros, Avarro and Aguerro more
than entitles them to the entirety of the continent.
For the most part, however, this issues are purely
theoretical, as neither nation has a navy of sufficient
size, speed or power to cross the dangerous ocean in
time to defend their colonies, and most Estalian kings
and queens only care about their distant dominions to
the extent that they continue to provide gold, jewels or
other treasures (see Material Culture, below). The
closer islands benefit from much greater protection, but
are likewise more easily beset by pirates and Tilean
interests, and trade with these hot southern ports is
always a game of cat and mouse, as each port changes
hands and allegiances as often as the wind changes
direction.
The largest island in the Southern Sea is La Isla
Atalaya. It is an independent Estalian nation state,
built on the ruins of an ancient Elven citadel. Although
fiercely anti-Tilean, it opens its harbours to any ship of
neutral colours, and as such is a hotbed of intrigue
known as the City of Whispers.
The elves of Ulthuan have of course taken note of the
Estalian excursions across the oceans which they know
so well and in many cases, over which they believe
they have sole dominion. Even the most generous elf
considers the Estalians dangerously naïve upstarts,
travelling in places beyond their understanding and
ability. Most importantly, they fear that the Estalians
risk becoming unwitting allies or enslaved forces of
their enemies, the dark elves of Naggaroth. This they
cannot stand and on top of all the other dangers of the
oceans, the elves have taken to sinking human vessels
on sight. To hamper travel, they are also reclaiming
their ancient naval citadels, adding further to the chaos
of the southern islands.
43
They are of course correct that their Dark Elf cousins
seek any route to gaining further mastery over the
ocean and vengeance against the High Elves. On the
sea, the pitch black slave arks of the Druchii are
unmistakable, but in the streets of the ports and the
cities, no mortal can tell one elf from another. Of
course, since both races are enemies of the Estalians,
few mortals have a care to differentiate.
THE CITIES The mountains and plains of the interior are scattered
with large towns and towering fortresses, but the only
cities of any real size or import lie along Estalia‘s great
coastline. A city without a port, it is said, is like a
house without a door. Sea-sider Estalians typically
mock their land-locked neighbours as being backward
and uncultured – even if those they mock live but a
mile from the coast.
Estalian cities are solidly built and well fortified, and
of a generally younger foundation than those of the
north (although the Estalians claim to be the first
humans to have settled in the Old World). There is a
strong tradition of seamanship and sea fighting
amongst the coastal cities. For example, the fleets of
Magritta effectively control the Southern Sea,
patrolling against pirates and imposing an impromptu
levy on trading ships of other nations.
Estalia‘s two most famous and by far largest cities are
Bilbali and Magritta. These twin jewels both claim to
be the unofficial (and at times, official) capitals of the
peninsular, and the kings and queens of these cities are
known throughout the Old World for their power,
wealth and influence. Likewise any sailor worth his
salt from Marienburg or Erengrad knows a girl in
Bilbali or Magritta.
The two largest Estalian cities are also, not
surprisingly, the wealthiest and most powerful Estalian
states. There are numerous towns and villages, but
none come close to the size of Bilbali or Magritta.
Bilbali Bilbali lies in the north of the country, controlling an
area between the sea and the southern forests. Bilbali is
the slightly smaller and poorer of the two cities, but it
is the second largest settlement in Estalia, and the main
one in the north of the country.
The surrounding coast is extremely inhospitable, with
towering cliffs that afford no shelter for ships. At
Bilbali, however, a steep sided crag gives access to a
shallow bay, where the city stands against a
background of cave-studded cliffs.
The most striking feature of the city is a tall tower,
built upon an island within the bay. From atop its lofty
height, a great bronze bell calls out across the Great
Western Ocean. In storms and times of trouble, pilots
listen eagerly for the sound of the bell with its promise
of a safe harbour and a mug of good Estalian wine. The
surrounding area is somewhat poor, so that Bilbali's
fortunes are wholly dependent upon the sea and,
toprotect her fragile maritime trade, the people of the
city maintain a close watch on the seaways. Their fleets
are well armed and her sailors renowned fighters, bitter
enemies of the many pirates who frequent the coasts of
Estalia and southern Bretonnia.
Although Bilbali is cut off from Southern trade due to
its northern location, it has its own Lustria colonies and
trades frequently with Bretonnia and The Empire.
Indeed, so often do northerners come to Bilbali that the
city is also dubbed the Gateway to Estalia.
Bilbali is sometimes called the City of Braggarts, for
every Bilbalin will tell anyone within earshot of his
city‘s glorious pre-eminence over all other cities in the
world. Bilbali is also famous for its fantastic and
frequent celebrations, and sailors are always happy to
stay a few days in town for they almost guaranteed a
grand party of some kind.
Magritta Larger and more fortified than its northern cousin,
Magritta has to some a darker demeanour. Magritta‘s
mighty walls and great spires ascend straight up from
the very edge of the perfectly calm Bay of Quietude, to
the great Temple of Mymidia and King‘s Palace
perched on the mighty hills above.
Within this city of faith and fortune, all power is held
by merchant tyrants and the fury of the Inquisition –
and neither is keen to share its power. It is a city riven
– and often blood-soaked - by its devotion to two
44
masters, and each day brings more pilgrims and more
traders to add fuel to the fire, and that fire spreads out
across the seas thanks to Magritta‘s enormous Armada
of explorers and pirate-killers. Yet unlike the wild,
rambunctious ways of northern Bilbali, Magritta
remains a city of gentlemen and scholars, of manners
and etiquette, of high culture and exquisite art – not to
mention more ale-houses than perhaps any other port in
the world.
Magritta is a great port, built by natural deep-water
harbours within the sheltered Bay of Quietude. Its
reputation as a friendly port with ready markets for all
manner of cargoes draws traders from many parts of
the globe. Its quays are usually crowded, and, among
the assortment of Old Worlder merchantmen, one can
occasionally catch a glimpse of a strangely rigged craft
from Araby or even further afield. Magritta's reputation
is well-deserved, for no pirates are tolerated here, and
the Magrittans maintain a strong presence in the
Southern Sea. They are fair, honest traders, and, over
the years, have grown to be rich ones. The Bay of
Quietude forms a natural fortress, and the Magrittans
control all the land thereabouts, including the bay's
twin headlands where two massive fortresses guard the
approaches to the port, and serve as its beacons.
The merchants of Magritta trade goods from the north,
as well as the natural produce of their lands, including
silver from the Abasko Mountains to the east, while
Couronne in Bretonnia is one of the larger markets for
imported silks and spices. Their southern trade is
deeply envied by the piratical Tilean states to the east,
who fancy themselves as merchant adventurers, and
there are frequent skirmishes between the rival cities.
To protect their trade, the Magrittans maintain a strong
navy, often hiring northern ships and crews to fight
alongside their own tireless galleons. Hostile shipping
is mercilessly sunk, whilst pirates are hounded and
captured whenever possible and their crews brought
back for public execution in the great market place.
Ships from rival states may be boarded, their cargoes
'inspected' and frequently their captains obliged to sail
into Magritta to trade their goods - thus swelling the
city's trade and reducing that of its rivals.
Like all open ports and trading cities, Magritta has a
polyglot population. The natives are hard-working folk,
largely ignorant of the dangers and temptations of
Chaos, thanks to the city's position in the deep south of
the Old World. Nonetheless, there are some who are
only too willing to take advantage of the city's lax laws
to practise their unspeakable rites and vile, demonic
faiths, undisturbed by the vigilance that characterises
the cities of the north. Even so, the worship of Chaos
Gods is a matter that would shock and disgust the
majority of easy-going Magrittans.
It is also the headquarters of the cult Myrmidia with its
marvellous temple and dozens of monasteries
surrounding the city. To protect all these riches, it has
both a powerful fleet and a respectable army with
troops reinforced by the Inquisition, whose
headquarters is near the temple of Myrmidia. Magritta
maintains a strong rivalry not only with Bilbali, but
most Tilean cities see it as a threat and protect many
pirates and their ships to harass the city.
THE ESTALIAN KINGDOMS
There was a time when Estalia was a united kingdom, a
land of peace and prosperity. Unfortunately, today it is
divided into a set of small fiefdoms (some call
themselves Kingdoms), League of Cities (republics)
and city-states. This sets mixed states with different
laws and ways of understanding the shared political
language, a Senate, the Inquisition and an extremely
bellicose nature that leads them to fight each with its
close neighbours or even more distant nations.
45
The Kingdom of Astarios
Since the Arabyans withdrew from their conquest of
the land the kingdoms of Estalia have grown in
strength and influence. The most powerful and richest
of these kingdoms is Astarios. Its lone stance against
the power of Araby and its hold on its capital of
Magritta has given Astarios prestige among the
Estalian people. It was this prestige that allowed
Astarios and her allies to build its own Empire (by
overrunning southern Tilea) during the middle of the
23rd century until its coffers were depleted in the
beginning of the 25th century. The Kingdom of
Astarios is based around the city of Magritta itself, the
city of Myrmidia. It has traditionally been the strongest
state in Estalia, and has mounted many campaigns to
subdue their neighbours. In 1642, King Carlos of
Magritta and his son Felipe managed to bring the
whole peninsula under their direct control for 50 years,
but after Felipe‘s death the other states revolted and
regained their independence.
Despite being the largest and most powerful state,
Astarios has often found itself pressed on all sides by
enemies. To counter this, the Kingdom has developed
the largest network of Inquisitors in the peninsula.
They spy on neighbouring provinces and have even
performed the occasional assassination for the
Magrittan King.
The Kingdom of Aragona
The second most powerful kingdom is Aragona with its
capital of Bilbali. Like Astarios, Aragona led her allies
into expanding their sphere of influence beyond the
Estalian frontier. The invasion of southern Bretonnia
was short-lived, however, and lasted just over 40 years.
Aragona, like most of the other kingdoms, sees itself as
the direct successor to the people of Tylos and the first
Estalian settlers. Their capital is the city of Bilbali, the
oldest part of Estalia; one of the first parts of the
country to be conquered by Santiago and the only part
to survive the Arabian incursions unscathed. They are
also, as their King constantly reminds the other
Estalian rulers, the people of San Juan, and they carry
his flag into battle to remind their enemies that
Santiago is with them.
Aragona has also adopted Bretonnian ways of warfare
more readily than some of the other states. Their
Caballeros are rightly feared as some of the best heavy
cavalry in the world.
The Kingdom of Portigelle During the Reconquista, many Estalian towns had been
sacked by Magritte and Bilbalin soldiers, and many
relics that the Portige considered sacred had been
destroyed. Shocked by this, the Portige sections of the
army mutinied and made their way to the coast, where
they established their own kingdom under their leader,
Alfonso.
Alfonso saw that the other states of Magritta and
Bilbali were unhappy that so much of their land had
been taken to form a separate kingdom. He also knew
that Portigelle was not strong enough to withstand an
assault from both other kingdoms. He set up a capital at
the town of Diamanterra on the coast and sent out
messages to the Empire, Bretonnia and some Tilean
city states, requesting assistance. Before any of the
states could reply, Portigelle was invaded. Alfonso
took his troops to meet them, but was defeated in some
early skirmishes and fell back. As the Portigelle army
was retreating down the coast, they came across a
group of High Elves, who had been shipwrecked in a
violent storm. Alfonso made a deal with the Elves- he
would rebuild their ships if they helped him against the
invaders. The High Elf leader, Anarion, readily agreed.
The next day, the troops of Magritta found themselves
facing not exhausted, starving Portigelle soldiers, but
serried ranks of Elven archers and row upon row of
armoured spearmen. The battle was brief as most of the
Magrittan army fled the field when the Elves opened
fire. The Bilbali army, seeing the fate of the
Magrittans, withdrew from Portigelle. Since that day,
relations between Portigelle and Ulthuan have been
excellent. There is a large Elven community in
Diamanterra and Portige kings can often rely on Elven
help in battle.
The Republic of Galicea The Republic of Galicea is the smallest of the major
Estalian states. Its population are descended from a
tribe that once covered much of the Western Old
World, but were dispossessed by the Bretonni and the
Estalian tribes. They fought alongside the Estalians
during the Reconquista, but soon found themselves
treated almost as slaves by the rest of the Estalian
people. Following the example of the Portige, they
revolted and set up their own state in the north of
Estalia.
46
Galicea was established as a Kingdom initially, but
after a series of wars with Magritta, they soon found
themselves lacking a royal family to take the throne.
The last King of Galicea was Jaime the Young, who
was inspecting his troops when he was blown up by a
Magrittan assassin. Unfortunately for the assassin, he
had overestimated the amount of gunpowder needed,
and was blown up as well. The Galicean people,
outraged by these actions, declared war on Magritta,
but were swiftly defeated. The ruler of Galicea is
known as El Presidente, and is elected by the twelve
greatest merchant families in the capital, Campastello.
Galicea has been overrun by Magritta many times in its
history, but its people have always maintained their
distinctive culture and have eventually thrown off the
Magrittan yoke. On a number of occasions they have
been known to ally with the Portige to defeat their
larger neighbour. The courage of the Galicean peasants
is legendary- on a number of occasions an invading
army has awoken to find that half its number have been
killed by Galicean peasants during the night.
Other states In Estalia‘s long history, many small states have sprung
into existence. Some, like the Principality of Catalina,
have existed since the Reconquista, while the Kingdom
of Rodrigo existed for thirty-six minutes in 1546 before
it was re-occupied by the Magrittans. Most of these
states spend their entire time fighting to retain
independence from one of the larger powers and so are
not worthy of separate detailing.
With the exceptions of the Obregon and Cantonia, the
other coastal kingdoms and duchies tend to ally
themselves with either one of the two most powerful
kingdoms. Astarios can nominally count on the support
of the kingdoms of Avila and Santoyo, as well as the
duchies of Zaragoz and Gualcazar. In contrast, the
kingdom of Navareno and the duchies of Alquezaro
and Barboza follow Aragona's lead. Obregon (with the
duchy of San Luis) and Cantonia tend to follow their
own respective policies and only join one or the other
alliance when it suits their purposes. The small
duchies and counties of the Irrana Mountains are
fiercely independent of any of the coastal powers and
serve as a strong barrier between Astarios and
Aragona.
As a peninsula, the sailors of the coastal Estalian
Kingdoms are among the best seamen in the Old
World. If not for the Norse, the Estalians would have
been the first to land in Lustria, or so they claim
anyway. With their dream of conquest in the Old
World a fading memory, the kingdoms of Astarios and
Aragona (with Obregon and Cantonia playing minor
roles) have turned their attention to expanding trade
and contacts with the land across the Great Western
Ocean. Conflict and competition with the Norse,
Bretonnians, and Sea Elves are seen as necessary evils
to which the Estalians are willing and able to respond.
Southern Littoral Along the entire length of Estalia‘s Southern Coast
runs a great chain of atolls and islands, mostly being
insignificant and too small to be marked on any general
chart or map. The chain starts as bony reaches of bare
dagger-like atolls that emerge from the Great Ocean as
one sails towards Estalia, broadening into a dense
archipelago of half-mapped isles until one reaches the
Eastern Coast of Estalia, where its shifting border with
Tilea is marked by the emergence of the much larger
islands of the Fool‘s Rocks.
The clear blue waters of the Southern Sea surround
these islands, and dense forests made up of laurel
leaved evergreen hardwoods and a rich undergrowth of
ferns, shrubs and other plants typically covers them.
Known locally as the Islas, settlers have established
many towns and villages here, from Estalian Kingdoms
and their colonies to independent fishing villages and
the occasional lawless enclave that provides a safe port
for buccaneers.
Many ships operate here: most merchants wishing to
travel from Magritta, Tilea and Barak Varr to the Great
Ocean follow the Estalian coast. The most prestigious
of these merchants are the so-called Treasure Ships
returning from Lustria, Araby and the Southlands.
Invariably after their long ocean crossings, they make
port in the settlements here to restock their stores and
take shore leave before sailing onto their homes, often
‗threading the teeth‘ through the Islas, sailing within
them to avoid pirates that sail upon the open sea.
49
SOLDIERS OF
ESTALIA
The Estalian people are a strong and proud
groups who are used to hardship and
suffering. Seeing their homes and families
threatened by outside forces it drives these
determined to fight longer and harder than
most people would. When facing a large
external threat, the kingdoms of Estalia
join together to protect their land, and
though they have suffered numerous
invasions, the Estalians has always been
able to come back and retrieve what is
theirs.
Because Estalia is not a unified country,
there is no "national army" as such. Each
state maintains some standing troops, but
the majority of any Estalian army is made
up of mercenary troops recruited shortly
before a battle.
In this section you section you will find
details for all the different troops, heroes,
monsters, and war machines used by an
Estalian army. It provides the background,
imagery, characteristics profiles, and rules
necessary to use all the elements of the
army, from Core Units to Special
Characters.
50
ARMY SPECIAL RULES
This section of the book describes all the different units
used in an Estalian army, along with any rules
necessary to use them in your games of Warhammer.
Where a model has a special rule that is explained in
the Warhammer rulebook, only the name of that rule is
given. If a model has a special rule that is unique to it,
that rule is detailed alongside its description. However,
there are a number of commonly recurring ‗army
special rules‘ that apply to several Estalian units, and
these are detailed here.
TACTICAL SUPREMACY The Estalians are fully devoted to the art of war of
Myrmidia, and as such drill tirelessly in her image.
This means they are among the most disciplined
soldiers in the Old Wold, easily capable of making
daring manoeuvres that most other men would struggle
with in the heat of battle.
Any unit with this rule may roll 3D6 when taking tests
to Rally, March, Reform and Redirect Charges and
discard the highest result.
ESTALIAN STEEL Estalian steel is seen as the source of some of the best
steel in the Old World. Even many dwarves grudgingly
admit the quality of the weapons and armour that can
be crafted from the Estalian ore. When properly
crafted, Estalian steel makes weapons of exceptional
durability and sharpness. Although the weapons are
relatively rare outside of Estalia and Tilea a variety of
troops within the nation are armed with weapons made
of Estalian Steel.
Models with this special rule have the Armour Piercing
special rule. This only applies to hand weapons.
TERCIO FORMATION The Estalians are famed for their Tercio formations,
where ranks of pikemen form an impenetrable wall of
sharp steel points, supported by swordsmen to the front
and handgunners and crossbowmen to the sides.
A Tercio formation consists of several units of Tercio
Pikemen, Rodeleros and Handgunners or
Crossbowmen, who are grouped together. This
formation may either be formed in the Remaining
moves sub-phase as a normal reform, or during
deployment. When reforming into a Tercio, no move
may move more than its Movement value, but units
may move within 1" from each other.
When forming a Tercio formation, all Rodeleros are
placed in the front of the new unit, with Pikemen
making up the rest of the formation. The two units
should be placed in base contact and moves and fights
as a single unit for all purposes as long as they remain
in this formation. They may break up the formation
again using a normal reform. For demining Victory
points, they still counts as two separate units.
All close combat attacks are directed towards the
Rodeleros, who uses their own armour save (against
missile attacks, roll a D6 for those slain; on a 1-3 a
Pikeman is killed, and on a 4-6 a Rodelero is killed).
Only once all Rodeleros are gone may attacks be
allocated against the Pikemen. Pikemen may still fight
as normal from behind the Rodeleros, as long as they
have enough reach with their pikes to do so. These
special rules do not apply if fighting to the Tercio
formation's flanks or rear.
In addition, units of Crossbowmen or Handgunners
within 3" of a unit of Pikemen (regardless if they are in
Tercio formation or not) may lend them support fire if
the Pikemen are charged to their front. This works out
like a normal Stand and Shoot reaction, except that
they do not suffer -1 To Hit for shooting at a charging
enemy.
51
COMMANDERS
The nobility of Estalia is an overbearing lot with far
too much time on their hands. The nobility lives a life
of extreme privilege and find the lives of those beneath
them as nothing short of a life of contempt. The nobles
of the land are arrogant and quick to take umbrage to
any slight, real or perceived. Most nobles are excellent
fighters, owing to their lives of one intrigue after
another. They will fight anyone, and lacking a common
foe they will fight each other without a thought.
Most armies are led by a noble of royal blood. This is
not as restrictive as one might think as all of the great
families of Estalia are considered "royal". As an
example the house of Aragon, consists of over 60
families each of whom has a patriarch whose honorary
title is "king" and who rules his lands as an absolute
ruler, even if it is only a few hundred acres. The young
sons of the house provide the knights for the royal
regiments. This can be very confusing for foreigners as
there seem to be hundreds of "kings" in Estalia, which
of course, in a sense, there are!
The Kings and Queens of Estalia are not just
figurehead; they formulate the foreign policy of the
whole of Estalia, including the introduction of the
Inquisition, and marshals Estalia‘s forces to war. The
Kings and the Dukes can muster individual provincial
and city-state armies. The Royal Estalian Army goes to
war under the direct gaze of either a King or a Duke,
who takes on the mantle of Grand Commander of all
the forces of Estalia and her tributary states.
In smaller forces a Grand Commander may not be
necessary. If an army is raised to put down a local
peasant uprising, or a less threatening Chaos Cult, the
Captains of the provinces assume the role of leaders
and commanders in an Estalian battle force. Captains
are also able leaders, generally nobles in their own
right, landed gentry who have spent time at the world
famous Military Academy and sometimes in the most
prestigious Knightly Order in Estalia – the Knights of
the Blazing Sun.
Sometimes the different domains that make up Estalia
gather together to make common decisions. One is the
meeting of an army to fight a common threat, in which
case one is elected from all representatives to act as the
Grand Commander, whom has absolute control of the
forces and is responsible for leading them to victory.
Much of the expenses incurred by the army, runs to his
office, and his reward is often include land in the
different kingdoms, so these tend to accumulate more
noble titles and properties than the kings themselves
and provide a link among all the territories where they
have possessions in almost all them. The Grand
Commanders are among the best fighters of their time
and always go to battle at the head of their troops.
M WS BS S T W I A Ld
Grand Commander 4 6 5 4 4 3 6 4 9
Captain 4 5 5 4 4 2 5 3 8
TROOP TYPE: Infantry (Character).
SPECIAL RULES: Tactical Supremacy, Estalian
Steel.
The baking sun was blistering down on the Army of King Sancho II of Bilbali. The
force of some 2500 men had been sent into the mountains to root out the chaos warbands high up in the mountains between Estalia and
Bretonnia. So far they had seen nothing except dust, weeds and mountain goats.
Spirits were sagging, as were the rations of the army. The army had been on reduced rations since a rockslide had killed a great
many of the mules in the baggage train. Still the group marched on. On the 13th day
out of Raro Vilela the army encountered their quarry. The Beastmen had formed up and were prepared to fight to the last. As if
on cue however the Estalian Lancers smashed into the rear of their defences and the slaughter of the beastmen commenced.
52
INQUISITORS
To the population by and large the threat from the
ruinous chaos powers to the north seems very far away.
Isolated as they are by Bretonnia, the Empire and
Kislev the threat seems very remote indeed. However
this is not the case, in their complacency many people
in the few large cities fail to realize the true dangers
posed. While a devote people, the religion of Estalia
does have its darker side. In a world full of chaos
mutants, heretics, beastmen and chaos warriors it falls
to the Inquisitors of Estalia to root out these problems.
In this role the Inquisitors form a fraternity sworn to
destroy chaos at every turn. In doing so no methods are
viewed as extreme.
The Inquisition is a secret brotherhood that exists
within the Estalian kingdoms, set up to monitor and
maintain the spiritual purity of all Estalians. Shrouded
in secrecy, the organisation is little known within
Estalia. The organisation works independently of all
the temples, but has government backing from several
kingdoms.
The Inquisition is involved in the torture and
elimination of those judged as serving the Ruinous
Powers, be they witches, cultists or simple agitators. It
claims to have been given official authority to question,
investigate and judge all Estalian citizens, although in
practice it works in secret so that matters of proof,
jurisdiction and appeal never occur. Inquisitors usually
work in small groups, often supported by a specialists
trained as Templars or Witch and Vampire hunters. All
Inquisitors are experts in the extraction of information
from non-willing suspects.
The Inquisitor is an exceptional individual who has
waged covert (and overt) war against Chaos, for
humanity‘s survival for the past hundred years. Every
Inquisitor has sworn potent oaths to defend the human
empires against its worst enemies, and those within the
Inquisition are concerned with destroying the physical
manifestation of Chaos itself – the Daemon.
Members of the Inquisition have pledged their every
waking hour to the discovering and scourging of Chaos
wherever it may be found. An Inquisitor has at his
disposal every citizen in Estalia in the worship of
Myrmidia, and will not hesitate to requisition local
troops at a moment‘s notice.
However, there are times when the scale of Chaos
perversion is such that even the most formidable and
righteous Inquisitors need to call upon aid to triumph.
The slightest lapse in Myrmidia‘s faithful vigilance has
the potential to allow ravening Chaos creatures and
Daemons to pour into the kingdom of Estalia, hungry
for the souls of the innocent. As such it is up to the
Inquisition to root out these threats and destroy them.
However, the threat to Chaos and other blasphemers is
far from the only truth – above all, the Inquisition is a
tool for the various Kings of Estalia to better control
their subjects by uniting them against a common foe,
minimizing the risks up rebellions and political
opponents overthrowing them. One word from a
higher-up means the immediate involvement of the
Inquisitors, which in nearly all cases means death for
the accused.
The Inquisitors are much feared throughout Estalia,
especially by their own people. Few would dare to go
against the will of an Inquisitor, and those that do are
never heard from again. Whenever the Inquisitors take
to the field of battle, there is bound to be at least one
witch burning afterwards, regardless of the outcome of
the battle itself.
M WS BS S T W I A Ld
High Inquisitor 4 5 3 4 4 3 5 3 9
Inquisitor 4 4 3 4 4 2 4 2 8
TROOP TYPE: Infantry (Character).
SPECIAL RULES: Tactical Supremacy, Magical
Attacks, Magic Resistance (2).
Burn the Heretic: The Inquisitor‘s passionate prayers
fill his fellows with righteous fury. The Inquisitor, and
any unit joined by him, is subject to Hatred. In
addition, when fighting Wizards, Undead, Chaos or
Skaven, he may re-roll all failed rolls To Wound.
53
BATTLE MAGI
The arcane arts are not unknown in the lands of Estalia.
Many of the wizards of the land of Estalia travel to the
Empire and the capital city of Altdorf to receive their
training in the arcane arts at the Colleges of Magic.
Battle Magi are also taught in a variety of small
independent schools that dot the Estalian countryside
magicians are the run of the mill hedge wizards found
in Estalia. These institutions teach the theory and
practise of magic, as first taught to Estalians by the
great Eminent Magus during the wars against the Dark
Elves of Naggaroth. Before this time Estalian wizards
were no more than wandering herbalists and shamans,
witches and warlocks who could brew simple potions
but not much more. With the establishment of these
schools this has all changed, offering some protection
for the Mages even from the overzealous forces of the
Inquisition. Despite the risks imposed on by the
Inquisition the practice of magic use is generally
allowed unless there is evidence that the Magician has
been corrupted by Chaos.
The Eminent Magi of Estalia are the most talented
magic users in the kingdom. Often sought after to lead
the numerous small magical schools, Eminent Magi
must answer to the Inquisition for his students, should
they be found to be corrupted by the dark arts.
The Inquisition has a long standing distrust of magic
and its practitioners. Many times the peace of the realm
has been threatened by the manic ambition of a
practitioner of magic tempted by the dark forces.
The Kings of Estalia allows the schools to operate for a
very good reason – the support of their services in
battle. In return for tolerance and patronage the Kings
and the Dukes receive a steady stream of Mages for
their armies. Every school can provide Mages to take
their part in battle, and sometimes whole units of
Mages go to war, using their combined enchanting
power to cast powerful spells to rend the foe and win
the day for Estalia. The presences of these magic users
on the battlefield can easily change the outcome of a
battle.
The Wizards being demanded by Estalian armies are
those that dominate the Lore of Light. Due to their
power of exorcism and ability to protect against the
dark powers, followers of White Magic are respected
even by the Temple of Myrmidia, which generally has
always opposed the use of magic in Estalia.
To most people, sorcerers are disturbed people, filled
with malice and dark thoughts. Some nobles, though
fearful of magic and its practitioners, often grants
authorizations to carry out such practices in their
domains, because they know very well how the wizards
can give them help when they were needed. This
mentality is often not shared by the subjects who
sometimes take the law into their own hands, scolding,
torturing and sometimes even killing the followers of
Aethyr. And this happens in the most cosmopolitan
cities and regions, as the Estalians seeks to punish
more harshly magicians within the law and through
collective fear.
M WS BS S T W I A Ld
Eminent Magus 4 3 3 3 4 3 3 1 8
Battle Magus 4 3 3 3 3 2 3 1 7
TROOP TYPE: Infantry (Character).
MAGIC: A Battle Magus is a Wizard who uses spells
from the Lore of Fire, Lore of Metal, Lore of Life, Lore
of Light and Lore of the Heavens.
SPECIAL RULES: Restricted Practise: Due to the suspicious nature of
the Inquisitors, the practitioners of magic are heavily
supervised in Estalia. Because of this, your army may
never contain more Battle Magi than Inquisitors.
54
PRIESTESSES OF MYRMIDIA
The Priestesses of Myrmidia are the disciples to the
goddess of war and attempt to praise their deity in all
parts of their lives. The members of her order consider
it a great honour and their sacred duty to fight
alongside soldiers and to counsel commanders on
matters both martial and spiritual.
In Tilea and Estalia, the many orders of the Myrmidian
Cult practise an array of different prayers, rituals, and
rites that reflect the many aspects of the Goddess. In
the Empire, where the Cult has less influence, prayers
tied to Myrmidia's association with the art of war are
most common.
The Order of the Eagle practises en assortment of
prayers, with two primary camps found in Estalia.
Some warrior priests perform tactical roles, leading
units of men according to the dictates of their leaders,
and learn prayers that aid them to do this. Others prefer
to support the generals directly and memorise rites
more appropriate for this role.
M WS BS S T W I A Ld
Priestess 4 4 4 4 4 2 4 2 8
TROOP TYPE: Infantry (Character).
SPECIAL RULES: Tactical Supremacy, Magical
Attacks.
Blessing of Myrmidia: The Priestess is said to have
the keen insight of Myrmidia Herself. The Priestess
and any unit she is with have the Always Strikes First
rule in the first round of combat.
Divine Power: Priestesses of Myrmidia may channel
power and dispel dice in the same manner as Wizards.
Prayers of Myrmidia: Priestesses of Myrmidia know
the three Prayers listed below. Prayers of Myrmidia are
innate bound spells (power level 3). Prayers are
augment spells that target the Priestess of Myrmidia
and her unit.
Command the Legion: The Priestess pray to
Myrmidia to lend her strength to her words, and
shout out her orders. The Priestess gains the Inspiring
Presence special rule. Remains in Play.
Shield of Myrmidia: The Priestess blesses her allies
with Myrmidia's protection. The Priest and her unit
add +1 to their armour saves, and gain a 5+ Ward
save against missile attacks. Remains in Play.
Spear of Myrmidia: The Priestess' weapon becomes
infused with the power of Myrmidia. The Priestess
and her unit gain +1 Strength, Armour Piercing
Attacks and Magical Attacks. Remains in Play.
ALTAR OF MYRMIDIA An Altar of Myrmidia is a four-wheeled war altar,
mounting a large standard and drawn by bulls. It is a
rectangular platform on which the standard of
Myrmidia and an altar erected with her statue. The
Priestesses hold services on the altar before the battle,
and the trumpeters beside them encourages the fighters
to the fray.
In battle the Altar of Myrmidia is often surrounded by
the bravest warriors in the army as guards, and it serves
both as a rallying-point and as the palladium of the
army‘s honour. Its capture by the enemy is often
regarded as an irretrievable defeat and humiliation.
M WS BS S T W I A Ld
Altar - - - 4 5 5 - - -
Bull 7 3 0 4 - - 3 1 -
TROOP TYPE: Chariot.
SPECIAL RULES: Ward save (4+).
Altar: An Altar of Myrmidia may join units despite
being a Chariot. It acts as the army‘s Battle Standard
Bearer, and any unit joined by the Altar is Stubborn for
as long as it is in the unit.
"The sword is not the answer to every military problem, for even the mightiest of swords will
miss its mark if the opponent is wise enough not to wait around to get slain."
– Myrmidian proverb
55
DIESTROS
One thing Estalians dearly love is swordplay. Its cities
sport many fencing schools, each with its own style.
Many of these styles are descended from the teachings
of Master Figueroa a legendary swordsman who
applied the latest scientific theories to his swordplay
with spectacular results. Followers of the Figueroa
style, known as Diestro, fight and duel across Estalia.
Some grow bored with their homeland and seek
excitement elsewhere, favouring Tilea and Bretonnia.
True Diestro devote a part of their lives to studying at
the great fencing academies in Estalia. There, students
are exposed to the most sophisticated sword fighting
techniques known in the Old World. Many of these
fencers go on to study at several different schools,
learning the strengths and weaknesses of various
disciplines. Through this comprehensive regime,
Estalian Diestros develop astonishing speed and
precision. They employ every trick imaginable – and
some that often take enemies by surprise!
What all Diestro have in common is their
overwhelming competitiveness. They strive to be the
best at what they do and defeat often becomes hard to
take. A Diestro, who fights with self-doubt in his heart,
is not often around for much longer. Many Diestro earn
a reputation over time and it is not too unusual to find
an experienced Diestro to be attended by his own small
retinue. Formal Diestro may have attendant physicians,
an official second who issues challenges on his behalf
and for the truly self absorbed Diestro, even a
biographer, whose job is to document the Diestro's
most famous bouts and immortalise him in print. They
are often proud and haughty, looking down on
commoners and their own peers. Always impeccably
dressed and groomed, these cunning warriors flaunt
their skills by spouting outrageous insults at their
opponents. Diestros tend to think of themselves as
legends in their own time. The height of the profession
is to be involved in a high profile dispute or to take part
in the irregularly organised Estalian ‗Diestro, Buenos
Diaz Carnival‘. Here Estalian Diestro cross swords
with duellists from far and wide for a coveted blade of
Tobaro steel.
There are many types of bouts that the Diestro partake
of, from fencing duels to pistols at dawn. But not all
are a fight to the death; indeed many are to first blood
only or finish when one party can no longer continue.
In a more formal duel with legal legitimacy, it is
common practice for the winning party to pay for the
care or funeral arrangements of his beaten opponent.
This fee is normally paid for by the Duellist‘s sponsor
or in a private duel, by the Diestro himself and is
known professionally as "The Mask of Sorrow". In this
way, the Diestro pays respect to his opponent in the
safe knowledge that he himself is still the best; largesse
is, after all, the realm of the worthy.
M WS BS S T W I A Ld
Diestro 4 6 5 4 4 2 6 3 7
TROOP TYPE: Infantry (Character).
SPECIAL RULES: Estalian Steel.
Face Me, You Coward! A Diestro must always issue
and accept Challenges.
Duelling Techniques: At the start of each round of
close combat, a Diestro may choose to utilize one of
the following Duelling Techniques. He may not use the
same technique two rounds in a row.
Rapido: The Diestro gains the Always Strikes First
special rule.
Defensa: The Diestro gains a 4+ Parry save.
Perforación: The Diestro gains the Killing Blow
special rule.
"I will parry your prima attacks on my three-quarters radial, and take zeh high ground. With just a fifty-three inch reach, you can‟t win this
fight using a cutting blade. Not with such a poor stance, senor."
56
TERCIO PIKEMEN
In the early days of the kingdom the Estalians were
disadvantaged by having poor quality and quantity of
cavalry. To even the balance the infantry adopted the
"Tercio" a square of spears supported by swordsmen
and missile troops. As the cavalry improved, these elite
units became an attacking formation using special
long spears, pikes, in a tight well drilled formation.
This formation takes continuous training and high
morale, but the end results are well worth it.
Pikes are the primary weapon of Estalian soldiers.
Their extreme length makes them a tremendous
hindrance both on and off the field of battle, but their
effectiveness as a weapon more than compensates.
Tercio Pikemen are well renowned, highly disciplined
professional pike troops with a fierce reputation. These
pikemen are decent fighters equipped with a pike and
protected by light armour. Able to present a wall of
deadly pikes at oncoming enemies, this unit will give
any charging cavalry second thoughts.
The Tercio is a well-trained military unit, often in the
employ of a local lord. Raising and maintaining a
Tercio requires time and expensive weapons, but those
who do manage to form a portion of their standing
army into a Tercio often need not worry about anyone
marching troops into his domain uninvited. Such is the
reputation of these units.
A Tercio goes to battle armed with a staggering variety
of weapons. Since the swordsmen of Estalia are
generally regarded as some of the best in the Old
World the idea of mixing units of pikemen and
swordsmen came naturally to many Estalian
commanders. The front ranks of the Tercios consist of
Rodeleros armed with short swords and shields that
repulse any enemies who manage to penetrate the
phalanx of pikes that strike from the rear. Beside them,
marksmen armed with Estalian handguns and
crossbows fire at oncoming enemies, weakening them
so that their colleagues may hack them apart in close
combat. The Tercio are legendary, well-known and
feared across the Old World.
M WS BS S T W I A Ld
Pikeman 4 3 3 3 3 1 3 1 7
Aventuro 4 3 3 3 3 1 3 2 7
TROOP TYPE: Infantry.
SPECIAL RULES: Tactical Supremacy, Tercio
Formation.
PIKE Pikes are the infantry weapon of choice in Estalia.
Twice as long as a normal spear and longer than a
cavalryman‟s lance, the front of a unit of pikes is an
impenetrable wall of steel.
Range Strength Special Rules
Combat As user Requires Two Hands,
Fight in Extra Ranks (3)
Enemy models charging a unit of Pikemen to their
front are subject to the Always Strikes Last special rule
in the first round of close combat.
Models armed with pikes receive a +1 Strength bonus
in the Close Combat phase of the turn they are charged
by anything except infantry, swarms and unique units.
Note that this bonus only applies to attacks directed
against the above charging units, not against other
models that might be part of the unit.
All of these special rules cannot be used against enemy
units fighting to the Pikemen's flank or rear.
Pikes at the ready! Swords ready! Handguns ready! Then let them come,
and feel the taste of cold Estalian steel! For Myrmidia!
57
RODELEROS
Duelling aside the men of Estalia are competent
fighters; Duellists however are exceptional swordsmen.
Swashbucklers are very valuable units and are at the
fore of most battles. They are fierce and aggressive,
recruited from among the numerous cut-throats, bandits
and renegades that inhabit Estalia. It could be risky to
hold such individuals in the field of battle, but
fortunately, like any Estalians, the Rodeleros have a
great sense of loyalty and honour just able to see their
sentences unlike the cowards of other nations.
In the dark days of Estalia when only Magritta and
Bilbao held out against their enemies, the citizens of
Magritta funded a unit of highly skilled swordsmen to
defend the walls of the city. Later the swordsmen
guarded the flanks of the Tercio Aragona. When the
Tercios became an attacking unit the Swashbucklers
formed an attacking unit of their own.
Rodeleros are armed with a metal buckler and double-
edged, razor sharp swords of the finest Tobaro steel,
they are protected by good light armour and an open
helmet. Renowned for their swordsmanship, Rodeleros
are capable of breaking pike formations and wreaking
havoc amongst less well armed and trained units.
Estevan and Casanova If Figuera is the father of all Diestro schools, then Estevan is his bastard son, and Casanova,
an impertinent grandchild. Estevan and Casanova are just two of the many scholars
who have experimented with Figuera's original doctrine.
Claudius Estevan was a younger contemporary of Figuera, whose teachings are rejected by many purists. Estevan's school incorporates
the main gauche, requiring the fighter to shift his center of gravity backwards by several degrees. Rather than using the off-hand for
balance as Figuera advocated, Estevan proposed it should be used for defence.
The Estevan style is less graceful and relies heavily on trigonometry.
Manuel Casanova died recently, after a long, successful career. Known for his blinding foot-speed and genius in physics, Casanova revolutionised tournament fighting with a
more strategic approach. Against weaker early round opponents,
Casanova developed methods to win quickly with minimal injury. A favourite tactic
involved disarming the enemy immediately, and snatching his weapon to force a
concession.
M WS BS S T W I A Ld
Rodelero 4 4 3 3 3 1 4 1 7
Duellist 4 4 3 3 3 1 4 2 7
TROOP TYPE: Infantry.
SPECIAL RULES: Tactical Supremacy, Estalian
Steel, Tercio Formation.
BUCKLER Bucklers are small, round shields designed for
parrying or deflecting blows. They are usually made of
steel for they need to be tremendously durable to
survive the brutal blows of hand-to-hand combat.
Using a buckler requires great skill, but a nimble
warrior can protect himself from blows which would
otherwise cripple him.
Shield. A buckler gives the wielder a 5+ Parry save.
However, it does not offer any protection against
missile attacks.
58
CROSSBOWMEN
The rich cities of Estalia are attractive targets for a
range of enemies. To defend themselves the mayors
and merchants raise forces and pay for their training
and equipment. The Crossbowmen are excellent
defensive troops; able to hit their target from far away
with the crossbows, they can outshoot most other
archers. Crossbowmen work as part-time soldiers and
watchmen over the cities. Whenever there is a war to
be fought though, they are recruited into the army as
support for the pikemen, an important position to hold.
The crossbow is a potent weapon ready to be used with
minimal training unlike other archery weapons. It is
slow to reload but makes up for it in power. Despite the
Inquisitions dislike of crossbows being used by
Estalians against Estalians, they are used throughout
Estalia by peasants and nobles alike.
M WS BS S T W I A Ld
Crossbowman 4 3 3 3 3 1 3 1 7
Marksman 4 3 4 3 3 1 3 1 7
TROOP TYPE: Infantry.
SPECIAL RULES: Tactical Supremacy, Tercio
Formation.
HANDGUNNERS
Handguns are starting to become a more and more
popular weapon in the lands of Estalia. Not as common
as in the Empire there are now foundries that are
making these weapons in Estalia, although a large
number of them are imported legally and illegally from
the Empire.
Handgunners are often good shots and can be quite
deadly, as long as their temperamental weapons do not
act up. Easy to learn and operate, it is a rare sight to see
an Estalian battlefield without Handgunners.
M WS BS S T W I A Ld
Handgunner 4 3 3 3 3 1 3 1 7
Sharpshooter 4 3 4 3 3 1 3 1 7
TROOP TYPE: Infantry.
SPECIAL RULES: Tactical Supremacy, Tercio
Formation.
You should see Captain, what a show a regiment of Handgunners put on! Thousands of flickers, a roar of thunder and a cloud of smoke rising into
the sky. What a feeling of invincibility to see the enemy ranks mowed down like wheat!
Invincible indeed...
59
CABALLEROS
The decaying states that are feudal Estalia have a large
amount of land but an even larger population of
landless knights. In order to make a living many turn to
the life of a mercenary.
Most Caballeros are part of the nobility of the different
kingdoms, small freeholders that form the shock troops
of the Estalian armies. However, despite the fact that
they hold the rank of knight, far from many of them
holds the privileges one would associate with being of
noble birth. Many Caballeros can just but afford their
horse, arms and armour. In order to work themselves
up in the hierarchy, they can often be seen selling their
services in the armies of Estalia.
Caballeros are impetuous and adventurous gentry,
eager to see the world and fight. Despite being well
trained these hot blooded nobles can act recklessly in
battle, eager to outdo other units and each other.
True knights in shining armour, in principle at least,
these men espouse the noble ideals of chivalry and
honour. In reality they are brutally effective warriors
who practice their skills daily in tournaments and mock
fights.
Caballeros are not only as the officer class of Estalian
armies, but are far more active than their counterparts
in many other lands, taking an active part as scouts and
outriders. In times of peace Caballero often spend time
hunting down bandits and wandering through the
villages of Estalia acting as impromptu lawmen.
The Caballeros are the backbone of most Estalian
cavalry forces. The predominant difference between
Estalian and Tilean or Bretonnian Cavalry is that the
Estalians rely more heavily on speed and mobility
rather than heavy armour. Caballeros appear in many
forms ranging from to pistol armed brigandines to a
reliable medium cavalry that is capable of breaking
lighter enemy units. Excellent on the charge, they are
more than capable of dishing out a very unpleasant
experience to any unit they choose to fight.
Typically armed with a spear or lance, sword and a
pistol, these are heroic individuals of noble birth,
although some may be tempted to join the bandits out
of poverty or sheer boredom.
M WS BS S T W I A Ld
Caballero 4 4 3 3 3 1 3 1 8
Knight 4 4 3 3 3 1 3 2 8
Warhorse 8 3 0 3 3 1 3 1 5
TROOP TYPE: Cavalry.
SPECIAL RULES: Tactical Supremacy, Estalian
Steel.
Munoz’s Black Riders Alfredo Munoz has made a name for himself as
one of the most feared men in Estalia, not for his malice or cut-throat philosophy, but for his
ability to take the young nobility of Estalia from their families. When Alfredo was a young boy,
he travelled to the lands of the Empire and observed the military might of the Emperor‟s
armies. He was intrigued especially by the units of pistoliers that young nobles joined to prove their worthiness. He concluded that this was
something that Estalia needed to help „improve‟ on the nobility of the country. He returned with an array of horses and truckloads of pistols, eager to begin. Since this founding over six years ago, Munoz‟s Black Riders have been found at every major battle in Estalia‟s history. They fight for whomever‟s pay check is higher. When not in
wartime, Munoz's Riders travel Estalia, enticing the young nobility with their freelance lifestyle and promise of great wealth, if you survive. In battle Munoz throws his riders right into the
midst of the main fray, having them ride straight through units of infantry from the flanks while blasting their pistols. This has proven extremely effective at disorganizing the infantry blocks of
Estalia, so long as the Riders do not find themselves engrossed in combat. It is a hard
lifestyle and many do not survive it. But, those that finish their term of service have earned
themselves enough of a fortune to live off of and create their own small estate.
60
GENITORS
Estalian warfare has a long tradition of light mobile
troops, both mounted and foot, fighting with the javelin
since ancient times. Genitors are fast cavalry popular
on the Estalian plains. These were the response to the
Arabian invasion, when fast cavalry became crucial.
The many noble houses of Estalia are supported by a
large number of Genitors who guard their lands and
manage the tough and wild cattle on the ranches. They
are expert horsemen and are able to fend off wolves in
the mountains and kill wild boar. In war they form up
under their house banner and support the heavier
cavalry. They excel in scouting and pursuing the
enemy.
These troops are drawn from the Estalian peasantry,
protected by light armour and fighting with the javelin,
in Estalian fashion, allowing them to hurl their
weapons at their foes to weaken their enemies and
break up formations, while remaining mobile enough
to stay clear of trouble.
On the battlefield, the strengths of the Genitors are
against massed stationary, disorganized or fleeing
knights and infantry. Genitors can also ride down
exposed enemy missile infantry. Finally, Genitors had
the discipline, weapons and armour to screen their own
friendly formations as well as challenge or drive off
enemy screening light cavalry.
Genitors can be very effective against slower troops,
where they simply ride up to the foe and hurl their
javelins into the mass. Knights, on their larger, heavier
and slower horses, cannot easily catch the Genitors on
their smaller, more agile horses. If a few knights break
ranks and chase after them, then the Genitors could
swarm around the knights and take them down. A mass
of knights which has lost its cohesion and is
disorganized could also be very vulnerable to Genitors.
Feigned retreats are often used as a Genitors tactic to
lure knights out of their organized mass formation. Of
course, Genitors cannot not halt a mass of well
controlled, advancing knights, but the knights usually
cannot catch or hurt the Genitors either. Genitors can
effectively attrite and provoke massed, stationary
troops with ease and little to no risk. They can also
directly engage and take out isolated or disorganized or
exhausted groups of infantry.
Influenced by both Estalian and Arabian light cavalry
traditions, Genitors shun heavy armour and lances in
favour of light armour and javelins. These well trained
horsemen are fast and manoeuvrable, capable of
employing a shooting circle tactic enabling riders to
create a continuous cycle of firing. Genitors hurl their
javelins before closing in and fighting with their
cavalry swords. While suffering from a lack of range
and armour, Genitors make for excellent fast cavalry.
M WS BS S T W I A Ld
Genitor 4 3 3 3 3 1 3 1 7
Outrider 4 3 4 3 3 1 3 1 7
Warhorse 8 3 0 3 3 1 3 1 5
TROOP TYPE: Cavalry.
SPECIAL RULES: Tactical Supremacy, Fast
Cavalry.
An Estalian landmark, the Valley of Windmills is located high in the
Abasko Mountains. Constructed long ago by the mad King Don
Jurno Esparo in an attempt to feed his people, the valley was soon
abandoned because of its location, and the hundreds of windmills in it
were left to rot. These days it is said that insidious Ratmen inhabit the windmills, and are rebuilding
them for some dark purpose.
61
ALMOGAVARS
The name Almogavar originally comes from Araby,
meaning raiders. Originating from the Miramar Hills,
these professional warriors are light infantry
skirmishers armed with javelins and spears, and
sometimes armour and shields. Despite their light
equipment, they have a fearsome reputation.
The Almogavars are born tough and strong from
constant skirmishes with Beastmen, Skaven, Undead
and each other. Living simple lives consisting
primarily of hunting and foraging, they mostly live
outside the rest of society, and are cautiously looked
upon by the rest of the people. Many nobles see them
as savages clinging to old traditions, while the Cult of
Myrmidia practically consider them heathens because
of their disconnect from the temples and rites of the
Goddess. The common folk on the other hand, view
them a little bit more optimistically and curiously,
trying to understand why anyone would choose to live
so far away from civilisation.
Though the Almogavars were originally just peasants
from the mountains and hills rallied together to fight of
the Arabian invasion, they have since then become
much more of a real military force. They often take up
arms as mercenaries when not fighting to protect their
homes, and many travel to Tilea to work their trade
there if the picking are slim in their own region. Plenty
of Almogavars have returned home to their villages,
rich enough to feed their whole family for a year or
more.
Don Roderigo is a noble from near the town of Escudo. His father was the champion for Lord Veres until his death in a duel. Don Roderigo
inherited a small tract of land and title, but no real source of income. The young noble was able to
enter a few tournaments, but never claimed a top prize (such as the hand of the rich Lady
Costanza). Indeed, he drew the ire of Lady Costanza after the of her first husband. Everyone through the land was shocked at the death of Lord Paolo months after his wedding. When the Lady Costanza married his younger brother, the court spoke of scandal. Don Roderigo interrupted the
wedding vows, and demanded that the couple swear before the gods of the land (and in front of the clergy, while holding scriptures) that they had nothing to do with the death of Lord Paolo. The
nobility applauded his actions, and the couple swore their oaths. This led to Don Roderigo
losing what little land holdings he had. After that, Don Roderigo led his household troops into
battle as a mercenary. Usually victorious, Roderigo fights for most sides willing to pay his hire. He does not serve those he thinks will not
honour their deals, namely Skaven and Dark Elves. His goal is to eventually claim some lands
as his own that he may govern.
When the Estalian Kings march to war, several
regiments of Almogavars are called up as required, and
no one can foretell how many men will turn up to a
muster. These troops receive no formal training or
discipline, and are armed with their own equipment at
their own expense. They wear their own clothes which
may sometimes have a vaguely uniform appearance
and are paid after battle from the spoils or the King's
war chest, before they are disbanded.
These lightly armoured skirmishers, drawn from the
peasantry, hurl their javelins at their foes to weaken
their enemies and break up formations. Despite their
humble origins these troops are excellent skirmishes.
They wield their javelins and swords with lethal
ferocity and skill, and make a lethal supplement to the
more drilled regiments of the Estalian armies.
M WS BS S T W I A Ld
Almogavar 4 3 3 3 3 1 3 1 7
Raid Leader 4 3 4 3 3 1 3 1 7
TROOP TYPE: Infantry.
SPECIAL RULES: Tactical Supremacy,
Skirmishers.
62
MARINES
Used throughout the Great Western Ocean since
ancient times, Marines have been the coastal guard in
Estalia. The standard tactic for engaging is to disable
the opposing ships' sails then ram and board it.
Capable of undertaking and surviving long voyages in
the open sea, Marines often travel to discover far off
places.
Naval companies were created by the Kings of the
seafaring cities of Estalia – primarily Bilbali and
Magritta. Marines are ship-borne soldiers who can be
found in the Imperial fleet and onboard the larger
private vessels. They protect their ships from pirates,
Norse marauders, and other raiders. Unlike seamen,
whose primary duty is sailing the ship, Marines are
onboard only to fight. When in port, Marines
frequently form press gangs to fill out the ship‘s crew.
More than one unsuspecting citizen has awoken at sea
after taking a belaying pin to the head from an
overzealous press ganger. Due to these activities, and
their own drunken brawling, Marines are resented in
many seaside communities. When raiders attack,
however, these same citizens are quick to accept the aid
of battle-hardened Marines. These marines are equally
at home in the rocking waves battling the Dark Elf
raiders of Naggaroth, or in a place of honour in the
Estalian Army batting back any raiding forces.
It is a standard business in Estalia for the Royal fleet
and other wealthy private merchants to pay lucrative
bounties for captured enemy ships and cargoes. Since
the value of an intact ship is considerably greater than
that of a towed wreck, tactics had to be devised to
allow the seizing of an enemy vessel without
destroying it. Collectively these tactics are known as
boarding actions.
The boarding action is generally considered the most
hazardous venture in any naval engagement. Pirates
and privateers live and die by the boarding action as
they are only paid for the capture of intact ships and
cargoes. In the case of Imperial or merchant fleets, it
falls upon the marine to coordinate and carry out
boarding actions.
There are two accepted ways of mounting a ship-to-
ship boarding action and both are extremely dangerous.
The first option is to steer the two ships close enough
together for the boarding party to leap across to the
enemy deck. The second and less attractive option is
for the boarding party to actually row across to the
enemy vessel and board it using grappling hooks and
rope. Boarding actions also serve a military purpose by
dealing a killing blow to crippled ships that might
otherwise continue to fight. Important intelligence or
prisoners may also be gained before the ship is sent to
the bottom.
The war fleets of Estalia guard the coast and protect the
trade routes north to Bretonnia and the Empire. These
ships contain units of marines to defend the vessels and
carry out boarding actions. Sometimes the marines
form units to fight with the armies of the kingdom.
Marines tend to be armed with a variety of swords,
cutlasses, clubs and pistols, and sometime wearing
light padded jackets. Their ability to shoot and fight
equally well is highly regarded by many generals. The
Marines often sail around the main army in order to get
behind enemy lines, where they can show up
unexpectedly and attack the enemy's rear flanks.
M WS BS S T W I A Ld
Marine 4 3 3 3 3 1 3 1 7
Marine Sergeant 4 3 4 3 3 1 3 1 7
TROOP TYPE: Infantry.
SPECIAL RULES: Tactical Supremacy,
Ambushers.
So, they think they can just waltz
over here and plunder our hold? Let s show em wot s wot, boys!
63
ROYAL GUARD
The elite guards of the Estalian kingdoms, the Royal
Guard are among the best of the military, armed with
some of the best equipment available, they are trained
rigorously. As a sign of their position the Royal Guard
are often equipped with Estalian made handguns which
are relatively rare.
The Estalian practitioners of the art of gunsmithing are
among the best in the Old World, even ranking up with
the Imperial Engineers in Nuln. The Estalians focus on
hand guns of immaculate design and ornate carving,
making each gun a true work of art.
An improvement on the handgun, the arquebus is
longer, more accurate and fires a heavier shot. Like the
handgun, it fires using a matchlock mechanism, a
smouldering length of rope as a fuse that ignites the
gunpowder in the pan. The noise, smoke and lethality
of this weapon cause fear in its targets.
Although primitive compared to the Dwarf handguns,
the arquebus is able to inflict considerable damage and
panic at range, and can penetrate almost any armour.
A master of the blackpowder weapon, the Royal Guard
is the highest rank a soldier of the Estalian military can
attain. These elites usually make up the castle guard of
the many Kings and Dukes of Estalia, and they are
excellent shots, cutting down ranks of heavily
armoured knights with thunderous blasts of their
treasured weapons. More than one General has thought
twice about charging a massed regiment of Royal
Guard, as many fine men have been cut down in their
prime by a fusillade of hot lead. Royal Guard are noted
for their uncouth and uncompromising attitude, and are
quite happy to follow up a volley with their swords.
M WS BS S T W I A Ld
Royal Guard 4 4 4 3 3 1 4 1 8
Guard Captain 4 4 4 3 3 1 4 2 8
TROOP TYPE: Infantry.
SPECIAL RULES: Tactical Supremacy, Estalian
Steel.
Stoic: Royal Guards are Immune to Panic. In addition,
they do not suffer -1 To Hit for shooting at charging
enemies.
ARQUEBUS These weapons are longer and heavier than the
handguns used by the Empire, but are also more
expensive to make, and so are limited only to the best
marksmen in Estalia.
Range Strength Special Rules
30" 4 Move or Fire,
Armour Piercing
"We failed the fiefs on the road
to Wisdom, which then was unknown to us. In the name of the Goddess, you've followed
my footsteps through the hardships to bask in Her gaze. All these incidents on the scale of existence seem, from my pen, as if they were ephemeral. For
now, we distinguish them through the prism of the
centuries that have elapsed. However, our fraternal bonds are woven in those early years and I'm sure they have not lost
their strength."
64
CONQUISTADORS
Estalian soldiers are very greedy people, eager for
glory and honour, able to fight against the most
fearsome enemies in exchange for a few gold coins and
the possibility to brag about it in the bars and brothels
in the country. There are some however, that go
beyond simple recruitment and prefer to embark on real
adventures to inhospitable regions the new continents
of the world offers. Such obstinacy mean only two
possible outcomes: die far away from his beloved
Estalia or return with a rich booty and deserved fame.
Estalian adventurers who set off to conquer Lustria
became known as Conquistadors. These men are an
assortment of disposed sons of the nobility and soldiers
of fortune looking for adventure and loot.
Most were soldiers without employment. They arrived
in the New World with a great technical advantage in
weapons over the Lizardmen who could not stand up to
steel swords, firearms, and mounted lancers. The horse
was particularly an asset to them as they could easily
outmanoeuvre the slower lizards.
Within the ranks of the Estalian adventurers who
invaded Lustria there were soldiers of superior ability
and determination who became the Elite
Conquistadors. These were the men who lead the
charges against seemingly insurmountable odds and
triumphed due to their superior weapons and grim
resolve.
Conquistadors are elite mercenary troops – equipped
with some of the finest equipment money can buy; they
are a powerful force to be reckoned with. Equipped
with lighter more easily used handguns than the
Arquebusiers, these men ride into battle on trained
cavalry which are not scared by the loud reports of
their masters‘ firearms. Armed with a steel breastplate
for protection, these men are a boon to Estalian hopes
of total conquest of the new world. They have to excel
at both defensive combat, where they use muskets to
defend their ships, and also form raiding parties, where
they operate as medium cavalry.
The jungles of the ancient continent of Lustria remain a
major source of gold to the conquistadors and nobles
who subsidized the costly expeditions. For other races
and nations that colonized the coasts on the continent,
the Estalian Conquistadors are great mercenaries
provided they have something really attractive to offer
for his great knowledge of the domain and forest
interiors. For the indigenous inhabitants of Lustria, on
the other hand, the "humans who ride with thunder" are
nothing but looters and desecrators of their temples.
Although driven primarily by greed, the Conquistadors
have exhibited exceptional bravery, cunning and
resilience. The Conquistadors can be an absolutely
devastating force against the indigenous warriors of
Lustria and beyond.
M WS BS S T W I A Ld
Conquistador 4 4 4 3 3 1 3 1 8
Conquistador Cap. 4 4 4 3 3 1 3 2 8
Warhorse 8 3 0 3 3 1 3 1 5
TROOP TYPE: Cavalry.
SPECIAL RULES: Tactical Supremacy, Estalian
Steel.
Fusillade: Conquistadors may attack with their pistols
as they close into battle with the enemy, giving them an
extra Strength 4 Armour piercing Attack in the first
round of each combat, even while mounted. In
addition, such is their skill that they may move and fire
with their handguns.
"Before the strategy is agreed, one should seek the advice of an Oracle. Morr's dark
folk claim foresight as their God's domain, but as they little understand the
vagaries of war, they may mistakenly speak false sooth. Seek an oracle
knowledgeable in Myrmidia's way, only there can the honourable general find true
insight." —BELLUM STRATEGIA,
'BEFORE BLADES ARE BARED'
65
GRENADIERS
A grenadier is more than just a soldier. He's the man
who has one goal, above everything else: chuck that
bloody grenade as far away from him as he can before
it blows. He doesn't think; he just focuses on that one
objective – light the fuse, aim, throw, and get himself
out of there!
There was a time when the Estalians only used to use
this method to blow defensive walls to bits. One
grenade will make one little hole, but fifty will turn a
wall into a colander. At some point, a Grand
Commander figured that what makes holes in buildings
could also make holes in enemies. They sent down
thousands of these new grenades to the battle lines, and
picked some of the toughest soldiers to throw them.
These grenades are made from leaded clay and have a
shorter fuse than the others. They also project loads of
shrapnel when they explode, giving them the nickname
"Gut-slashers" by the soldiers. They are especially
useful against large numbers of massed ranks.
When things are well planned, the cannons weaken the
mob, the handguns stop the charging troops and the
Grenadiers go in and scatter the enemy far and wide
before sending in the foot soldiers to finish things off.
At least in theory, as something usually goes wrong. In
fact many Grenadiers better prepare for the loss of one
of their limbs sooner or later, as grenades are fragile
things, and not always reliable.
The Grenadiers specialize in explosive sector shooting.
Armed with devastating grenades, they engage in often
fatal missions to devastate the enemy ranks. While
being a Grenadier is hardly considered glamorous,
those who do their job well are at least handsomely
paid; enough to hopefully be able to make it to an early
retirement before losing too many limbs, and at the
very least to have their funeral expenses paid for...
M WS BS S T W I A Ld
Grenadier 4 3 3 3 3 1 3 1 7
TROOP TYPE: Infantry.
SPECIAL RULES: Tactical Supremacy,
Skirmishers.
GRENADES Grenades are highly unstable alchemical concoctions
filled with gunpowder than explode on impact, causing
massive damage.
Range Strength Special Rules
6" 4 Quick to Fire,
Armour Piercing
Fragmentation Explosive: Each hit with a Grenade is
multiplied into D6 hits. Against skirmishers and single
characters on foot, is causes D3 hits.
However, if a 1 is rolled when rolling To Hit, the
Grenadier suffers a Strength 4 Armour Piercing Hit
himself instead.
"Chuck that bloody grenade as far away from you as possible. Don't even think.
Run; ignore the projectiles falling around you.
Ignore the piercing cries o your dying companions, the noise of the enemy
chewing away. Jump from hole to hole; dodge the group of enemies that are in
your way. Select your target, find it, and pull out your grenade. Grab your lighter, light your fuse; shoot that enemy that's coming to spill your guts. Run, and then run faster if you want to live! Aim, and aim well, you won't get a second chance.
Throw your grenade, then get out of there and pray. Await the deliverance of the explosion. Now you can die, for you
have fulfilled your mission. Hey, why the long face, son? You might just get a bronze hand yourself one day.
Now welcome to the family..."
66
MOUNTAIN BANDITS
Estalia is a land of honour and gallantry, but it not
necessarily justice. The countryside of Estalia is a
dangerous which is rife with brigandines, criminals and
those living on the fringes of society. The kingdoms of
Estalia have been full of crooks and thieves ever since
the Estalians emptied their prisons in their fight against
the Arabians. Since then roving bandit gangs have ever
been a thorn in the side of the Estalian nobility, hiding
in the mountains, preying upon travellers.
Pursued by noblemen who seek to hunt them down,
bandits are on the contrary respected by the villagers
and peasants. This is because most of the goods stolen
are subsequently shared with the local people whom
they share strong ties that unite them, and they are the
first to defend the borders from Orc tribes, Skaven or
Goblins. By and large they are the brothers, sons and
husbands of the women in the villages of the valleys or
the nearest castle. Unfortunately, if some group or
bandit is captured by the troops of a noble whose intent
to punish their misdeeds, these will most likely be
executed without delay and their heads displayed on
pikes on the high walls as a warning to future
insurrections of other ruffians.
For some, justice will sometimes be lenient with
captured bandits and give them a choice between two
sentences: join the foremost military establishment in
the area as a means to work off their crimes, or death at
the end on the gallows. Few choose the latter, even if it
means to serve those who they earlier fought against.
In times of need, many Kings have been known to
press these individuals into service by offering coin,
land, pardons or threatening their families and
communities. Thus, besides getting new troops to fill
the ranks of the Estalian army, captains who achieve to
enlist these rogues have access to excellent scouts.
Mountain Bandits form small scouting parties that
excel at hiding in forests and cliffs where they rain
death upon the foe with their bows before quickly
disappearing again. Skilled at reconnaissance and
carrying out sabotage actions against artillery or enemy
command structures, Mountain Bandits are a useful
tool that most of Estalian armies gladly count among
their ranks.
M WS BS S T W I A Ld
Mountain Bandit 4 3 3 3 3 1 3 1 6
Bandit Leader 4 3 4 3 3 1 3 1 6
TROOP TYPE: Infantry.
SPECIAL RULES: Skirmishers, Scouts, Hill
Striders.
Guerrilla Fighters: Mountain Bandits may make a
free normal move (but not march) after firing in the
Shooting phase. This counts as moving and shooting.
The Beggar King Virtually nothing is known about the
individual referred to by the Inquisition as the Beggar King. Rumoured to control
Estalia's underworld of Thieves, Beggars, Peasants, and Con-Artists, no living soul has ever seen the King with their own eyes, or at least no one is willing to admit as much to the Inquisition. The Beggar King has been an Estalian legend for generations,
existing in the shadows of society between the cracks of the vast gulf that separate rich
from poor. Many have argued that the Beggar King is
nothing more than a quaint title passed from one generation of down-and-outs to the next,
a rallying point for a class abandoned by society, their way of tasting, however
briefly, a sense of entitlement and respect which their kind can never attain. Not
something, in short, to be feared or even acknowledged by their betters. But the
Inquisition believes differently. They are afraid that the Beggar King commands an
underworld far more organized and embittered than anyone realizes, an
underworld that could one day rise up against them in open rebellion.
67
KNIGHTS OF THE BLAZING SUN
The Knights of the Blazing Sun are a small elite order
of Templars devoted to the study and mastery of the
science and art of warfare. These fervent followers of
Myrmidia value ability and accomplishment over all
other factors, including noble birth. It is because of this
that the order has grown in prosperity attracting the
finest military minds to its banner. A Knight of the
Blazing Sun's primary goal is to obtain perfection in
the art of War, as such they travel the old world
individually seeking battle both large and small. An
army with a unit of Knights of the Blazing sun at its
head is a potent force capable of dealing with
opponents with a level of cunning that ensures victory
before the battle is even joined.
Foremost of the many knightly orders in the service of
Myrmidia, the Knights of the Blazing Sun were not
always so pious. They were founded during the
Crusades in IC 1457, over 1000 years ago. Once the
knights were a secular order of the Empire sworn to no
one God, but during the precursor to the crusade of
Araby they underwent a miraculous conversion that has
passed into legend. Sixty of the knights were stationed
in Estalia when the Sultan's attack washed over them.
They were cornered by his forces, with no hope of
relief, when they were saved from certain defeat by a
freak earth tremor which dislodged a huge statue of
Myrmidia from a temple roof. It crashed to the ground
and landed on the enemy general and his bodyguard,
killing them instantly, allowing the Knights to turn the
tide of battle and escort several hundred Estalians to
safety. After the battle, the survivors banded together
and founded the Order of the Blazing Sun in
Myrmidia's honour. They converted to the worship
Myrmidia and set out on the crusade of Araby in the
name of the Goddess of strategy and battle, earning
much glory there for themselves and their faith.
The Knights of the Blazing Sun are by no means the
largest of the Myrmidian orders – the order Order of
the Righteous Spear, along with its countless sister
orders, is much, much larger – but it is by far the most
famous and well-respected, not to mention the richest.
Knights of the Blazing Sun wear highly ornate plate
mail armour of burnished brass, decorated with
polished black and gold etchings, their shields bear the
device of the blazing sun. Their standard depicts a
soaring Pegasus against the blazing sun emblem. The
order's symbol, a golden sun with sixteen rays, is
prominently displayed either on the chest or on the
helmet. The knights carry lances into battle, and bear
highly polished shields with which they are trained to
dazzle enemies with reflected sunlight.
M WS BS S T W I A Ld
Knight 4 4 3 4 3 1 3 1 8
Preceptor 4 4 3 4 3 1 3 2 8
Warhorse 8 3 0 3 3 1 3 1 5
TROOP TYPE: Cavalry.
SPECIAL RULES: Tactical Supremacy, Estalian
Steel.
Blinding Light: The Order has developed a technique
using their polished mirrored shields to focus sunlight
onto the enemy‘s face as they charge. This
disorientates and dazzles the poor fools just before they
are charged down. Whenever the Knights declare a
charge, roll a D6. A roll of 1 means there is no sun (it‘s
raining or overcast) and so the Blinding Light cannot
be used this charge. On a 2+, there is enough sunlight
for the Knights to dazzle their enemies as they charge.
The enemy unit being charged are at -1 Weapon Skill
and Ballistic Skill for the duration of the turn.
FULL PLATE ARMOUR These all-enclosing suits of armour are crafted by
Estalian master smiths and are kept in high honour by
the Kings of the Estalian provinces in their personal
collections. These suits of armour are very rare, but
undoubtedly offer the best protection available to
warriors of the Royal Estalian Army.
Full Plate Armour confers a 4+ armour save.
68
SISTERS OF FURY
When mortal, Myrmidia drew many heroes to her side,
but none are more famous than the shieldmaiden Fury.
Her tale is recorded in the Bellona Myrmidia, and is
one full of horror, pain and betrayal. The events of the
sad story result in a young girl renouncing her name
and swearing to claim revenge for all the dark deeds of
the world, a task she takes to with unparalleled passion
and anger. Although it pained her, Myrmidia could not
bring herself to stop the girl, for she intimately
understood the source of Fury's rage. Instead,
Myrmidia did what she had to: she used the girl on the
battlefield. There, Fury slayed and slayed and slayed,
until eventually, once all her enemies were gone, she
collapsed, weeping. Fury's last stand was in the Abasko
Mountains. There, her body was found by Myrmidia,
surrounded by piles of dead Orcs and Goblins. The site
is now protected by the order's high temple.
The Sisters of Fury are a secular order of warriors
dedicated to martial excellence in the praise of their
goddess and her shieldmaiden, typically dwelling in
large towers situated near temples to Myrmidia.
For centuries the nobility of Estalia has sent its
wayward and troublesome daughters to the Order of
the Sisters of Fury to be initiated into the only order of
priestesses dedicated to Estalia‘s patron Goddess.
By tradition, the Sisters draw their recruits only from
the most noble houses of Estalia, and families consider
it a great honour to have their daughter accepted into
the order. Only maidens of noble lineage can be relied
upon to have the devotion to duty and innate sense of
honour. Few though the recruits may be, they must
endure several years as novices during which time their
devotion will be tested to the full. All are eager to
prove themselves worthy to be the handmaidens of
Myrmidia.
The Sisters of Fury have traditionally travelled Estalia
administering to the sick and poor, tending to the needs
of orphans, curing the diseased and curing broken
bodies. As well as the healing arts, which they practice
with expert knowledge, their advice is frequently
sought by those about to make an important decision,
for the Sisters of Fury are famed for their ability to
predict the fickle course of battle.
The regiments of the Sisterhood are led by tough
Superiors, each accompanied by a body of warrior
priestesses. Each of the Sister Superiors is a long-
serving priestess of the Cult of Myrmidia, well versed
in the rituals of the temple and an example to the
younger Sisters and novices. The Sister Superiors are
entrusted with maintaining the faith and fervour of the
order. Any peril or foe that may lurk in Estalia is as
nothing compared to the wrath of a Sister Superior.
The training and harsh discipline of the convent
includes mastery of martial as well as ecclesiastical
skills, for mastery of the body is but the first step
towards mastery of the soul.
The Sisters traditionally fight in heavy armour, and
their favoured weapon is the spear, the instrument of
Myrmidia, seen as her holy symbol, alongside the eagle
and shield.
M WS BS S T W I A Ld
Sister 4 4 4 3 3 1 4 1 8
Superior 4 4 4 3 3 1 4 2 8
TROOP TYPE: Infantry.
SPECIAL RULES: Tactical Supremacy.
Myrmidia’s Adepts: The Sisters of Fury are
incredibly skilled at fighting with their spears. They
have the Always Strike First rule in the first round of
combat and Fights in an Extra Rank in addition to the
normal rules for spears.
"The Goddess instructs us to seek out the enemy‟s weaknesses and to attack them with
relentless force. Do this in all things – in love, in politics, in war. To accomplish any task – to defeat any foe, all that is needed is a keen eye, a
sharp mind and the favour of the Goddess."
69
BLACK WATCHMEN
The Sacred Office has many shrines, monasteries,
convents and public buildings to protect. It provides
governors to many towns and its Inquisitors must travel
the country to seek out and destroy evil. To provide
protection, the Inquisition raises units of infantry.
The sons of the lay members of the Sacred Office may
choose to join the military arm of the Inquisition: the
Black Order. The very best of these are selected for the
elite inquisition unit, followed by an extremely arduous
training lasting at least ten years, depending on the skill
of the initiate. They are totally devoted to the Sacred
Office from a young ago and by the time they join the
regiment they are the best warriors in Estalia. Only the
finest weapons and armour is provided for these troops.
Armed with halberds and wearing blackened full plate
armour, these dark, imposing men are dangerous
opponents indeed. In Magritta, a city plagued with
ancient cults of Undead and Chaos this special unit
patrols the cemeteries and sewers of the city.
Some 200 years after the defeat of the Necrarch
Vampire Nourgul one of the earlier High Inquisitors,
Hernando Lacruiz, discovered that the city was riddled
with many miles of sewers and tunnels infested with all
kinds of foul and evil denizens. In addition the
cemeteries of Magritta were over 2,000 years old and
had been haunted by necromancers and Chaos
worshipers for a large proportion of that time.
After months of increasing attacks by Undead, Skaven
and bandits, he formed a unit of watchmen to patrol the
streets and sewers by night to protect the citizens. This
was a task for the most hardened warriors and over
many years the unit gained the awe and respect of the
citizens, membership often passing from father to son
through succeeding generations. Consequently the
watchmen are not easily frightened and will fight with
great determination against their traditional enemies.
They draw great strength from their belief in Myrmidia
and fight with fierce determination, giving no quarter
to the foe in combat. It's not uncommon for an entire
regiment of Black Watchmen to go down fighting
during a battle, choosing death over surrendering, and
they have nothing but utmost hatred for the Undead.
M WS BS S T W I A Ld
Watchman 4 4 3 4 3 1 4 1 8
Watch Captain 4 4 3 4 3 1 4 2 8
TROOP TYPE: Infantry.
SPECIAL RULES: Tactical Supremacy,
Stubborn, Hatred (Undead, Nehekharan Undead).
Fearless: Used to fighting the foul creatures of evil,
Black Watchmen are Immune to the effects of Fear and
Terror.
The Blessed Order of True Insight
When mortal, Myrmidia often consulted the seers of Morr's cult, as she valued the prophetic advice of her
distant father. Today, Myrmidia's faithful continue this practise, and Augers of Morr can often be found
accompanying Tilean and Estalian armies. But Myrmidia's cult also has its own oracles. The Blessed Order of True Insight is comprised of those said to be
blessed with their Goddess's revelation, and they gather in sparsely populated, secluded temples, there to speak
prophecy to the honourable souls that seek their wisdom.
Most reside in isolated temples where they study Myrmidia's holy texts and meditate in smoke-filled
rooms, contemplating problematic strategies and matters of Myrmidian faith. The order may have no
temples in the Empire as of yet, but its presence is still felt, for many within the Order of the Eagle refuse to
undertake any major campaigns without first consulting the Oracles of True Insight.
70
CULVERIN
Cannons are especially difficult and expensive to
produce and so it is the King‘s job to make sure his
Kingdom has enough artillery. Individual provinces
can produce cannons if they like, but none are made to
the calibre of the Gunnery School of Magritta. The
school thus creates the best cannons and distributes
them to the Dukes as the Kings sees fit to protect the
cities and towns of Estalia. Of course, the Dukes
sometimes ends up using their weapons against each
other, but technically at least they remain the property
of the Kings and can be removed or replaced at any
time. When a Duke is called upon to bring his armies
to war he also brings any artillery that has been loaned
to him.
Estalia's skills in cannon foundries are derived from
communities of ostracized Dwarves who were forced
to flee the intolerance of Bretonnia. Thanks to the
centralised wealth of the royals and nobility of Estalia,
the kingdom has become the home of good solid,
practical and pragmatic blackpowder weapons, popular
with mercenary band throughout the Old World.
M WS BS S T W I A Ld
Culverin - - - - 7 3 - - -
Crew 4 3 3 3 3 1 3 1 7
TROOP TYPE: War Machine (Cannon).
MOUNTAIN GUN
While reopening the road to Tobaro the army of the
King had continual problems with attacks by large
monsters and bands of goblins taking shots at them
from hiding places in the rocks. Attempts to take the
large cannons of the army into the mountains for
support were hampered by the steep and narrow roads.
The first step was to develop a lighter gun which could
be handled by troops rather than drawn by horses. This
helped with fighting the large monsters but not the
goblin snipers.
It is not recorded when, but in a fierce engagement
with a goblin archer band, a mountain gun crew ran out
of cannonballs and in desperation scooped up handfuls
of large stones lying by the road. When fired the result
was spectacular with the stones ricocheting through the
rocks cutting down dozens of goblins. Since that time
mountain guns carry metal canisters of handgun
ammunition to fire in their defence.
M WS BS S T W I A Ld
Mountain Gun - - - - 7 3 - - -
Crew 4 3 3 3 3 1 3 1 7
TROOP TYPE: War Machine (Cannon).
Small Calibre: A Mountain Gun uses with the
following profile:
Range Strength Special Rules
36" 7 Slow to Fire, Multiple
Wounds (D3)
Scatter-shot: Mountain Guns may fire scatter-shots
instead of firing normally. If they choose to do so, they
fire using the following profile:
Range Strength Special Rules
12" 4 Slow to Fire,
Multiple Shots (2D6)
Armour Piercing
When firing Scatter-shots, the Mountain Guns does not
suffer any penalties for Multiple Shots or for firing at
long range.
"Fire!" screamed the Grand Commander as a fresh wave of
Greenskins crashed against his lines. Guns and cannons spoke up and down the line cutting down greenskins in a swath. Still it only made a dent in the forces that swarmed up and down the entire region. Troops remained solid here, the lines drawn up
tight and held while in other places Estalians fled the menacing hordes. He had orders hand written for him from de Livio and
there was no way he was letting his men run until told to do so. He yelled orders to his signal corps and horns blared while
flags were raised. Pike men moved to the fore and blunted a sweeping movement by a large number of goblins. A Chariot plowed into the flank of them and scattered the pikemen who could not pivot in time. A small cannon in turn smashed the chariot. Things were rapidly falling apart and turning into a general brawl that favoured the greenskins, but the Estalians
would hold the line, at any cost.
71
FIRE BULLS
The landowners of Estalia are nothing if not creative.
Usually outnumbered by their enemies they sometimes
use unusual tactics. One of the most unique is the use
of wild bulls with chains attached to their horns
dragging logs soaked in tar and other flammable
materials. They are led into battle by herders who light
the logs on fire and goad the bulls towards the enemy.
Terrified of the burning logs, the Fire Bulls charge with
wild abandon, with no regard to anyone or anything
around them. The effect of the panicking bulls rushing
towards the enemy lines if often devastating for anyone
unfortunate to stand in the way.
M WS BS S T W I A Ld
Bull 7 3 0 4 4 1 3 1 5
Herder 4 3 3 3 3 1 3 1 7
Horse 8 3 0 3 3 1 3 1 5
TROOP TYPE: Cavalry (Herders), War Beast
(Bulls).
SPECIAL RULES: Bull Run: The Herders may light the Bulls at the start
of the Movement phase. When the Bulls are released,
you may choose the direction in which it travels, and
the point on the concealing unit from which it starts.
Fire Bulls move 3D6" using the rules for Random
Movement.
After release, the Fire Bulls are completely Immune to
Psychology and treated as individual units from their
Herders. In your subsequent turns they move in the
Compulsory Moves subphase using the Random
Movement special rule, but they always move in a
random direction.
If the Fire Bulls' move would bring it into contact with
another unit, then they move through rather than
stopping. If the Fire Bulls' move would end within a
unit, then they automatically move through it — place
the Fire Bulls 1" beyond the unit, in the direction they
were moving.
When a unit of Fire Bulls moves through a unit (friend
or foe), they each inflict a Flaming Strength 5 hit.
Fire Bulls cannot be charged, but models can move
into contact with them. Any unit that move into contact
with a unit of Fire Bulls take D6 Strength 5 hits, and
may make D6 Attacks back immediately. The Fire
Bulls will then make another move following the rules
above.
When suffering casualties from shooting or magic, the
Herders follow the rules for allocating hits on unit
Champions. If the Herders are killed before they have
released the bulls, the bulls simply wander of and are
removed as casualties. Herders never counts for the
purposes of Victory Points.
El Toreo Perhaps nothing is as emblematic of the poetic and
courageous spirit of the Estalians as this, their national sport. The Estalians play many sports, and all of them are full of grandeur, pageantry and blood, but none has
all three to the level of the toreo. A wild and ferocious bull is led into a ring, whereupon lone men with swords
attempt to enrage it to a killing frenzy by poking it with darts and small spears, then distract it with flashes
of their capes. The aim is for the torero to come as close as possible to being torn to pieces by the frenzied bull without actually being injured. The bulls are not stupid, however, and quickly learn to ignore the cape
and gore the human poking them. Just as this happens, the torero slides under the horns and stabs the bull in
the neck, killing it. Again, the torero must judge risk, for to get to the throat he must risk being torn apart; a
less risky stroke hits the lungs or just the loose flesh of the shoulders and the bull needs more strokes to kill.
There are countless variations of the toreo. Sometimes, the human is on horseback and uses a lance, making his
strikes stronger but adding the difficulty of controlling the horse. In some places, this sport uses more men against the giant bulls known as los diablos. In the
mountains, horrible Chaos minotaurs are sometimes used, in what is believed to be the original form of the sport. The greatest toreros become celebrities in their home nation and may even tour the kingdoms or dine
with their king or queen. Certainly after proving himself in the ring, a triumphant toreros has no lack of
female admirers.
72
WAR DOGS
Estalian War Dogs are a mixture of wolfhounds,
deerhounds, and mastiffs, and can stand up to about
two and half feet tall at the shoulder and weigh in at
some ninety pounds, making them large intimidating
opponents. These dogs are powerful, fast and fearless.
Their value to the Estalians can be seen in the manner
in which they protect their hounds. The dogs are often
given quilted cotton armour or smaller armour plates as
protection against enemy missile fire. As a defence
against throttling by enemy warriors, War Dogs are
commonly equipped with a spiked leather collar.
War dogs play a role in skirmishes and larger
battlefield engagements, but it is rare for their handlers
to set the dogs upon large, unbroken enemy formations.
Their principal role is to guard positions, track enemies
and bring down fleeing warriors.
M WS BS S T W I A Ld
War Dog 7 3 0 3 3 1 3 1 5
TROOP TYPE: War Beast.
SPECIAL RULES: Forest Strider.
PEGASUS
Pegasi look like magnificent white draft horses with
elegant feathered wings. Their coats sparkle under the
sun in a manner reminiscent of light playing over new-
fallen snow. It is cunning and intelligent beyond the
measure of any ordinary steed.
They are wild beasts, capable of staving a soldier's
head in with a well-placed blow from one of their
hooves. While they seldom take to the ground,
preferring the sky, when they do they are swift runners.
Pegasi that haven't been battle trained are far more
likely to fly away then fight, excepting when their foals
are in danger.
Estalian hunters sometimes brave the dangers of the
mountain passes to secure Pegasi foals which they can
sell for a high price to nobles, for they are highly
sought after due to their loyalty, and seem to be able to
anticipate their master's every move.
M WS BS S T W I A Ld
Griffon 8 3 0 4 4 3 4 2 6
TROOP TYPE: Monstrous Beasts.
SPECIAL RULES: Fly.
73
GRIFFON
Griffons are fearsome beasts that have the heads of
birds of prey combined with leonine bodies and
massive feathered wings. Their beaks are hooked and
can easily sever a man's limb. Their -claws, which are
reminiscent of a hawk's talons, they keep sharp by
regular scoring against stone. Griffons swoop down on
their prey, screaming war cries as they come. They
continue to attack until no opponent is left moving.
Survivors of Griffon attacks often have dreams of being
hunted down and rent limb from limb for years
afterward.
Despite being large and monstrous creatures, Griffons
have reputations as noble beasts. This is in part due to
their proud and regal bearing – Griffons are not
ravenous and frenetic like Manticores. Instead a
Griffon strikes with swift and precise grace, its motion
poised and controlled. Yet this elegance in no way
undermines its deadliness, for a Griffon is more than
capable of using its talons and razor beak to rip a foe
apart. Skilled and efficient fighters, Griffons do not kill
indiscriminately, although they show no reluctance
when hunting r protecting their territory. They are
fierce and merciless, but never cruel.
Griffons prefer their meat raw and screaming, though
they'll scavenge if no other prey presents itself. This is
fairly rare, though, as their hunting grounds tend to
range for hundreds of miles around their chosen
mountain aerie. Their eyesight is a sharp as the raptors
that they resemble and they can see motion from miles
away. Their war cry causes fear in all but the hardiest
souls and Griffon mounts must be forcibly restrained
from hunting down fleeing opponents, as it is in their
nature to rend all foes that flee from them.
These mighty predators dwell amidst the highest peaks
of the Irrana Mountains, occasionally flying to the
lowlands when food is scarce. A rare few serve as
mounts for the richest and most powerful Estalian
nobles, who are willing to pay vast sums of gold for a
single egg or chick.
The people of Zaraguz, famed hunters and scouts, are
particularly renowned for their skill at raising and
training the Griffons that circle above the high
mountains of their land.
Griffons can be ranked amongst the most intelligent of
beasts. If captured relatively young and subjected to
suitable training, they make for incredible loyal
mounts, and can even be taught to anticipate a wide
range of commands.
M WS BS S T W I A Ld
Griffon 6 5 0 5 5 4 5 4 7
TROOP TYPE: Monster.
SPECIAL RULES: Fly, Terror, Large Target.
UPGRADES Shrike Talons: The Griffon gains +1 to its Strength in
the turns it charges.
Razorbeak: The Griffon gains 1 Chomp Attack with
no armour save allowed.
"They are the finest of mounts, but never forget how dangerous they are. See these
scars? They weren't given to me by an enemy. As a boy, all I dreamed of was a chance to
show my worth, to test my mettle on the field of battle. All the courage I mustered f or my first combat was but little compared to what
it took f or me to climb onto a Griffon's saddle. Astride the back of a Griffon, you
know what it is to be in command, both the sweet and the bitter. You can see the sweep of
the entire battlefield and know how your cause fares at all times. You can watch your enemies fall and see your men die. With a Griffon, you can turn the tide of war... but never forget that they resent the saddle and
the one who sits upon it." - Duke Sancho Velasco
74
ISABELLA GIOVANNA LUCCELLI La Aguila Ultima, Head of the Order of the Eagle
Isabella was born the daughter of a famed Merchant
Prince in Tilea, and brought up with a very pious mother.
From early on, she was thought the teachings of
Myrmidia, and drank every word of it.Wanting to be
closer to her faith and unable to withstand the corruption
among the nobles of Tilea, she emigrated to Estalia at the
age of sixteen, where she sought to become an Initiative
of Myrmidia's church in Magritta. Isabella quickly rose to
prominence among the priesthood of Myrmidia, despite
the snarky remarks from the other Initiatives due to her
Tilean heritage and so called "funny accent".
As a Priestess of Myrmidia, Isabella was part of the
vanguard in a great battle against the Skaven, and was
thought to have been killed in the fighting. She fell,
alongside every other Sister in her regiment, but despite
her defeat, it was said that she accounted for the deaths of
dozens of Skaven during the battle. As Isabelle's body was
reclaimed by her Sisters from the main army and set
amongst the honoured dead, they saw that life still
lingered within her, and the light of one touched by the
divine will of Myrmidia glowed within her eyes.
Cleansing her body of the blood and filth of battle, the
Priestesses were astonished to find that her body lay
flawless before them. Astonished, the Priestesses declared
that she must truly be blessed by Myrmidia, a sign that the
Last Eagle had returned.
Isabella was given the title Head of the Order of the Eagle,
leader of Myrmidia's church, whose previous grand
master dutifully stepped down in her favour. She has been
immensely influential in Myrmidia's cult ever since, a
living saint whose holiness is reflected in the very air she
breathes. The fact that Isabella is from Tilea, but has
sworn faith to the temple in Estalia, has caused no small
amount of controversy. She is currently seeking to calm
the constant fighting between the faithful in Tilea and
Estalia over the birthplace of Myrmidia. When heresy
looms, Isabella can be found in the battle line, leading her
devoted followers against the non-believers. With her
magically enchanted eagle wings fluttering in the wind,
some say she is Myrmidia herself reborn.
M WS BS S T W I A Ld
Isabella 4 5 5 4 4 3 6 4 9
TROOP TYPE: Infantry (Special Character).
SPECIAL RULES: Tactical Supremacy, Fly,
Blessing of Myrmidia, Divine Power, Prayers of
Myrmidia.
Living Saint: Isabella, and all friendly units within 12"
of her, are Immune to Psychology. In addition, she may
re-roll the casting result when using her Prayers.
MAGIC ITEMS: Sacred Sword of Vengeance (Magic Weapon)
This sword was allegedly carried by Myrmidia herself
until her death, and has been carried by the Head of
the Order of the Eagle ever since. When wielded in
combat, it gives off a blinding white light that makes
the enemy unable to find their mark.
Enemies in base contact with the wielder suffer -1 To
Hit in close combat. In addition, no armour saves are
allowed against wounds caused by this blade.
Blessed Cuirass of Myrmidia (Magic Armour) Said to have been blessed by Myrmidia long ago, her
symbol of the eagle can be found engraved on this
magnificent shining armour with gold trimmed edges,
protecting the wearer against harm.
Heavy armour. The wearer gains a 4+ Ward save
against mundane attacks, which may be re-rolled.
Light of Myrmidia (Talisman)
The Amulet of Myrmidia is a pure crystal set in a
golden amulet, which is kept in a black velvet bag until
needed. Exposed to sunlight, it gives off a blinding
flash of white light.
Enemies must re-roll successful rolls To Hit with
missile weapons against Isabella.
75
JUAN FEDERICO El Lider Glorioso, Grand Master of the Order of the Righteous Spear
Never in all the years of the history of the Righteous
Spear have there been a Grand Master as bloodthirsty
and heartless as Juan Federico. He was born to a highly
ranked noble family in Magritta's southern district. A
heavyset boy, he was a scrapper from an early age, and
while studying Warfare and Military tactics at
university garnered quite a reputation as a pugilist of
no small renown, before enlisting in the army where he
soon rose to the rank of Captain.
History will likely remember Federico for his ruthless
approach to command, but it was not always so. As a
young man he was kind and charitable, famous for his
rousing speeches. But the death of his wife during
childbirth destroyed that man, and what remains is a
shell of the vibrant young officer. After the death of his
beloved Sofiá, Federico's temper emerged, stormy and
wild. He grew more and more reckless, defying the
odds time and time again as if daring death to take him.
Yet he did not die. Luck seemed to be on his side and a
succession of miraculous escapes and impossible
victories started the rumour that Juan was blessed. In a
well-publicised battle, he took a pistol shot to the chest,
only to see it halted, inches from his heart, by his
family necklace depicting Myrmidia's eagle. Federico
took this as a sign that Myrmidia had grand plans for
him, and he decided to dedicate his life to eradicating
her enemies.
When he joined the Order of the Righteous Spear, he
was characterised by little camaraderie and
companionship, and harshly criticised the system as
liable to his superiors when the Myrmidians would not
obey their strict code. Over time, he brought together a
group of Knights with the same shared ethics and
values, and thanks to this select group he was making
his way to the highest position of the Righteous Spear
intent to eradicate the base that corrupted the weak
order. After many years, he became appointed Glorious
Leader, becoming the feared commander he is today.
Juan Federico is now Grand Master of the Righteous
Spear, and the person most feared and respected in
Estalia in his determination to rid the world of heretics
and unbelievers, at any cost. He has a firm grip on the
order and is thought to be eying Araby once more.
M WS BS S T W I A Ld
Juan Federico 4 6 5 4 4 3 6 4 9
TROOP TYPE: Infantry (Special Character).
SPECIAL RULES: Tactical Supremacy, Hatred,
Stubborn.
Grand Master: As Grand Master of the Righteous
Spear, Juan Federico is Immune to Psychology, and so
is any unit he joins as long as he remains with it.
MAGIC ITEMS: Sword of Retribution (Magic Weapon) This sword was forged by the pupils and descendants
of Tomas with genuine steel. It is considered the
recreation of the inert carrier, the handle cold but with
a burning blade, this sword is the weapon of Juan
Federico.
This sword gives the wielder +1 to his Strength,
Flaming Attacks, and the Multiple Wounds (D3)
special rule.
Armour of Virtue (Magic Armour)
This armour was blessed by the first Grand Master and
is made of the finest Tobaran steel. It also bolsters the
courage of the wearer, inspiring them to greater deeds.
Full Plate Armour. The wearer and any unit he leads
may roll 3D6 when taking Break tests.
Eagle of Myrmidia (Talisman) The Eagle of Myrmidia consists of a gold and bronze
pendant hanging from the original, ancient emblem of
Myrmidia.
The Eagle of Myrmidia makes Juan Federico immune
to the effects of Multiple Wounds and Killing Blow.
"History is written in blood, and so Estalians have more of it; and more woe"
- Estalian proverb
76
SANTIAGO DE VIVAR Champion of Estalia, Scourge of Araby
During the invasion of the Arabians under the Sultan
Jaffar, the King of Almagora became a legendary
figure of resistance. In a land starved for heroes he
would truly become one of the greatest of all Estalian
figures and burn as brightly as a shooting star.
Santiago of the House of Diaz had only been King of
Almagora for a short time when the invasion happened.
What followed would become the stuff of legends.
From battle to battle, victory followed under the
leadership of Santiago de Vivar, called "The Champion
of Estalia" by his people, giving hope to Estalians in
the struggle everywhere and inspiring fear into the
hearts of the invaders.
Despite their victories, it was not enough, as the armies
of the Sultan were too many. Slowly the Estalians were
pushed back to the city of Almagora. In the fighting
retreat near the city a poisoned arrow mortally
wounded Santiago, and the doctors and clerics were
unable to heal him. It took several days during which
he lingered in great pain but eventually he perished
from his grievous wound, giving the Arabians great
hope that they would capture the city and the Kingdom.
In his dying wish, Santiago instructed his generals to
strap his body to his horse and he would lead them to
victory once more.
At the final battle during the siege of Almagora the
Estalians propped up the dead body of their leader and
strapped him to his horse. The Estalians swung open
the gates and sallied forth. Upon seeing the feared
leader whom they thought that they had killed the
Arabians broke and fled from the seemingly
invulnerable warrior returned from certain death. The
Estalians charged forth and won the day.
The resistance put up by Santiago de Vivar was vital
for the survival of Estalia during the Arabyan invasion,
and when all hope seemed lost, there was one man to
claim victory for them, even in his death. Santiago was
later made a saint in the Temple of Myrmidia, and is
today seen as a national hero by all Estalians.
M WS BS S T W I A Ld
Santiago de Vivar 4 7 5 4 4 3 6 5 9
Babieca 8 3 0 3 3 1 3 1 5
TROOP TYPE: Cavalry (Special Character).
SPECIAL RULES: Tactical Supremacy.
Champion of Estalia: Each Wound caused by
Santiago in combat counts as D3 Wounds for the
purposes of combat resolution.
MAGIC ITEMS: Tizona & Colada (Magic Weapon)
Won in combat from the Count of Gualazar, these
swords were presented to Santiago as his prize. Their
power depends on the wielder and it frightens
unworthy opponents.
Paired Weapon. Santiago may re-roll failed rolls To Hit
and To Wound. In addition, these swords cause Fear
against foes with a basic Leadership lower than that of
Don Diego. He may fight with both weapons for an
Extra Attack, even if mounted.
Armour of the Champion (Magic Armour) This armour is considered a holy relic, and is said to
have appeared to Santiago on the eve of battle, a gift
from Myrmidia herself.
Heavy Armour. All successful To Wound rolls against
the wearer must be re-rolled.
For glory! For honour! For Myrmidia!
- The war cry of Santiago de Vivar
77
GRAND INQUISITOR DE HOJEDA Head of the Tribunal of the Inquisition
The Inquisition is currently under the direction of
Grand Inquisitor de Hojeda, a stern man in his late
fifties with dark hair and an imposing, angular face. A
radical traditionalist, he is fundamentally committed to
a pure and devout Estalia. No one knows the extent of
his reach or influence, but he is known as el araña, the
Spider, and he does little to check the rumours of his
Political brilliance. His ability to emerge unscathed
from a political tussle is legendary, and under his
guidance the Inquisition has vastly expanded its power
base. His brilliance is tempered by ruthlessness, for he
will not hesitate to make the first move, should he
detect events beginning to move against him.
He has friends and favours owed throughout Estalia,
and has carefully groomed many fanatical Myrmidians
over the years, using his influence to see them installed
in positions of power throughout the state. If de Hojeda
has a weakness it is perhaps his arrogance, and his
belief that Estalia is capable of standing alone against
the storm that approaches. Fiercely proud, he would
see the salvation of his country at the hands of
outsiders, pagans, as a shameful failure. While he
would have no hesitations about using someone to
achieve his goals, he is at heart an honest and loyal
man. However, his loyalty to his god and his office
transcends any earthly concerns, as many have
discovered to their cost.
M WS BS S T W I A Ld
de Hojeda 4 5 5 4 4 3 5 3 9
TROOP TYPE: Infantry (Special Character).
SPECIAL RULES: Tactical Supremacy, Magical
Attacks, Magic Resistance (2), Burn the Heretic.
MAGIC ITEMS: Sacred Armour (Magic Armour) This armour has been worn by many heroes of the
Inquisition and over time it has been imbued with the
spirit and strength of the wearers.
This armour provides a 2+ armour save and a 6+ Ward
save to the wearer.
Book of Wisdom (Enchanted Item)
Guarded by the Righteous Spear during the wars
against Araby, and it is believed, written by Myrmidia
herself, the Book of Wisdom is a compendium on the
ancient gods and earthly way to eternity. With it, a
scholar may have access to knowledge never revealed
to the unworthy.
Bound Spell, Power Level 5. The Book of Wisdom
contains a random spell from the Lore of Light each
turn. Roll a D6 before casting to determine which spell.
The comfortable musings played through de Hojeda's mind as he crossed from the ember filled brazier to back to the bound wretch at the middle of the cell, the eagle-shaped branding iron was once against centred on the prisoner. How distasteful his holy duties were, unfortunately with the revelation of Chaos worship's undeniable reality, they were now more necessary than ever. "You have been found guilty of heresy. If you confess, then there is no need for me to persuade you to unburden your soul." All de Hojeda received as a reply was a brooding, seething stare from the mercenary that had been in his employ up until the day before. "You do not wish to recant the vile heresies I heard you utter to your compatriots in my company? Wouldn't it do you good to let sin out and embrace our Goddess with open arms?" Again no response was forthcoming. "I see. Well, it is my duty to facilitate your repentance my friend." With these words de Hojeda calmly brought the iron to the prisoner's forehead, and the screaming began in earnest. "Let it out brother, let the sin out...
78
FRANCISCO CORTEZ Conqueror of the New World
From the Conquistadors of Lustria emerged an
experienced mercenary captain, the son of a minor
Estalian noble, whose greed and cruelty knew no bounds.
His name was Francisco Cortez, travelling the world and
known for his time as one of the big newcomer among the
captains of history. The governor of Plascia, an island port
city in Lustria, began to fear the temper of the
Conquistador, whom even led soldiers from the small
coastal stronghold to open battle against the reptilian
inhabitants of the jungle. The governor tried to demote
Cortez and his loyal men to prevent the slaughter of the
Estalian empire in the New World.
The news that the end of his plunder and conquest was
near, Cortez made haste to reach the desired glory extolled
him for the rest of his days. Upstream, the Conquistador
army took the city ruins of Pahuax, the ziggurats and
temple buildings in the city still wearing gold, causing the
eyes of the warriors to shine with light and above all
rejoiced at the Cortez leadership. But just as they put one
foot in the holy city, the visitors were greeted by a rain of
deadly arrows and the roar of beasts as big as the
elephants of Araby. After a tough battle, Cortez and his
men were forced to row back to rebuild and develop a
plan to conquer the city. During that night, many of the
Conquistadors fell ill because of the poison darts of the
Lizardmen and panic began to spread among the troops
due to lack of motivation, so Cortez was forced to cut off
the retreat of his army by setting fire to the boats and
galleons without the least sense of compassion. There was
only one way to go home, through victory.
The next day, the Conquistador army went to do battle
again, this time without being caught by surprise. The
thunder of gunpowder weapons was scurrying back to the
chameleon-like creatures of the trees, while the guns got a
good account of the huge creatures and ruined the walls of
the city. Pikes continued to advance to bring death to the
streets of the primitive Lizardmen, while the horsemen
gave no quarter to those who were in retreat. Finally, the
survivors of the war could plunder at will and fill entire
wagons with burnished gold, weapons and lavish
costumes, and ancient objects that were imbued with
magical power was taken back to Estalia where they
Cortez and his men were greeted as conquering heroes.
Once home, the majority of the members of the looting of
Pahuax could buy large tracts of land and titles while
Cortez was granted the rank of marshal.
However, not content with only the treasures of Pahuax,
Cortez is now mounting more expeditions of his own to
Lustria, to uncover the remaining treasures hidden deep
within the jungles, and he will not let anyone stand in his
way to get his prize.
M WS BS S T W I A Ld
Francisco Cortez 4 5 5 4 4 2 5 3 8
TROOP TYPE: Infantry (Special Character).
SPECIAL RULES: Tactical Supremacy,
Fusillade.
Conquistador Commander: If Cortez is in your army,
you may take units of Conquistadors as Core choices
instead of Special. In addition, all Conquistador units
may use his Leadership just as if he was the army's
General.
MAGIC ITEMS: Rapier of Quietude (Magic Weapon)
Used for generations by Conquistadors loyal to the
King of Bilbali this weapon has found its way into a
number of land battles as well.
Any armour saves taken from wounds caused by this
weapon are at an additional –3.
Amulet of Pahuax (Talisman)
Found in the ruins of Pahaux, this enchanted pendant
offers considerable protection to the wearer. It has
been worn around Cortez's neck ever since his raid on
the city.
The Amulet gives Cortez the Regeneration special rule.
79
DON LOMENTE Insane Gentleman Knight
No one knows the true identity of this individual,
whether he is a noble or a commoner. He rides the
countryside of Estalia seeking glory and to right
wrongs and evil to slay. Not that this would be that
uncommon in the World, except for the fact that Don
Lomente tends to see evil monster everywhere he goes,
especially when it comes to windmills.
Don Lomente is just that. He suffers from mad
delusions and is quite insane. He fancies himself as a
great knight of Bretonnian decent, roaming the
countryside seeking wrongs to right and monsters to
slay in the proper chivalric tradition.
The Don Lomente's hold on reality is tenuous at best.
He lives in a dream world of his own making, one
where he is King of a mythic land and he slays giants,
dragons other foul creatures. Since he is so far gone the
real world holds no terror for him. He does observe
normal routines of life but on the battlefield his mind is
filled with strange notions, a goblin may appear as a
giant, a horse as a dragon and so on – perhaps he sees
Daemons from the Realm of Chaos! As such Don
Lomente cannot truly distinguish a true threat from a
non-threat. In fact he has spent entire battles attacking
defenceless trees!
Don Lomente's attire can best be described as comical.
He wears a miss-mash of rusted and beat up armour all
taken from different suits that he has presumably
scavenged from battles. His attire is so absurd that he
even has his own coat of arms on his ratty tabard and
lance pennon.
No one is quite sure how such a ridiculous individual
has not been slain on the field of battle, it is as if some
great fate is in store for him and he will not meet his
doom until then.
M WS BS S T W I A Ld
Don Lomente 4 3 2 3 4 2 3 2 9
Rocinante 7 2 0 3 3 1 2 1 4
TROOP TYPE: Cavalry (Special Character).
SPECIAL RULES: Unbreakable, 3+ Ward save.
Insane: Don Lomente is a lunatic whose actions have
been known to make a Troll look downright brainy.
Because of this no one in their right mind would
willingly follow him. Don Lomente may never be the
army‘s General.
To determine what the Don Lomente will do roll a D6
at the start of the Movement phase and consult the
following chart:
D6 Result
1 Befuddled with the images that he is seeing
Don Lomente moves in a random direction
using the Random Movement (2D6") special
rule.
2 Confused by the conflicting images in his
head the Mad King stops and putters around
in a befuddled state. Don Lomente is so
confused that he will not attack, even if he
himself is attacked.
3 Still confused but less so Don Lomente's grip
on reality is somewhat better now, he still will
not move, but may attack anyone who attacks
him.
4-5 Seized by delusions of heroic do-daring Don
Lomente launches himself straight forward
using the Random Movement (3D6") special
rule. If he comes into base contact with a
forest or building he will immediately stop to
fight that as well, but will respond to attacks
made by another source as normal.
6 The Mad King has a sudden moment of
clarity and moves as the controlling player
wishes.
"Too much sanity may be madness. And maddest of all, is to see life as it
is and not as it should be."
80
ALONSO DIAZ DE MIRAJO Captain of Estalia, Diestro Extraordinario
Captain Alonso was born to a poor family in a fishing
village that overlooks the tranquil waters of the Bay of
Quietude. Gripped by a quixotic wanderlust, he
enlisted in the military at a young age to see the world.
Decorated for valour with the Order of Myrmidia an
unprecedented three times, Alonso was finally
promoted to Captain and a swift ascent through the
ranks followed as he proved his ability time and time
again under pressure, and he soon found himself
commanding part of Magritta's Rodeleros.
Alonso is a charismatic man, easy to like and easy to
follow, inspiring a stoic loyalty in his men to whom his
dedication is unwavering. He famously refused to carry
out an assault on the sea Fortress of Vern Navien. His
reputedly swore: "Tell that idiota Grand Commander to
come down here and use his eyes instead of cowering
behind a hill pouring over week old intelligence like a
scullery maid. If he does so he will see that we cannot
take the fortress with the men we have, and thus I will
not make the attempt. If he disagrees, he may accept
my sword any my retirement from me, in person."
The Grand Commander never appeared.
Alonso commands the total loyalty of his troops. He is
patriotic to a fault, but his first thoughts are for those
under his command. Alonso is audacious and bold,
swift to attack, and his plans are noted for their
elegance, sound tactical understanding, and
Sparring Words Estalians are known to be talkative and vivacious people, both in love and quarrel. Between Diestros, engaging in
dialogue during combat is expected. Non-Diestros, although not expected to reciprocate, are not spared the
verbal assault that accompanies a Diestro‟s rapier.
Introduccione: Diestros consider it poor form to cross swords without first introducing oneself. In a tournament, the fighter who draws steel before exchanging formalities is disqualified. This is an appropriate time to comment on
reputations and parentage.
Metodologia: Amid the opening thrusts and parries of combat, a Diestro explains how he will win, in technical or even mathematical terms. Tournament discourse follows a strict code, allowing either party to question the other‟s
calculations. Street fights are somewhat less orderly, sounding more like jargon-shouting contests.
Critica: After several blows have been traded, Diestros
vocally analyse the other‟s technique. Individual personalities set the tenor of this analysis, but usually the goal is to demoralise the enemy. In theory, tournaments
enforce polite conduct, but in practice this only encourages veiled insults and false platitudes.
Ultimos Floreo: The winner customarily salutes his fallen opponent with a dazzling flourish. If the opponent is still
alive, a verbal summary of the fight may follow. Tournament fighters must yield the last word to the victor.
breathtaking aggression. There is no fencer in all the
kingdoms of Estalia able to match Alonso's handling of
the sword. His state of constant guard when fighting
lets him easily surprises the enemy when he launches
the attack.
M WS BS S T W I A Ld
Alonso 4 6 5 4 4 2 6 3 8
TROOP TYPE: Infantry (Special Character).
SPECIAL RULES: Tactical Supremacy, Face Me,
You Coward!, Duelling Techniques.
Beloved Captain: Any unit joined by Alonso may re-
roll failed Psychology tests.
MAGIC ITEMS: Sword of the Duellist (Magic Weapon)
Long and elegant this sword is a masterwork of light
fencing swords. It has a beautifully crafted basket hilt
and hand tooled leather scabbard.
For every attack that misses Alonso in close combat, he
may immediately make an attack back at that model.
81
MARIA DE SALVO Sister Assassin of the Order of the Eagle
Not much is known of Maria's past life before she
became a member of the Order of the Eagle, and she
does not speak about it – or anything else for that
matter – having taken a vow of silence which value she
keeps above anything else.
Maria is an enigma for those whom have seen her and
lived to tell the tale, and her motives are completely
unknown to all save perhaps the Last Eagle, whom she
answers to without question or hesitation. Maria's
dedication to the order is beyond compare, and the
number of heretics slain by her blades is beyond
counting.
Maria is the blade of the Order, sent to take out the
most dangerous and best protected heretics in Estalia,
be they man or beast. She is the nightmare of the
corrupted nobles, as they can never know if or when
she will come to claim their lives.
When the armies of Estalia go to war, Maria is
sometimes sent with them, hidden among their ranks,
and ready to strike as soon as an opportune target
shows itself. More than one enemy general or wizard
has felt his life come to a halt upon the end of her
daggers.
M WS BS S T W I A Ld
Maria de Salvo 4 8 6 4 3 2 7 3 9
TROOP TYPE: Infantry (Special Character).
SPECIAL RULES: Tactical Supremacy, Immune
to Psychology.
Assassin: As an assassin, Maria can never be chosen to
be your army's General. She may begin the game
hidden in any friendly Infantry unit. Make a note of
which unit she is hiding in.
If hidden, Maria is not placed on the table during
deployment, but is revealed later in the game. She may
choose to reveal herself at the beginning of the turn, or
at the start of the close combat phase. When she reveals
herself, she displaces a model in the front rank. If the
unit she is with is wiped out or flees off the board
before he can reveal himself, he will be lost and count
as a casualty.
Mark of Death: Secretly nominate one enemy
character to be Maria's chosen target. Against this
character, she has the Killing Blow special rule.
MAGIC ITEMS: The Eradicators (Magic Weapon)
These two daggers were made on the order of the
Inquisition as the final tools of judgement for the
gravest of heretics. Piercing and corroding, they strike
with inhuman speed, making the wielder a whirlwind of
pain and death.
Paired weapon. The Eradicators give Maria the Always
Strike First special rule, and all attacks with them are
Poisoned and Armour Piercing.
Seal of Myrmidia (Talisman) This stamp is usually used by Inquisitors that have
faced evil Wizards and Necromancers many times,
protecting the wearer from hostile magic.
This Seal gives Maria a 2+ Ward save against Magical
Attacks.
"The moat was faring up with the bodies of fallen enemies, creating a ford of flesh and carnage as the
Undead pushed forward. It looked like our time had come. We all began to pray for Myrmidia's mercy for our mortal souls. Then the most extraordinary thing happened. A piercing scream echoed across the plain,
filling our ears to their limits. The Vampire leading the Undead forces was shaking as if he suffered from some
kind of spasm, before falling over. Behind the foul creature, bathed with light, her nudity barely hidden by a drape of fine cloth, a graceful and
beautiful silhouette was standing. Her hands were gripping two strong-looking daggers. She had appeared out of nowhere and had single-handedly dispatched an enemy who alone would have assuredly have been able to slay a hundred of our men. We barely had time to
blink and she was gone, as all this had been nothing but a dream. Victory was ours, thanks to her... thanks to
Myrmidia?"
82
INQUISITORIAL POWERS
The Inquisitors of Estalia are well versed in fighting
the forces of evil, and as such have developed special
holy powers to battle them. Each Power may be used
once per turn. Unless specified, Inquisitorial Powers
are not Magic Items and as such cannot be destroyed
by any source.
Her Will Be Done 50 pts The Inquisitor becomes a furious manifestation of
Myrmidia‟s divine will, dispensing His justice with
every blow and cowing all His enemies with his holy
wrath.
Every unsaved wound inflicted by the Inquisitor in
Close Combat counts as two for the purposes of
combat resolution.
Holocaust 35 pts The Inquisitor projects forth the fire in his soul in a
searing ball of white flame, igniting the very air
around him, incinerating any who come too close.
Bound Spell, Power Level 5. Place the small round
template anywhere in base contact with the Inquisitor.
All models, friend or foe, covered by the template
suffer a Strength 4 hit. Against Deamons, Undead and
Wizards the Strength is increased to 5.
Sanctuary 35 points Many Inquisitors can throw up a holy shield that
protects them from malign influences, and the strongest
in faith can even conjure temporary wards around
their companions through which the Daemon cannot
pass.
Bound Spell, Power Level 3. Remains in Play. While
active, Daemons and Undead cannot move within 3" of
the Inquisitor or his unit.
Scourging 25 points The Inquisitor channels his righteous wrath into
crackling energy, the air itself splitting apart as bright
arcs of soul-lightning ravage those in his path.
Bound Spell, Power Level 3. Scourging is a magic
missile with a range of 18‖ that causes D6 Strength 5
hits.
Hammer of Sacrifice (Magic Weapon) 50 pts In times of great need this hammer is taken by a hero
of the Inquisition to vanquish the enemies of Estalia.
This is a weapon which is dangerous to its wielder as
its power can be the death of its bearer.
The bearer gains +2 to his Strength and the Always
Strikes First special rule. At the end of each close
combat phase of which the wielder takes part roll a D6;
On a 5+ the wielder takes a wound which cannot be
saved by any means.
Divine Pronouncement 25 points To the Inquisitor, all who stand against him are
branded heretic, and the only fate deserved by such is
an eternity of damnation. Invoking Myrmidia‟s power,
the Inquisitor pronounces his judgement, before which
few can stand defiant.
Bound Spell, Power Level 3. Target one enemy unit
within 18" which not in close combat in the Shooting
phase. This unit must immediately take a Panic test. If
the Inquisitor's Leadership is greater than that of the
enemy unit, the test is modified by the difference.
Hammerhand 20 points Some Inquisitors can wield their powers as a physical
force, such that anything they touch suffers
catastrophic damage. An Inquisitor using
Hammerhand is capable of ripping apart steel plates
with his bare hands.
Bound Spell, Power Level 4. Hammerhand doubles the
basic Strength of the user until the start of his next turn,
but may not use any Magic Weapons while
Hammerhand is in effect.
Hammer of the Witches 20 points For a man to wield the powers of Magic he must first
have been tested and tried, and branded worthy to do
so by the agents of the Inquisition. Any man who has
not been so approved is an unclean witch and will be
purged by the Inquisitor's own bestowed powers lest
the beasts of the Chaos realm enslave his soul.
Bound Spell, Power Level 4. All enemy wizards within
18‖ must pass a Leadership test or take D6 Strength 4
hits as the divine purity of Myrmidia consumes them.
Purge 15 points The Inquisitor is a seasoned master in the ways of
hunting the heretic. With his sinister gaze he is able to
decimate the will of his enemy, filling his mind with the
unbearable truth of his sins, until nothing more than a
drooling, broken form remains.
Bound Spell, Power Level 3. Target one enemy model
within 24" of the Inquisitor that is within his line of
sight. Both players roll a D6 and add the Leadership of
their respective models. If the Inquisitor scores higher
than the target model, the target's Leadership is reduced
by 3 until the start of the Inquisitor's next Magic phase.
Word of Myrmidia 10 points Many Inquisitors have such force of belief that their
canticles and liturgies can cause the unbeliever and the
witch to shrink back in fear.
All enemy units attempting to charge the Inquisitor or
his unit must pass a Leadership test. If they fail, they
may not charge that turn.
83
RELICS OF ESTALIA This section contains the rules and background for some of the most iconic and powerful magical artefacts used
by the Estalians. These may be used in addition to the magic items found in the Warhammer rulebook.
WOLF-SLAYER 65 points Magic Weapon
Wolf-slayer, or Lobera in Estalian, was the sword of
Fernando, king of Magritta, who liberated the city
from the Arabians and finally ended the war. Fernando
used this sword as his symbol, said to be of great
virtue. On his deathbed, Fernando left the sword to his
grandson, the only thing he could leave to be inherited.
A most holy relic from ancient times, heroes deemed
worthy of it may remove the sword from its resting
place in the Temple of Myrmdia and use it in times of
need. The sword consist of a double edged blade which
shines like purest silver in the sunlight, held by a
golden hilt encrusted with rubies and diamonds. It is
an astute judge and does not let just anyone wield it,
only heroes of great renown.
This sword gives the wearer the Heroic Killing Blow
special rule. In addition, enemy models who are Hit by
this sword must pass a Leadership test or suffer an
additional automatic Wound. However, if the wearer of
this sword flees for any reason, he suffers one Wound
himself instead, with no saves allowed.
SWORD OF THE VENDETTA 50 points Magic Weapon
This weapon was said to be enchanted by the goddess
Myrmidia herself, as a gift to her chosen champion that
he might seek out and destroy his one chosen enemy in
battle and die triumphant. The use of the blade comes
with a terrible cost – once the bearer completes his
mission and destroys the enemy he is himself greatly
weakened. Some priests say that this Myrmidia
reminding all who would pursue it of the cost of
victory.
Before the game, the wielder of the Sword may choose
one enemy character on the table. The wielder must
always issue and accept challenges against this
character if possible. The wielder of the sword Hits and
Wounds the chosen enemy on a 2+, with no armour
save allowed. If the enemy is killed by this weapon, the
wielder suffers -D3 to his Strength and Toughness, and
the sword counts as a normal magical hand weapon for
the remainder of the game.
PISTOLS OF THE DUEL 30 points Magic Weapon
This brace of pistols are the most finely crafted
firearms in all of Estalia. They has been crafted with
an unusual design, giving it improved range and
uncanny accuracy, as well as an improved reloading
mechanism that allows the wearer to fire a continuous
stream of bullets . The hint of magical infusion can be
seen by the light blue streak the bullets leave behind.
The pistols have been used by famous Diestro for many
years, and more than a few have fallen to their bullets
during formal duels. Many are those who would pay a
hefty sum to add them to their collection.
Brace of Pistols. These pistols uses the following
profile:
Range Strength Special Rules
16" 4 Armour Piercing
Quick to Fire,
Multiple Shots (4),
In the first round of combat the wearer fights with
Strength 4, Attacks 4 and the Armour Piercing rule. In
subsequent combat turns, the pistols count as two hand
weapons.
SCINTILLATING SHIELD 40 points Magic Armour
In the ancient legends of Estalia, retold so many times
their origin is now forgotten, heroes would be gifted
with shields which were so brightly polished they
blinded their foes and deflected the deadly gaze of the
Basilisks and Cockatrice that were the scourge of the
land in ancient days. The Scintillating Shield, whether
it is the item spoken of in legend or a more recent
creation wrought by wizard-craft, fetch a prince's
ransom when rumours of Basilisk or Cockatrice attacks
spread.
Shield. All attacks targeted at the bearer suffer -1 To
Hit. The bearer can always make a Parry save with this
shield, even if he is wielding a Magic Weapon. For
every enemy attack that the bearer saves in close
combat, one enemy model in base contact suffer -1 to
his Weapon Skill until the end of the next combat
phase. This effect is cumulative.
84
CAPE OF VELACRUZ 25 points Talisman
Velacruz was a famous Torero, whose skill at
bullfighting was beyond that of any other man. No
matter how many times he would walk into the ring, he
was always able to dodge the charge of the raging
bulls. Unfortunately, he finally met his end when he
decided to challenge fate and face nothing less than the
three fiercest bulls of Magritta simultaneously.
Managing to dodge the first two, he was impaled by the
horns of the third bull, a sad end to a great fighter. The
torn cape that he had been using during his career
lived on however, and it is today a valuable artefact
worn as a cloak by Estalian heroes into battle as a
badge of pride and honour.
War Beasts, Monstrous Infantry, Monstrous Beasts and
Monsters must re-roll all successful rolls To Hit against
the wearer of this cape. In addition, the wearer is
immune to the effects of Impact Hits and Stomp
(including Thunder-stomp) Attacks.
CROWN OF BILBALI 60 points Enchanted Item, Grand Commander only
The kingdom of Bilbali was born through war, and
conflict with its neighbours had ever been a present
threat. Many kingdoms have sought to cow the proud
people of Bilbali, and yet none of them have succeeded.
Much of the successes of this small state can be thrown
directly to the courageous leadership of its kings. In
dark times they have led their armies to victory even
when the numbers were against them. The crown both
King Armando, and now King Marcelo, wear serves as
an icon to its people. It is rumoured as long as the
crown rest on the King's head no force may beat him in
open combat.
The Crown gives the wearer +1 to his Leadership. In
addition, all friendly units within 8" of him gains +1 to
their Combat Resolution.
STAFF OF TOMAS THE PURE 50 points Enchanted Item, Inquisitor only
This staff was carried by Tómas when he first arrived
in Estalia. It is encrusted in gems and glowing runes. It
behaves like a normal Inquisitor staff but can draw on
the Winds of Magic to fire bolts of lightning at its foes.
The staff can deliver the Retribution of Myrmidia in
the Shooting phase using the following profile:
Range Strength Special Rules
24" 5 Quick to Fire,
Multiple Shots (D3)
The wielder does not suffer any penalties for Multiple
Shots or shooting at long range. No armour saves are
allowed against hits from this staff.
STANDARD OF MYRMIDIA 75 points
Magic Standard
This standard shows the image of the Great Goddess,
Estalia‟s warrior patron. A relic from the Crusades, it
was reportedly flown by the first Knights of the Blazing
during the siege of Magritta when the Arabian Emir
met his end outside the temple of Myrmidia. It is said
that Myrmidia blesses all the Estalians who distinguish
themselves in combat for their courage and bravery,
enabling them to defeat any enemy.
Each time the unit carrying this banner destroys or
breaks an enemy unit, they gain one of the following
bonuses for as long as the banner remains in the unit:
Units: Result:
1 The unit gains +1 to its Weapon Skill.
2 The unit gains +1 to its Strength.
3 The unit gains +1 Attack.
BANNER OF SANTIAGO 50 points Magic Standard
This banner is made of white silk and emblazoned with
the image of a red sword, point downwards. It is said
to be made from the surcoat of the legendary Estalian
knight who wore it, Santiago, who during his life
defeated the Arabians in dozens of battles. When the
invasion of Jaffar was over, this banner was
consecrated in the Temple of Myrmidia and later used
in the Crusades. Legend has it that when the banner of
Santiago is flown all of Estalia will rise to its defence
and Santiago will return to once again vanquish his
enemies, and so the sight of it steels the warriors'
hearts in the defence of their homeland.
The unit carrying this standard counts as rolling double
1's on their first Break test. After this, the banner has
no further special effect for the remainder of the game.
86
THE ESTALIAN
ARMY LIST
The Estalian armies are well drilled, and
usually consist of large formations of
seasoned pikemen, fast cavalry, deadly
swordsmen and lethal artillery. Most of
Estalia’s war efforts are directed against
the Undead, the Skaven, and other Estalian
states, though many Estalian troops can
also be found in Lustria battling the
Lizardmen.
As commander of the Estalian army, it is by
your leadership and honour in battle that
the men of the Estalia will go into battle to
protect their land.
This section of the book helps your turn
your collection of Estalian miniatures into
an army of brave warriors, ready for a
tabletop battle. At the back of this section,
you will also find a summary page, which
lists every unit’s characteristics profile, for
quick and easy reference during your
games of Warhammer.
87
USING THE ARMY LIST The army list is used alongside the 'Choosing an Army'
section of the Warhammer rulebook to pick a force
ready for battle. Over the following pages you will find
an entry for each of the models in your army. These
entries give you all of the gaming information that you
need to shape your collection of models into the units
that will form your army. Amongst other things, they
will tell you what your models are equipped with, what
options are available to them, and their points costs.
UNIT CATEGORIES As described in the Warhammer rulebook, the units in
the army list are organised into five categories: Lords,
Heroes, Core Units, Special Units and Rare Units.
ARMY LIST ENTRIES Each army list entry contains all the information you
need to choose and field that unit at a glance, using the
following format:
TERCIO PIKEMEN 8 points per model Profile M WS BS S T W I A Ld Troop Type
Pikeman 4 3 3 3 3 1 3 1 7 Infantry
Aventuro 4 3 3 3 3 1 3 2 7 Infantry
Unit Size: 10+ Special Rules: Options:
Equipment:
Hand weapon
Pike
Light armour
Tactical Supremacy
Tercio Formation
One Pikeman may be upgraded to a Aventuro........................10 points
One Pikeman may be upgraded to a musician.........................10 points
One Pikeman may be upgraded to a standard bearer...............10 points
1. Name. The name by which
the unit or character is
identified.
2. Profiles. The characteristic
profiles for the model(s) in
each unit are provided as a
reminder. Where several
profiles are required these
are also given, even if they
are optional (such as unit
champions).
3. Troop Type. Each entry
specifies the troop type of its
models (e.g. 'infantry,
monstrous cavalry' and so
on).
4. Points value. Every
miniature in the Warhammer
range costs an amount of
points that reflects how
effective it is on the
battlefield For example, a
Pikeman costs 8 points,
whilst the powerful Isabella
Giovanna Luccelli costs a
whopping 390 points!
5. Unit Size. This specifies the
minimum size for each unit,
which is the smallest number
of models needed to form that
unit. In some cases units also
have a maximum size, or can
even comprise just a single
model.
6. Equipment. This is a list of
the standard weapons and
armour for that unit. The cost
of these items is included in
the basic points value.
7. Special Rules. Many troops
have special rules that are
fully described earlier in this
book or in the Warhammer
rulebook. The names of these
rules are listed here as a
reminder.
8. Options. This is a list of
optional weapons and
armour; mounts, magic items
and other upgrades for units
or characters, including the
points cost for each
particular option. Many unit
entries include the option to
upgrade a unit member to a
champion, standard bearer
or musician. Some units may
carry a magic standard or
take magic items at a further
points cost.
88
LORDS
ISABELLA GIOVANNA LUCCELLI 390 points Profile M WS BS S T W I A Ld Troop Type
Isabella 4 5 5 4 4 3 6 4 9 Infantry (Special Character)
Magic Items: Special Rules:
Sacred Sword of Vengeance
Blessed Cuirass of
Myrmidia
Light of Myrmidia
Tactical Supremacy
Fly
Blessing of Myrmidia
Divine Power
Prayers of Myrmidia
Living Saint
JUAN FEDERICO 295 points Profile M WS BS S T W I A Ld Troop Type
Juan Federico 4 6 5 4 4 3 6 4 9 Infantry (Special Character)
Magic Items: Special Rules: Options:
Sword of Retribution
Armour of Virtue
Eagle of Myrmidia
Tactical Supremacy
Hatred
Stubborn
Grand Master
May be mounted on a barded Warhorse............................24 points
SANTIAGO DE VIVAR 275 points Profile M WS BS S T W I A Ld Troop Type
Santiago de Vivar 4 7 5 4 4 3 6 5 9 Cavalry (Special Character)
Babieca 8 3 0 3 3 1 3 1 5 -
Magic Items: Mount: Special Rules:
Tizona & Colada
Armour of the Champion
Babieca (Barded Warhorse) Champion of Estalia
GRAND INQUISITOR DE HOJEDA 225 points Profile M WS BS S T W I A Ld Troop Type
de Hojeda 4 5 5 4 4 3 5 3 9 Infantry (Special Character, Inquisitor)
Equipment: Special Rules: Options:
Hand weapon
Magic Items:
Sacred Armour
Book of Wisdom
Tactical Supremacy
Burn the Heretic
Magical Attacks
May take Inquisitorial Powers up to a total of......100 points
89
LORDS
GRAND COMMANDER 100 points Profile M WS BS S T W I A Ld Troop Type
Grand Commander 4 6 5 4 4 3 6 4 9 Infantry (Character)
Equipment: Special Rules: Options:
Hand weapon
Heavy armour
Tactical Supremacy
Estalian Steel
May be armed with one of the following:
- Lance................................................................................7 points
- Additional hand weapon...................................................3 points
- Great weapon………………………........………............6 points
- Pistol.................................................................................5 points
May carry a shield................................................................3 points
May upgrade heavy armour to full plate armour.................5 points
May be mounted on one of the following:
- Warhorse.........................................................................18 points
May be upgraded to have barding.................................6 points
- Pegasus...........................................................................45 points
- Griffon..........................................................................150 points
May be upgraded to have Shrike Talons.....................15 points
May be upgraded to have Razorbeak..........................20 points
May take magic items up to a total of..............................100 points
HIGH INQUISITOR 140 points Profile M WS BS S T W I A Ld Troop Type
High Inquisitor 4 5 3 4 4 3 5 3 9 Infantry (Character)
Equipment: Special Rules: Options:
Hand weapon
Light armour
Tactical Supremacy
Magical Attacks
Magic Resistance (2)
Burn the Heretic
May be armed with one of the following:
- Morning star.....................................................................3 points
- Flail...................................................................................6 points
May upgrade light armour to heavy armour........................4 points
May take magic items and/or Inquisitor powers up to a total
of......................................................................................100 points
EMINENT MAGUS 165 points Profile M WS BS S T W I A Ld Troop Type
Eminent Magus 4 4 3 4 4 3 4 2 8 Infantry (Character)
Magic: Equipment: Options:
An Eminent Magus is a
Level 3 Wizard. He may
use spells from the Lore
of Fire, Metal, Life,
Light, or Heavens.
Hand weapon
Special Rules:
Restricted
Practise
May be upgraded to a Level 4 Wizard...............................35 points
May be mounted on one of the following:
- Warhorse.........................................................................18 points
May be upgraded to have barding.................................6 points
- Pegasus...........................................................................45 points
May take magic items up to a total of..............................100 points
90
HEROES
FRANCISCO CORTEZ 135 points Profile M WS BS S T W I A Ld Troop Type
Francisco Cortez 4 5 5 4 4 2 5 3 8 Infantry (Special Character)
Equipment: Special Rules: Options:
Pistol
Heavy armour
Magic Items:
Rapier of Quietude
Amulet of Pahuax
Tactical Supremacy
Fusillade
Conquistador
Commander
May be mounted on a Warhorse........................................12 points
DON LOMENTE 130 points Profile M WS BS S T W I A Ld Troop Type
Don Lomente 4 3 2 3 4 2 3 2 9 Cavalry (Special Character)
Rocinante 7 2 0 3 3 1 2 1 4 -
Equipment: Mount: Special Rules:
Hand weapon
Lance
Heavy armour
Shield
Rocinante (Warhorse) Unbreakable
3+ Ward save
Insane
ALONSO DIAZ DE MIRAJO 125 points Profile M WS BS S T W I A Ld Troop Type
Alonso Diaz 4 6 5 4 4 2 6 3 8 Infantry (Special Character)
Equipment: Magic Items: Special Rules:
Pistol
Light armour
Sword of the Duellist Tactical Supremacy
'Face Me, You Coward!'
Duelling Techniques
Beloved Captain
MARIA DE SALVO 175 points Profile M WS BS S T W I A Ld Troop Type
Maria de Salvo 4 8 6 4 3 2 7 3 9 Infantry (Special Character)
Equipment: Magic Items: Special Rules:
Throwing knives The Eradicators
Seal of Myrmidia
Tactical Supremacy
Immune to Psychology
Assassin
Mark of Death
91
HEROES
CAPTAIN 60 points Profile M WS BS S T W I A Ld Troop Type
Captain 4 5 5 4 4 2 5 3 8 Infantry (Character)
Equipment: Special Rules: Options:
Hand weapon
Heavy armour
Tactical Supremacy
Estalian Steel
May be armed with one of the following:
- Lance................................................................................7 points
- Additional hand weapon...................................................3 points
- Great weapon………………………........………............6 points
- Pistol.................................................................................5 points
May carry a shield................................................................2 points
May upgrade heavy armour to full plate armour.................4 points
May be mounted on one of the following:
- Warhorse.........................................................................12 points
May be upgraded to have barding.................................4 points
- Pegasus...........................................................................45 points
May take magic items up to a total of................................50 points
DIESTRO 80 points Profile M WS BS S T W I A Ld Troop Type
Diestro 4 6 5 4 4 2 6 3 7 Infantry (Character)
Note: A Diestro can never be the army's General.
Equipment: Special Rules: Options:
Hand weapon Tactical Supremacy
Estalian Steel
'Face Me, You
Coward!'
Duelling Techniques
May be armed with one of the following:
- Additional hand weapon...................................................3 points
- Buckler.............................................................................2 points
- Pistol.................................................................................5 points
- Brace of Pistols.................................................................8 points
May wear light armour.........................................................2 points
May take magic items up to a total of................................50 points
BATTLE STANDARD BEARER Unless your army contains an Altar of
Myrmidia, one Captain in the army may
carry the Battle Standard for +25 points.
The Battle Standard Bearer can have a
magic banner (no points limit). A model
carrying a magic standard cannot carry any
other magic items.
92
HEROES
BATTLE MAGUS 65 points Profile M WS BS S T W I A Ld Troop Type
Battle Magus 4 3 3 3 3 2 3 1 7 Infantry (Character)
Magic: Equipment: Options:
A Battle Magus is a
Level 1 Wizard. He
may use spells from the
Lore of Fire, Metal,
Life, Light, or Heavens.
Hand weapon
Special Rules:
Restricted
Practise
May be upgraded to a Level 2 Wizard...............................35 points
May be mounted on one of the following:
- Warhorse.........................................................................12 points
May be upgraded to have barding.................................4 points
May take magic items up to a total of................................50 points
PRIESTESS OF MYRMIDIA 70 points Profile M WS BS S T W I A Ld Troop Type
Priestess 4 4 3 4 4 2 4 2 8 Infantry (Character)
Equipment: Special Rules: Options:
Spear
Light armour
Shield
Tactical Supremacy
Blessing of Myrmidia
Divine Power
Prayers of Myrmidia
May upgrade light armour to heavy armour........................2 points
May be mounted on an Altar of Myrmidia......................125 points
May take magic items up to a total of................................50 points
INQUISITOR 85 points Profile M WS BS S T W I A Ld Troop Type
Inquisitor 4 4 3 4 4 2 4 2 8 Infantry (Character)
Equipment: Special Rules: Options:
Hand weapon
Light armour
Tactical Supremacy
Magical Attacks
Magic Resistance (2)
Burn the Heretic
May be armed with one of the following:
- Morning star.....................................................................2 points
- Flail...................................................................................4 points
May upgrade light armour to heavy armour........................2 points
May take magic items and/or Inquisitor powers up to a total
of........................................................................................50 points
CHARACTER MOUNTS Profile M WS BS S T W I A Ld Troop Type
Warhorse 8 3 0 3 3 1 3 1 5 War Beast
Pegasus 8 3 0 4 4 3 4 2 6 Monstrous Beast
Griffon 6 5 0 5 5 4 5 4 7 Monster
Special Rules:
Pegasus: Fly
Griffon: Fly, Terror, Large Target
ALTAR OF MYRMIDIA Profile M WS BS S T W I A Ld Troop Type
Altar - - - 4 5 5 - - - Chariot (Armour save 5+)
Bull 7 3 0 4 - - 3 1 - -
Drawn by: 2 bulls Special Rules:
Altar
93
CORE UNITS
TERCIO PIKEMEN 8 points per model Profile M WS BS S T W I A Ld Troop Type
Pikeman 4 3 3 3 3 1 3 1 7 Infantry
Aventuro 4 3 3 3 3 1 3 2 7 Infantry
Unit Size: 10+ Special Rules: Options:
Equipment:
Hand weapon
Pike
Light armour
Tactical Supremacy
Tercio Formation
One Pikeman may be upgraded to an Aventuro......................10 points
One Pikeman may be upgraded to a musician.........................10 points
One Pikeman may be upgraded to a standard bearer...............10 points
RODELEROS 8 points per model Profile M WS BS S T W I A Ld Troop Type
Rodelero 4 4 3 3 3 1 4 1 7 Infantry
Duellist 4 4 3 3 3 1 4 2 7 Infantry
Unit Size: 10+ Special Rules: Options:
Equipment:
Hand weapon
Light armour
Buckler
Tactical Supremacy
Tercio Formation
Estalian Steel
One Rodelero may be upgraded to a Duellist..........................10 points
One Rodelero may be upgraded to a musician........................10 points
One Rodelero may be upgraded to a standard bearer..............10 points
CROSSBOWMEN 10 points per model Profile M WS BS S T W I A Ld Troop Type
Crossbowmen 4 3 3 3 3 1 3 1 7 Infantry
Marksman 4 3 4 3 3 1 3 1 7 Infantry
Unit Size: 10+ Special Rules: Options:
Equipment:
Hand weapon
Crossbow
Light armour
Tactical Supremacy
Tercio Formation
One Crossbowmen may be upgraded to a Marksman.............10 points
One Crossbowmen may be upgraded to a musician................10 points
One Crossbowmen may be upgraded to a standard bearer......10 points
HANDGUNNERS 10 points per model Profile M WS BS S T W I A Ld Troop Type
Handgunner 4 3 3 3 3 1 3 1 7 Infantry
Sharpshooter 4 3 4 3 3 1 3 1 7 Infantry
Unit Size: 10+ Special Rules: Options:
Equipment:
Hand weapon
Handgun
Light armour
Tactical Supremacy
Tercio Formation
One Crossbowmen may be upgraded to a Marksman.............10 points
One Crossbowmen may be upgraded to a musician................10 points
One Crossbowmen may be upgraded to a standard bearer......10 points
94
CORE UNITS
CABALLEROS 17 points per model Profile M WS BS S T W I A Ld Troop Type
Caballero 4 4 3 3 3 1 3 1 8 Cavalry
Knight 4 4 3 3 3 1 3 2 8 Cavalry
Warhorse 8 3 0 3 3 1 3 1 5 -
Unit Size: 5+ Special Rules: Options:
Equipment:
Hand weapon
Spear
Heavy armour
Tactical Supremacy
Estalian Steel
One Caballero may be upgraded to a Knight..........................10 points
One Caballero may be upgraded to a musician.......................10 points
One Caballero may be upgraded to a standard bearer.............10 points
- A unit of Caballeros with a standard bearer may carry a magic
standard worth up to.............................................................25 points
The entire unit may be armed with any of the following:
- Lance......................................................................1 point per model
- Pistol......................................................................2 points per model
- Shield....................................................................2 points per model
The entire unit may wear barding.............................2 points per model
GENITORS 13 points per model Profile M WS BS S T W I A Ld Troop Type
Genitor 4 3 3 3 3 1 3 1 7 Cavalry
Outrider 4 3 4 3 3 1 3 1 7 Cavalry
Warhorse 8 3 0 3 3 1 3 1 5 -
Unit Size: 5+ Special Rules: Options:
Equipment:
Hand weapon
Javelin
Shield
Tactical Supremacy
Fast Cavalry
One Genitor may be upgraded to an Outrider.........................10 points
One Genitor may be upgraded to a musician..........................10 points
One Genitor may be upgraded to a standard bearer................10 points
The entire unit may be armed with light armour*.....1 point per model
*If a unit of Genitors is equipped with light armour will lose their Fast
Cavalry special rule.
ALMOGAVARS 8 points per model Profile M WS BS S T W I A Ld Troop Type
Almogavar 4 3 3 3 3 1 3 1 7 Infantry
Raid Leader 4 3 4 3 3 1 3 1 7 Infantry
Unit Size: 10+ Special Rules: Options:
Equipment:
Hand weapon
Javelin
Light armour
Tactical Supremacy
Skirmishers
One Almogavar may be upgraded to a Raid Leader...............10 points
One Almogavar may be upgraded to a musician.....................10 points
One Almogavar may be upgraded to a standard bearer...........10 points
The entire unit may be armed with shields................1 point per model
WAR DOGS 6 points per model Profile M WS BS S T W I A Ld Troop Type
War Dog 7 3 0 3 3 1 3 1 5 War Beast
Note: War Dogs do not count towards the minimum percentage of Core units in your army.
Unit Size: 5+ Equipment: Special Rules:
Fangs
Light armour
Forest Strider
95
SPECIAL UNITS
MARINES 7 points per model Profile M WS BS S T W I A Ld Troop Type
Marine 4 3 3 3 3 1 3 1 7 Infantry
Marine Sergeant 4 3 3 3 3 1 3 2 7 Infantry
Unit Size: 10+ Special Rules: Options:
Equipment:
Two hand
weapons
Tactical Supremacy
Ambushers
One Marine may be upgraded to a Marine Sergeant...............10 points
One Marine may be upgraded to a musician...........................10 points
One Marine may be upgraded to a standard bearer.................10 points
The entire unit may swap one hand weapon for a
pistol.........................................................................2 points per model
The entire unit may be armed with light armour.......1 point per model
ROYAL GUARD 15 points per model Profile M WS BS S T W I A Ld Troop Type
Royal Guard 4 4 4 3 3 1 4 1 8 Infantry
Guard Captain 4 4 4 3 3 1 4 2 8 Infantry
Unit Size: 5+ Special Rules: Options:
Equipment:
Hand weapon
Handgun
Heavy armour
Tactical Supremacy
Estalian Steel
Stoic
One Royal Guard may be upgraded to a Guard Captain.........10 points
- A Guard Captain swap his handgun for a brace of
pistols..............free
One Royal Guard may be upgraded to a musician..................10 points
One Royal Guard may be upgraded to a standard bearer........10 points
- A unit of Royal Guards with a standard bearer may carry a magic
standard worth up to.............................................................50 points
CONQUISTADORS 26 points per model Profile M WS BS S T W I A Ld Troop Type
Conquistador 4 4 4 3 3 1 3 1 8 Cavalry
Conquistador Captain 4 4 4 3 3 1 3 2 8 Cavalry
Warhorse 8 3 0 3 3 1 3 1 5 -
Unit Size: 5+ Special Rules: Options:
Equipment:
Hand weapon
Pistol
Handgun
Heavy armour
Tactical Supremacy
Estalian Steel
Fusillade
One Conquistador may be upgraded to a Conquistador
Captain.....................................................................................10 points
One Conquistador may be upgraded to a musician.................10 points
One Conquistador may be upgraded to a standard bearer.......10 points
- A unit of Conquistador with a standard bearer may carry a magic
standard worth up to.............................................................50 points
GRENADIERS 12 points per model Profile M WS BS S T W I A Ld Troop Type
Grenadier 4 3 3 3 3 1 3 1 7 Infantry
Unit Size: 5-20 Special Rules: Options:
Equipment:
Hand weapon
Grenades
Light armour
Tactical Supremacy
Skirmishers
The entire unit may be armed with pistols...............2 points per model
The entire unit may wear heavy armour....................1 point per model
96
SPECIAL UNITS
KNIGHTS OF THE BLAZING SUN 28 points per model Profile M WS BS S T W I A Ld Troop Type
Knight 4 4 3 4 3 1 3 1 8 Cavalry
Preceptor 4 4 3 4 3 1 3 2 8 Cavalry
Warhorse 8 3 0 3 3 1 3 1 5 -
Unit Size: 5+ Special Rules: Options:
Equipment:
Hand weapon
Lance
Full plate
armour
Shield
Tactical Supremacy
Estalian Steel
Blinding Light
One Knight may be upgraded to a Preceptor...........................10 points
One Knight may be upgraded to a musician............................10 points
One Knight may be upgraded to a standard bearer.................10 points
- A unit of Knights of the Blazing Sun with a standard bearer may
carry a magic standard worth up to......................................50 points
SISTERS OF FURY 10 points per model Profile M WS BS S T W I A Ld Troop Type
Sister 4 4 4 3 3 1 4 1 8 Infantry
Superior 4 4 4 3 3 1 4 2 8 Infantry
Unit Size: 5+ Special Rules: Options:
Equipment:
Spear
Heavy armour
Shield
Tactical Supremacy
Myrmidia's Adepts
One Sister may be upgraded to a Superior..............................10 points
One Sister may be upgraded to a musician..............................10 points
One Sister may be upgraded to a standard bearer...................10 points
- A unit of Sisters of Fury with a standard bearer may carry a magic
standard worth up to.............................................................50 points
The entire unit may be armed with javelins.............2 points per model
MOUNTAIN BANDITS 9 points per model Profile M WS BS S T W I A Ld Troop Type
Mountain Bandit 4 3 3 3 3 1 3 1 6 Infantry
Bandit Leader 4 3 4 3 3 1 3 1 6 Infantry
Unit Size: 5-20 Special Rules: Options:
Equipment:
Hand weapon
Bow
Skirmishers
Scouts
Hill Strider
Guerrilla Fighters
One Mountain Bandit may be upgraded to a Bandit Leader...10 points
MOUNTAIN GUN 75 points Profile M WS BS S T W I A Ld Troop Type
Mountain Gun - - - - 7 3 - - - War Machine (Cannon)
Crew 4 3 3 3 3 1 3 1 7 -
Unit Size: 1 Equipment: Special Rules:
Crew: 3 crewmen Hand weapon Small Calibre
Scatter-shot
97
RARE UNITS
BLACK WATCHMEN 14 points per model Profile M WS BS S T W I A Ld Troop Type
Watchman 4 4 3 4 3 1 4 1 8 Infantry
Watch Captain 4 4 3 4 3 1 4 2 8 Infantry
Unit Size: 5+ Special Rules: Options:
Equipment:
Halberd
Full plate
armour
Tactical Supremacy
Stubborn
Hatred (Undead,
Nehekharan Undead)
Fearless
One Watchman may be upgraded to a Watch Captain............10 points
One Watchman may be upgraded to a musician.....................10 points
One Watchman may be upgraded to a standard bearer...........10 points
- A unit of Black Watchmen with a standard bearer may carry a
magic standard worth up to..................................................75 points
CULVERIN 110 points Profile M WS BS S T W I A Ld Troop Type
Culverin - - - - 7 3 - - - War Machine (Cannon)
Crew 4 3 3 3 3 1 3 1 7 -
Unit Size: 1 Equipment:
Crew: 3 crewmen Hand weapon
FIRE BULLS 12 points per model Profile M WS BS S T W I A Ld Troop Type
Bull 7 3 0 4 4 1 3 1 5 War Beast
Herder 4 3 3 3 3 1 3 1 7 Cavalry
Horse 8 3 0 3 3 1 3 1 5 -
Unit Size: 2 Herders* and 5-30
Bulls Equipment:
Hand weapon
Spear
Shield
Special Rules:
Bull Run
98
SUMMARY
LORDS M WS BS S T W I A Ld Type Page
de Hojeda 4 5 5 4 4 3 5 3 9 In 78
Eminent Magus 4 4 3 4 4 3 4 2 8 In 54
Grand Commander 4 6 5 4 4 3 6 4 9 In 52
High Inquisitor 4 5 3 4 4 3 5 3 9 In 53
Isabella 4 5 5 4 4 3 6 4 10 In 75
Juan Federico 4 6 5 4 4 3 6 4 9 In 76
Santiago de Vivar 4 7 5 4 4 3 6 5 9 Ca 77
- Babieca 8 3 0 3 3 1 3 1 5 -
HEROES M WS BS S T W I A Ld Type Page
Alonso Diaz 4 6 5 4 4 2 6 3 8 In 81
Battle Magus 4 3 3 3 3 2 3 1 7 In 54
Captain 4 5 5 4 4 2 5 3 8 In 52
Diestro 4 6 5 4 4 2 6 3 7 In 56
Don Lomente 4 3 2 3 4 2 3 2 9 Ca 80
- Rocinante 7 2 0 3 3 1 2 1 4 -
Francisco Cortez 4 5 5 4 4 2 5 3 8 In 79
Inquisitor 4 4 3 4 4 2 4 2 8 In 53
Maria de Salvo 4 8 6 4 3 2 7 3 9 In 82
Priestess 4 4 3 4 4 2 4 2 8 In 55
CORE UNITS M WS BS S T W I A Ld Type Page
Almogavar 4 3 3 3 3 1 3 1 7 In 62
- Raid Leader 4 3 4 3 3 1 3 1 7 In
Caballero 4 4 3 3 3 1 3 1 8 Ca 60
- Knight 4 4 3 3 3 1 3 2 8 Ca
- Warhorse 8 3 0 3 3 1 3 1 5 -
Crossbowmen 4 3 3 3 3 1 3 1 7 In 59
- Marksman 4 3 4 3 3 1 3 1 7 In
Genitor 4 3 3 3 3 1 3 1 7 Ca 61
- Outrider 4 3 4 3 3 1 3 1 7 Ca
- Warhorse 8 3 0 3 3 1 3 1 5 -
Handgunner 4 3 3 3 3 1 3 1 7 In 59
- Sharpshooter 4 3 4 3 3 1 3 1 7 In
Pikeman 4 3 3 3 3 1 3 1 7 In 57
- Aventuro 4 3 3 3 3 1 3 2 7 In
Rodelero 4 4 3 3 3 1 4 1 7 In 58
- Duellist 4 4 3 3 3 1 4 2 7 In
War Dog 7 3 0 3 3 1 3 1 5 WB 73
SPECIAL UNITS M WS BS S T W I A Ld Type Page
Conquistador 4 4 4 3 3 1 3 1 8 Ca 65
- Conquistador Cap. 4 4 4 3 3 1 3 2 8 Ca
- Warhorse 8 3 0 3 3 1 3 1 5 -
Grenadier 4 3 3 3 3 1 3 1 7 In 66
Knight 4 4 3 4 3 1 3 1 8 Ca 68
- Preceptor 4 4 3 4 3 1 3 2 8 Ca
- Warhorse 8 3 0 3 3 1 3 1 5 -
Marine 4 3 3 3 3 1 3 1 7 In 63
- Marine Sergeant 4 3 3 3 3 1 3 2 7 In
Mountain Bandit 4 3 3 3 3 1 3 1 6 In 67
- Bandit Leader 4 3 4 3 3 1 3 1 6 In
Mountain Gun - - - - 7 3 - - - WM 71
- Crew 4 3 3 3 3 1 3 1 7 -
Royal Guard 4 4 4 3 3 1 4 1 8 In 64
- Guard Captain 4 4 4 3 3 1 4 2 8 In
Sister 4 4 4 3 3 1 4 1 8 In 69
- Superior 4 4 4 3 3 1 4 2 8 In
RARE UNITS M WS BS S T W I A Ld Type Page
Bull 7 3 0 4 4 1 3 1 5 WB 72
- Herder 4 3 3 3 3 1 3 1 7 Ca
- Horse 8 3 0 3 3 1 3 1 5 -
Watchman 4 4 3 4 3 1 4 1 8 In 70
- Watch Captain 4 4 3 4 3 1 4 2 8 In
Culverin - - - - 7 3 - - - WM 71
- Crew 4 3 3 3 3 1 3 1 7 -
MOUNTS M WS BS S T W I A Ld Type Page
Altar - - - 4 5 5 - - - Ch 55
- Bull 7 3 0 4 - - 3 1 - -
Griffon 6 5 0 5 5 4 5 4 7 Mo 74
Pegasus 8 3 0 4 4 3 4 2 6 MB 73
Warhorse 8 3 0 3 3 1 3 1 5 WB Var.
Troop Type Key: In = Infantry, WB = War Beast, Ca = Cavalry, MI = Monstrous Infantry, MB =
Monstrous Beast, MC = Monstrous Cavalry, Mo =
Monster, Ch = Chariot, Sw = Swarms, Un = Unique,
WM = War Machine.
102
The Estalian Kingdoms lie in the south of the Old World. The
threat of Chaos seems very remote here, far away from the
Incursions and beyond the immediate threat of Chaos bands.
Unlike Bretonnia and The Empire, which are unified nations
under a single ruler, the Estalian Kingdoms are many and of
various sizes. The Kingdoms of the Irrana Mountains are home to
fierce, tough hill-fighters, while those along the south coast are
prosperous trading nations whose ships ply the Southern Sea to
Araby. The largest cities and towns war upon each other, as well as
against the Arabians, the Bretonnians, and the Tileans.
Inside you will find:
A bestiary describing every unit, monster,
hero and war machine in your army.
An army list to arrange your collection of
miniatures into a battle-ready force.
A comprehensive section that details the
Estalians, their culture and their history.
Warhammer: Estalia is one of a series of
supplements for Warhammer. Each book in the
series describes in detail an army, its history and
its heroes.