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ESTALIA

By Mathias Eliasson 5


CONTENTS INTRODUCTION .......................................................................... 7 THE LAND OF THE SETTING SUN ..................................... 9 The Estalians.............................................................. 10 The History of Estalia ................................................ 16 Timeline of Estalia ..................................................... 25 The Cult of Myrmidia ................................................ 28 The Estalian Inquisition ............................................. 35 Kingdoms of Estalia .................................................. 41

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

Compiled, Edited and Partly Written by: Mathias Eliasson

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 .......................... 87 Lords .......................................................................... 89 Heroes ........................................................................ 91 Core Units .................................................................. 94 Special Units .............................................................. 96 Rare Units .................................................................. 98

SUMMARY ............................................................. 100

Cover Art: P-G-Moran

Art: WFRP: Tome of Salvation, WFRP: Renegade Crowns, Warhammer Online, Fantasy Flight Games, Ubisoft Montreal, Hell Dorado, Age of Empires III, American Conquest, Deadliest Warrior Legends, Empire: Total War, Augusto Ferrer Dalmau, Giuseppe Rava, Pedro Ramos, Amanda Spaid, Ruslan Svobodin, Davide Bonadonna, Vladimir Malakhovskiy, torei, Ganbat-Bad, Clauzel, ethicallychallenged, Angel Garcia Pinto, nero, rudyao, phoenixlu, bloodcor, emotion founder, Wei Shen, Nacho Molina, Artofinca, Nonie, Perun Tworek, jOuey, Maxime Kuppert, Arturas Slapsys, Nicholas Bockelman, kamikazuh, Jeffrey Lai, Dong Lu, Greg Staples, Knight in Flames, leventep, boscopenciller, Tuomas Korpi, RUshN, Sinto risky, Mikel Olazábal, jsek, thegryph, Nick Keller, jamga, anndr, Wiggers123, PE Travers, Craig Mullins. Book Design: Mathias Eliasson. Rules Development: Mathias Eliasson. Original Material: Games-Workshop, Hell Dorado, Steven Lewis, Steve Darlington, Eric Cagle, David Chart, Andrew Kenrick, and Andrew Law, Owen Barnes, Kate Flack, Robert J. Schwalb, Rodrigo Merino, Alfred Nuñez Jr, Mike Allen, Athelsaan, Mark T. Harter, Xavier Sanchez Loro, Damien Kennedy, Alexander J Bateman, Fautshie, Leif U. Schrader, New Guy, Cidracin, Van Riekert, Demonslayer, Templar Grok Facecruncha, Silac, Raf, Scurrdi. Special Thanks To: All the players that have contributed with feedback and ideas. Some illustrations in this book are from the Spanish Estalian Army Book and are copyrighted. Used with permission. This book is completely unofficial and in no way endorsed by Games Workshop Limited. The Chaos devices, the Chaos logo, Citadel, Citadel Device, the Double-Headed/Imperial Eagle device, 'Eavy Metal, Forge World, Games Workshop, Games Workshop logo, Golden Demon, Great Unclean One, the Hammer of Sigmar logo, Horned Rat logo, Keeper of Secrets, Khemri, Khorne, Lord of Change, Nurgle, Skaven, the Skaven symbol devices, Slaanesh, Tomb Kings, Trio of Warriors, Twin Tailed Comet Logo, Tzeentch, Warhammer, Warhammer Online, Warhammer World logo, White Dwarf, the White Dwarf logo, and all associated marks, names, races, race insignia, characters, vehicles, locations, units, illustrations and images from the Warhammer world are either ®, TM and/or © Copyright Games Workshop Ltd 20002013, variably registered in the UK and other countries around the world. Used without permission. No challenge to their status intended. All Rights Reserved to their respective owners.

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INTRODUCTION Welcome to Warhammer: Estalia, your indispensable guide to the Land of the Setting Sun. This book provides all the information you’ll require to play with an Estalian army in games of Warhammer. WHY COLLECT ESTALIA? The Estalians are proud and haughty soldiers, who have always been able to claim victory from the jaws of defeat. Their soldiers are tirelessly drilled in the image of the Goddess Myrmidia, the patron of War and Wisdom whom they worship above all else. When the Estalians go to war they do so under her banner, marching tirelessly with unmatched discipline. The Estalian armies are filled with well trained soldiers using pikes, crossbows and swords, supported by the knightly Caballeros and fast moving Genitors. With them go the clergy of Myrmidia, the Missionaries, the Knights of the Blazing Sun and the Sisters of Fury. Powerful Inquisitors march beside them and powerful elite Watchmen. Rounding out their forces are the elite troops well versed in the use of gunpowder, with Handgunners, Conquistadors, Grenadiers and Culverins.

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.

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Warhammer army books are split into sections, each of which deals with different aspects of the titular army. Warhammer: Estalia contains:

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:

 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

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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.

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.

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.

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 11


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 devilmay-care swashbucklers who regard their exploits as a continuous adventure, and deadly serious fighters who wear their honour on their sleeves and are very quick to take offence at slights, imagined or otherwise. Formal duelling has a very specific structure and complex set of rules governing its performance. Duellists must follow all these rules if they hope to avoid being branded common murderers, which means they must know the rules thoroughly. Because of this, the single most important organisation for any duellist is a proper duelling school. All duellists belong to a duelling school, where they learn the rules and also 12


practice their skills. Each duelling school has its own preferred fighting style and methods, and a good duellist can tell an opponent‘s school by watching him duel or even practice. Duelling schools also provide a place where nobles and merchants can go to hire duellists – the school takes a small commission for arranging the meeting and for guaranteeing the duellist is a professional and will behave accordingly. They do not guarantee victory, of course. Many duellists also belong to duelling associations. These are less formal organizations, simply collections of duellists who share common interests and like to gather to compare stories, techniques, and tips. Most duelling associations only admit duellists from a single duelling school, and often rivalries spring up between different associations. The associations also provide opportunities to spar with other duellists, and some nobles prefer to hire through these organizations rather than going to the schools.

Overseas Exploration When not fighting each other, the Estalian states are especially interested in overseas exploration. Portigelle has been the most successful state at this, as their good relations with the High Elves ensures that Elven ambushes of treasure fleets are a relatively rare occurrence. A number of Portige sailors have claimed to have passed the Citadel of Dusk and the Fortress of 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 13


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.

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"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.


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 AlHaikk.

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. 15


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.

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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,


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. 17


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 18


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.

Fighting men from all over the Old World put aside their differences and joined in a Crusade against the Arabyan intruders.

The Arabian Invasion

The Reconquest

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.

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 19


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.

AGE OF RECOVERY

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.

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.

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.

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.

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 southwestern 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 20


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.

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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.

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.

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.

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.

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

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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


DON DIEGO ESTRAGON

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.

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. 23


By Fire and Sword

Estalia Today

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.

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.

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.

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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.


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 25


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.

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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.


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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!" 28

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.


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 29


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

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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.


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.

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

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 upperclass 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 31


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

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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


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 basreliefs 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. 33


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!"

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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, 35


the Inquisition is dependent on the different royal or local authorities for manpower. The Inquisitors may find their power limited depending on the mood of the authorities. However, not many officers dare to deny the Inquisitors their requests. Another right of the Inquisition in some provinces, with the particular agreement and control of the Crown, is the moral and political censorship of ideas, books, pictures, music and all artistic expression. In these places, before a book is published or imported from foreign countries it has to be examined by an inquisitorial censor. This has the right to force changes in the writing, eliminate parts of the text and even forbid it completely, including it in the lists of banned books. Different kingdoms have very different lists. In some places these policies are applied retroactively and the censor have the power to examine private libraries. Despite the diligence of the censors their duties are made difficult by a lack of manpower, the ingenuity of the publishers and the use of the printing press. Writers and publishers use tricks to avoid censorship like printing in a neighbour kingdom or printing a first edition purged by themselves and then print the original text in the second edition. This last trick is one of the most successful because the censors usually only examine the first printing of a book.

The Inquisitorial Process All the inquisitorial processes start with the accusation. Any citizen of a kingdom where the Inquisition has jurisdiction can make an accusation of heresy. In some 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 36

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


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.

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.

In the privacy of their homes many Estalians recognize that the inquisitorial process is an excellent tool for eliminating rivals and enemies. The accused is arrested, humiliated by the crowd and his worldly goods confiscated just for starters. Even in the case that the accused is absolved he will always bear the stigma of having been investigated by the Inquisition. Watching from his anonymity the accuser smiles whenever he remembers that his well planned vengeance is completely free. There are four types of verdicts: absolution, suspension, defamation and conviction.

Autos de Fe One of the most solemn events in rural Estalia is the Autos de Fe, which are performed periodically in the market square. Nobles and commoners assist in these events as if it were just another celebration. A foreigner will probably find it tragic, perhaps even cruel. The Auto de Fe is celebrated once the sentence is given. This ceremony is performed to reconcile the culprits with Myrmidia. 37


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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.

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.

PRINCIPAL GEOGRAPHY

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 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

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.

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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 citystates 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 42

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


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.

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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 46

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.


Galicea was established as a Kingdom initially, but after a series of wars with Magritta, they soon found themselves lacking a royal family to take the throne. The last King of Galicea was Jaime the Young, who was inspecting his troops when he was blown up by a Magrittan assassin. Unfortunately for the assassin, he had overestimated the amount of gunpowder needed, and was blown up as well. The Galicean people, outraged by these actions, declared war on Magritta, but were swiftly defeated. The ruler of Galicea is known as El Presidente, and is elected by the twelve greatest merchant families in the capital, Campastello. Galicea has been overrun by Magritta many times in its history, but its people have always maintained their distinctive culture and have eventually thrown off the Magrittan yoke. On a number of occasions they have been known to ally with the Portige to defeat their larger neighbour. The courage of the Galicean peasants is legendary- on a number of occasions an invading army has awoken to find that half its number have been killed by Galicean peasants during the night.

Other states In Estalia‘s long history, many small states have sprung into existence. Some, like the Principality of Catalina, have existed since the Reconquista, while the Kingdom of Rodrigo existed for thirty-six minutes in 1546 before it was re-occupied by the Magrittans. Most of these states spend their entire time fighting to retain independence from one of the larger powers and so are not worthy of separate detailing.

With the exceptions of the Obregon and Cantonia, the other coastal kingdoms and duchies tend to ally themselves with either one of the two most powerful kingdoms. Astarios can nominally count on the support of the kingdoms of Avila and Santoyo, as well as the duchies of Zaragoz and Gualcazar. In contrast, the kingdom of Navareno and the duchies of Alquezaro and Barboza follow Aragona's lead. Obregon (with the duchy of San Luis) and Cantonia tend to follow their own respective policies and only join one or the other alliance when it suits their purposes. The small duchies and counties of the Irrana Mountains are fiercely independent of any of the coastal powers and serve as a strong barrier between Astarios and Aragona. As a peninsula, the sailors of the coastal Estalian Kingdoms are among the best seamen in the Old World. If not for the Norse, the Estalians would have been the first to land in Lustria, or so they claim anyway. With their dream of conquest in the Old World a fading memory, the kingdoms of Astarios and Aragona (with Obregon and Cantonia playing minor roles) have turned their attention to expanding trade and contacts with the land across the Great Western Ocean. Conflict and competition with the Norse, Bretonnians, and Sea Elves are seen as necessary evils to which the Estalians are willing and able to respond.

Southern Littoral Along the entire length of Estalia‘s Southern Coast runs a great chain of atolls and islands, mostly being insignificant and too small to be marked on any general chart or map. The chain starts as bony reaches of bare dagger-like atolls that emerge from the Great Ocean as one sails towards Estalia, broadening into a dense archipelago of half-mapped isles until one reaches the Eastern Coast of Estalia, where its shifting border with Tilea is marked by the emergence of the much larger islands of the Fool‘s Rocks. The clear blue waters of the Southern Sea surround these islands, and dense forests made up of laurel leaved evergreen hardwoods and a rich undergrowth of ferns, shrubs and other plants typically covers them. Known locally as the Islas, settlers have established many towns and villages here, from Estalian Kingdoms and their colonies to independent fishing villages and the occasional lawless enclave that provides a safe port for buccaneers. Many ships operate here: most merchants wishing to travel from Magritta, Tilea and Barak Varr to the Great Ocean follow the Estalian coast. The most prestigious of these merchants are the so-called Treasure Ships returning from Lustria, Araby and the Southlands. Invariably after their long ocean crossings, they make port in the settlements here to restock their stores and take shore leave before sailing onto their homes, often ‗threading the teeth‘ through the Islas, sailing within them to avoid pirates that sail upon the open sea. 47


48


SOLDIERS OF ESTALIA The Estalian people are a strong and proud groups who are used to hardship and suffering. Seeing their homes and families threatened by outside forces it drives these determined to fight longer and harder than most people would. When facing a large external threat, the kingdoms of Estalia join together to protect their land, and though they have suffered numerous invasions, the Estalians has always been able to come back and retrieve what is theirs. Because Estalia is not a unified country, there is no "national army" as such. Each state maintains some standing troops, but the majority of any Estalian army is made up of mercenary troops recruited shortly before a battle.

In this section you section you will find details for all the different troops, heroes, monsters, and war machines used by an Estalian army. It provides the background, imagery, characteristics profiles, and rules necessary to use all the elements of the army, from Core Units to Special Characters.

49


ARMY SPECIAL RULES This section of the book describes all the different units 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.

ESTALIAN STEEL

TACTICAL SUPREMACY

Models with this special rule have the Armour Piercing special rule. This only applies to hand weapons.

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 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.

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.

50


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. 51


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 52

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.

High Inquisitor Inquisitor

M WS BS S T W I A Ld 4 5 3 4 4 3 5 3 9 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.


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.

Eminent Magus Battle Magus

M WS BS S T W I A Ld 4 3 3 3 4 3 3 1 8 4 3 3 3 3 2 3 1 7

TROOP TYPE: Infantry (Character). MAGIC: A Battle Magus is a Wizard who uses spells from the Lore of Fire, Lore of Metal, Lore of Life, Lore of Light and Lore of the Heavens.

SPECIAL RULES: Restricted Practise: Due to the suspicious nature of the Inquisitors, the practitioners of magic are heavily supervised in Estalia. Because of this, your army may never contain more Battle Magi than Inquisitors. 53


PRIESTESSES OF MYRMIDIA The Priestesses of Myrmidia are the disciples to the goddess of war and attempt to praise their deity in all parts of their lives. The members of her order consider it a great honour and their sacred duty to fight alongside soldiers and to counsel commanders on matters both martial and spiritual. In Tilea and Estalia, the many orders of the Myrmidian Cult practise an array of different prayers, rituals, and rites that reflect the many aspects of the Goddess. In the Empire, where the Cult has less influence, prayers tied to Myrmidia's association with the art of war are most common. The Order of the Eagle practises en assortment of prayers, with two primary camps found in Estalia. Some warrior priests perform tactical roles, leading units of men according to the dictates of their leaders, and learn prayers that aid them to do this. Others prefer to support the generals directly and memorise rites more appropriate for this role.

Priestess

M WS BS S T W I A Ld 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. 54

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.

Altar Bull

M WS BS S T W I A Ld - - 4 5 5 - - 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


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.

Diestro

M WS BS S T W I A Ld 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 threequarters radial, and take zeh high ground. With just a fifty-three inch reach, you can‟t win this fight using a cutting blade. Not with such a poor stance, senor." 55


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.

Pikeman Aventuro

M WS BS S T W I A Ld 4 3 3 3 3 1 3 1 7 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 cavalrymanâ€&#x;s lance, the front of a unit of pikes is an impenetrable wall of steel. Range Combat

Strength As user

Special Rules 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! 56


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.

TROOP TYPE: Infantry.

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.

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.

Rodeleros are armed with a metal buckler and doubleedged, 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.

Shield. A buckler gives the wielder a 5+ Parry save. However, it does not offer any protection against missile attacks.

Rodelero Duellist

M WS BS S T W I A Ld 4 4 3 3 3 1 4 1 7 4 4 3 3 3 1 4 2 7

SPECIAL RULES: Tactical Supremacy, Estalian Steel, Tercio Formation.

BUCKLER

Estevan and Casanova If Figuera is the father of all Diestro schools, then Estevan is his bastard son, and Casanova, an impertinent grandchild. Estevan and Casanova are just two of the many scholars who have experimented with Figuera's original doctrine. Claudius Estevan was a younger contemporary of Figuera, whose teachings are rejected by many purists. Estevan's school incorporates the main gauche, requiring the fighter to shift his center of gravity backwards by several degrees. Rather than using the off-hand for balance as Figuera advocated, Estevan proposed it should be used for defence. The Estevan style is less graceful and relies heavily on trigonometry. Manuel Casanova died recently, after a long, successful career. Known for his blinding foot-speed and genius in physics, Casanova revolutionised tournament fighting with a more strategic approach. Against weaker early round opponents, Casanova developed methods to win quickly with minimal injury. A favourite tactic involved disarming the enemy immediately, and snatching his weapon to force a concession. 57


CROSSBOWMEN The rich cities of Estalia are attractive targets for a range of enemies. To defend themselves the mayors and merchants raise forces and pay for their training and equipment. The Crossbowmen are excellent defensive troops; able to hit their target from far away with the crossbows, they can outshoot most other archers. Crossbowmen work as part-time soldiers and watchmen over the cities. Whenever there is a war to be fought though, they are recruited into the army as support for the pikemen, an important position to hold. The crossbow is a potent weapon ready to be used with minimal training unlike other archery weapons. It is slow to reload but makes up for it in power. Despite the Inquisitions dislike of crossbows being used by Estalians against Estalians, they are used throughout Estalia by peasants and nobles alike.

Crossbowman Marksman

M WS BS S T W I A Ld 4 3 3 3 3 1 3 1 7 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.

Handgunner Sharpshooter

M WS BS S T W I A Ld 4 3 3 3 3 1 3 1 7 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... 58


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.

Caballero Knight Warhorse

M WS BS S T 4 4 3 3 3 4 4 3 3 3 8 3 0 3 3

W 1 1 1

I 3 3 3

A Ld 1 8 2 8 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. 59


GENITORS Estalian warfare has a long tradition of light mobile troops, both mounted and foot, fighting with the javelin since ancient times. Genitors are fast cavalry popular on the Estalian plains. These were the response to the Arabian invasion, when fast cavalry became crucial. The many noble houses of Estalia are supported by a large number of Genitors who guard their lands and manage the tough and wild cattle on the ranches. They are expert horsemen and are able to fend off wolves in the mountains and kill wild boar. In war they form up under their house banner and support the heavier cavalry. They excel in scouting and pursuing the enemy. These troops are drawn from the Estalian peasantry, protected by light armour and fighting with the javelin, in Estalian fashion, allowing them to hurl their weapons at their foes to weaken their enemies and break up formations, while remaining mobile enough to stay clear of trouble. On the battlefield, the strengths of the Genitors are against massed stationary, disorganized or fleeing knights and infantry. Genitors can also ride down exposed enemy missile infantry. Finally, Genitors had the discipline, weapons and armour to screen their own friendly formations as well as challenge or drive off enemy screening light cavalry. Genitors can be very effective against slower troops, 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.

Genitor Outrider Warhorse

M WS BS S T 4 3 3 3 3 4 3 4 3 3 8 3 0 3 3

W 1 1 1

I 3 3 3

A Ld 1 7 1 7 1 5

TROOP TYPE: Cavalry. SPECIAL RULES: Tactical Supremacy, Fast Cavalry.

Feigned retreats are often used as a Genitors tactic to lure knights out of their organized mass formation. Of course, Genitors cannot not halt a mass of well 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. 60

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.


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.

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.

Almogavar Raid Leader

M WS BS S T W I A Ld 4 3 3 3 3 1 3 1 7 4 3 4 3 3 1 3 1 7

TROOP TYPE: Infantry. SPECIAL RULES: Tactical Supremacy, Skirmishers.

Don Roderigo is a noble from near the town of Escudo. His father was the champion for Lord Veres until his death in a duel. Don Roderigo inherited a small tract of land and title, but no real source of income. The young noble was able to enter a few tournaments, but never claimed a top prize (such as the hand of the rich Lady Costanza). Indeed, he drew the ire of Lady Costanza after the of her first husband. Everyone through the land was shocked at the death of Lord Paolo months after his wedding. When the Lady Costanza married his younger brother, the court spoke of scandal. Don Roderigo interrupted the wedding vows, and demanded that the couple swear before the gods of the land (and in front of the clergy, while holding scriptures) that they had nothing to do with the death of Lord Paolo. The nobility applauded his actions, and the couple swore their oaths. This led to Don Roderigo losing what little land holdings he had. After that, Don Roderigo led his household troops into battle as a mercenary. Usually victorious, Roderigo fights for most sides willing to pay his hire. He does not serve those he thinks will not honour their deals, namely Skaven and Dark Elves. His goal is to eventually claim some lands as his own that he may govern. 61


MARINES Used throughout the Great Western Ocean since 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-toship 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.

Marine Marine Sergeant

M WS BS S T W I A Ld 4 3 3 3 3 1 3 1 7 4 3 4 3 3 1 3 1 7

TROOP TYPE: Infantry. SPECIAL RULES: Tactical Supremacy, Ambushers.

So, they think they can just waltz over here and plunder our hold? Let s show em wot s wot, boys! 62


ROYAL GUARD The elite guards of the Estalian kingdoms, the Royal Guard are among the best of the military, armed with some of the best equipment available, they are trained rigorously. As a sign of their position the Royal Guard are often equipped with Estalian made handguns which are relatively rare. The Estalian practitioners of the art of gunsmithing are among the best in the Old World, even ranking up with the Imperial Engineers in Nuln. The Estalians focus on hand guns of immaculate design and ornate carving, making each gun a true work of art. An improvement on the handgun, the 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.

Royal Guard Guard Captain

M WS BS S T W I A Ld 4 4 4 3 3 1 4 1 8 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 30"

Strength 4

Special Rules 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."

63


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.

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.

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.

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.

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.

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.

Conquistadors are elite mercenary troops – equipped with some of the finest equipment money can buy; they

M WS BS S T Conquistador 4 4 4 3 3 Conquistador Cap. 4 4 4 3 3 Warhorse 8 3 0 3 3

W 1 1 1

I 3 3 3

A Ld 1 8 2 8 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' 64


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 4 3 3 3 3 1 3 1 7

Grenadier

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 6"

Strength 4

Special Rules 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..." 65


MOUNTAIN BANDITS Estalia is a land of honour and gallantry, but it not necessarily justice. The countryside of Estalia is a dangerous which is rife with brigandines, criminals and those living on the fringes of society. The kingdoms of Estalia have been full of crooks and thieves ever since the Estalians emptied their prisons in their fight against the Arabians. Since then roving bandit gangs have ever been a thorn in the side of the Estalian nobility, hiding in the mountains, preying upon travellers. Pursued by noblemen who seek to hunt them down, bandits are on the contrary respected by the villagers and peasants. This is because most of the goods stolen are subsequently shared with the local people whom they share strong ties that unite them, and they are the first to defend the borders from Orc tribes, Skaven or Goblins. By and large they are the brothers, sons and husbands of the women in the villages of the valleys or the nearest castle. Unfortunately, if some group or bandit is captured by the troops of a noble whose intent to punish their misdeeds, these will most likely be executed without delay and their heads displayed on pikes on the high walls as a warning to future insurrections of other ruffians. For some, justice will sometimes be lenient with captured bandits and give them a choice between two sentences: join the foremost military establishment in the 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.

Mountain Bandit Bandit Leader

M WS BS S T W I A Ld 4 3 3 3 3 1 3 1 6 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. 66

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.


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.

Knight Preceptor Warhorse

M WS BS S T 4 4 3 4 3 4 4 3 4 3 8 3 0 3 3

W 1 1 1

I 3 3 3

A Ld 1 8 2 8 1 5

TROOP TYPE: Cavalry. SPECIAL RULES: Tactical Supremacy, Estalian Steel. Blinding Light: The Order has developed a technique using their polished mirrored shields to focus sunlight onto the enemy‘s face as they charge. This disorientates and dazzles the poor fools just before they are charged down. Whenever the Knights declare a charge, roll a D6. A roll of 1 means there is no sun (it‘s raining or overcast) and so the Blinding Light cannot be used this charge. On a 2+, there is enough sunlight for the Knights to dazzle their enemies as they charge. The enemy unit being charged are at -1 Weapon Skill and Ballistic Skill for the duration of the turn.

FULL PLATE ARMOUR These all-enclosing suits of armour are crafted by Estalian master smiths and are kept in high honour by the Kings of the Estalian provinces in their personal collections. These suits of armour are very rare, but undoubtedly offer the best protection available to warriors of the Royal Estalian Army. Full Plate Armour confers a 4+ armour save. 67


SISTERS OF FURY When mortal, Myrmidia drew many heroes to her side, 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 longserving 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.

Sister Superior

M WS BS S T W I A Ld 4 4 4 3 3 1 4 1 8 4 4 4 3 3 1 4 2 8

TROOP TYPE: Infantry. SPECIAL RULES: Tactical Supremacy. Myrmidia’s Adepts: The Sisters of Fury are incredibly skilled at fighting with their spears. They have the Always Strike First rule in the first round of combat and Fights in an Extra Rank in addition to the normal rules for spears.

"The Goddess instructs us to seek out the enemy‟s weaknesses and to attack them with relentless force. Do this in all things – in love, in politics, in war. To accomplish any task – to defeat any foe, all that is needed is a keen eye, a sharp mind and the favour of the Goddess." 68


BLACK WATCHMEN The Sacred Office has many shrines, monasteries, convents and public buildings to protect. It provides governors to many towns and its Inquisitors must travel the country to seek out and destroy evil. To provide protection, the Inquisition raises units of infantry. The sons of the lay members of the Sacred Office may choose to join the military arm of the Inquisition: the Black Order. The very best of these are selected for the elite inquisition unit, followed by an extremely arduous training lasting at least ten years, depending on the skill of the initiate. They are totally devoted to the Sacred Office from a young ago and by the time they join the regiment they are the best warriors in Estalia. Only the finest weapons and armour is provided for these troops. Armed with 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.

Watchman Watch Captain

M WS BS S T W I A Ld 4 4 3 4 3 1 4 1 8 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. 69


CULVERIN

MOUNTAIN GUN

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.

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.

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.

Culverin Crew

M WS BS S T W I A Ld - - - 7 3 - - 4 3 3 3 3 1 3 1 7

TROOP TYPE: War Machine (Cannon).

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.

Mountain Gun Crew

M WS BS S T W I A Ld - - - 7 3 - - 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 36"

Strength 7

Special Rules 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 12"

Strength 4

Special Rules Slow to Fire, Multiple Shots (2D6) Armour Piercing

When firing Scatter-shots, the Mountain Guns does not suffer any penalties for Multiple Shots or for firing at long range. "Fire!" screamed the Grand Commander as a fresh wave of Greenskins crashed against his lines. Guns and cannons spoke up and down the line cutting down greenskins in a swath. Still it only made a dent in the forces that swarmed up and down the entire region. Troops remained solid here, the lines drawn up tight and held while in other places Estalians fled the menacing hordes. He had orders hand written for him from de Livio and there was no way he was letting his men run until told to do so. He yelled orders to his signal corps and horns blared while flags were raised. Pike men moved to the fore and blunted a sweeping movement by a large number of goblins. A Chariot plowed into the flank of them and scattered the pikemen who could not pivot in time. A small cannon in turn smashed the chariot. Things were rapidly falling apart and turning into a general brawl that favoured the greenskins, but the Estalians would hold the line, at any cost.

70


FIRE BULLS The landowners of Estalia are nothing if not creative. Usually outnumbered by their enemies they sometimes use unusual tactics. One of the most unique is the use of wild bulls with chains attached to their horns dragging logs soaked in tar and other flammable materials. They are led into battle by herders who light the logs on fire and goad the bulls towards the enemy. Terrified of the burning logs, the Fire Bulls charge with wild abandon, with no regard to anyone or anything around them. The effect of the panicking bulls rushing towards the enemy lines if often devastating for anyone unfortunate to stand in the way.

Bull Herder Horse

M WS BS S T 7 3 0 4 4 4 3 3 3 3 8 3 0 3 3

W 1 1 1

I 3 3 3

A Ld 1 5 1 7 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. 71


WAR DOGS Estalian War Dogs are a mixture of wolfhounds, deerhounds, and mastiffs, and can stand up to about two and half feet tall at the shoulder and weigh in at some ninety pounds, making them large intimidating opponents. These dogs are powerful, fast and fearless. Their value to the Estalians can be seen in the manner in which they protect their hounds. The dogs are often given quilted cotton armour or smaller armour plates as protection against enemy missile fire. As a defence against throttling by enemy warriors, War Dogs are commonly equipped with a spiked leather collar. War dogs play a role in skirmishes and larger battlefield engagements, but it is rare for their handlers to set the dogs upon large, unbroken enemy formations. Their principal role is to guard positions, track enemies and bring down fleeing warriors.

War Dog

M WS BS S T W I A Ld 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 newfallen 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.

Griffon

M WS BS S T W I A Ld 8 3 0 4 4 3 4 2 6

TROOP TYPE: Monstrous Beasts. SPECIAL RULES: Fly. 72


GRIFFON Griffons are fearsome beasts that have the heads of 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.

Griffon

M WS BS S T W I A Ld 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 73


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.

Isabella

M WS BS S T W I A Ld 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. 74


JUAN FEDERICO El Lider Glorioso, Grand Master of the Order of the Righteous Spear Never in all the years of the history of the Righteous Spear have there been a Grand Master as bloodthirsty and heartless as Juan Federico. He was born to a highly ranked noble family in Magritta's southern district. A heavyset boy, he was a scrapper from an early age, and while studying Warfare and Military tactics at university garnered quite a reputation as a pugilist of no small renown, before enlisting in the army where he soon rose to the rank of Captain. History will likely remember Federico for his ruthless approach to command, but it was not always so. As a young man he was kind and charitable, famous for his rousing speeches. But the death of his wife during childbirth destroyed that man, and what remains is a shell of the vibrant young officer. After the death of his beloved Sofiรก, 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.

Juan Federico

M WS BS S T W I A Ld 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 75


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 76


GRAND INQUISITOR DE HOJEDA Head of the Tribunal of the Inquisition The Inquisition is currently under the direction of Grand Inquisitor de Hojeda, a stern man in his late fifties with dark hair and an imposing, angular face. A radical traditionalist, he is fundamentally committed to a pure and devout Estalia. No one knows the extent of his reach or influence, but he is known as el ara単a, 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.

de Hojeda

M WS BS S T W I A Ld 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... 77


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.

Francisco Cortez

M WS BS S T W I A Ld 4 5 5 4 4 2 5 3 8

TROOP TYPE: Infantry (Special Character). SPECIAL RULES: Tactical Supremacy, Fusillade. Conquistador Commander: If Cortez is in your army, you may take units of Conquistadors as Core choices instead of Special. In addition, all Conquistador units may use his Leadership just as if he was the army's General.

MAGIC ITEMS: Rapier of Quietude (Magic Weapon) Used for generations by Conquistadors loyal to the King of Bilbali this weapon has found its way into a number of land battles as well. Any armour saves taken from wounds caused by this weapon are at an additional –3. Amulet of Pahuax (Talisman) Found in the ruins of Pahaux, this enchanted pendant offers considerable protection to the wearer. It has been worn around Cortez's neck ever since his raid on the city. The Amulet gives Cortez the Regeneration special rule. 78


DON LOMENTE Insane Gentleman Knight No one knows the true identity of this individual, 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.

Don Lomente Rocinante

M WS BS S T W I A Ld 4 3 2 3 4 2 3 2 9 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 1

Result 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." 79


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.

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.

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.

SPECIAL RULES: Tactical Supremacy, Face Me,

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

For every attack that misses Alonso in close combat, he may immediately make an attack back at that model.

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.

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Alonso

M WS BS S T W I A Ld 4 6 5 4 4 2 6 3 8

TROOP TYPE: Infantry (Special Character). You Coward!, Duelling Techniques. Beloved Captain: Any unit joined by Alonso may reroll 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.


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.

Maria de Salvo

M WS BS S T W I A Ld 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?" 81


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.

Divine Pronouncement

Her Will Be Done

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.

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. 82

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.

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.


RELICS OF ESTALIA This section contains the rules and background for some of the most iconic and powerful magical artefacts used by the Estalians. These may be used in addition to the magic items found in the Warhammer rulebook.

WOLF-SLAYER

65 points

PISTOLS OF THE DUEL

30 points

Magic Weapon

Magic Weapon

Wolf-slayer, or Lobera in Estalian, was the sword of 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 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.

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.

Range 16"

SWORD OF THE VENDETTA

Brace of Pistols. These pistols uses the following profile: Strength 4

Special Rules 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.

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.

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. 83


CAPE OF VELACRUZ

25 points

STANDARD OF MYRMIDIA

75 points

Talisman

Magic Standard

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.

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.

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.

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: 1 2 3

Result: The unit gains +1 to its Weapon Skill. The unit gains +1 to its Strength. The unit gains +1 Attack.

BANNER OF SANTIAGO

50 points

Magic Standard

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 24"

Strength 5

Special Rules Quick to Fire, Multiple Shots (D3)

The wielder does not suffer any penalties for Multiple Shots or shooting at long range. No armour saves are allowed against hits from this staff. 84

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.


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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

UNIT CATEGORIES

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.

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 Profile Pikeman Aventuro Unit Size: 10+ Equipment:  Hand weapon  Pike  Light armour

88

8 points per model M WS BS S T W I A Ld 4 3 3 3 3 1 3 1 7 4 3 3 3 3 1 3 2 7

Special Rules:  Tactical Supremacy  Tercio Formation

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).

Troop Type Infantry Infantry

Options:  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

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.


LORDS ISABELLA GIOVANNA LUCCELLI Profile Isabella

390 points

M WS BS S T W I A Ld 4 5 5 4 4 3 6 4 9

Magic Items:  Sacred Sword of Vengeance  Blessed Cuirass of Myrmidia  Light of Myrmidia

Troop Type Infantry (Special Character)

Special Rules:  Tactical Supremacy  Fly  Blessing of Myrmidia  Divine Power  Prayers of Myrmidia  Living Saint

JUAN FEDERICO

295 points

Profile Juan Federico Magic Items:  Sword of Retribution  Armour of Virtue  Eagle of Myrmidia

M WS BS S T W I A Ld 4 6 5 4 4 3 6 4 9 Special Rules:  Tactical Supremacy  Hatred  Stubborn  Grand Master

Troop Type Infantry (Special Character)

Options:  May be mounted on a barded Warhorse............................24 points

SANTIAGO DE VIVAR Profile Santiago de Vivar Babieca

275 points M WS BS S T W I A Ld 4 7 5 4 4 3 6 5 9 8 3 0 3 3 1 3 1 5

Magic Items:  Tizona & Colada  Armour of the Champion

Mount:  Babieca (Barded Warhorse)

GRAND INQUISITOR DE HOJEDA Profile de Hojeda Equipment:  Hand weapon Magic Items:  Sacred Armour  Book of Wisdom

Special Rules:  Champion of Estalia

225 points

M WS BS S T W I A Ld 4 5 5 4 4 3 5 3 9 Special Rules:  Tactical Supremacy  Burn the Heretic  Magical Attacks

Troop Type Cavalry (Special Character) -

Troop Type Infantry (Special Character, Inquisitor)

Options:  May take Inquisitorial Powers up to a total of......100 points

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LORDS GRAND COMMANDER Profile Grand Commander Equipment:  Hand weapon  Heavy armour

100 points M WS BS S T W I A Ld 4 6 5 4 4 3 6 4 9

Special Rules:  Tactical Supremacy  Estalian Steel

Troop Type Infantry (Character)

Options:  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 Profile High Inquisitor Equipment:  Hand weapon  Light armour

140 points M WS BS S T W I A Ld 4 5 3 4 4 3 5 3 9

Special Rules:  Tactical Supremacy  Magical Attacks  Magic Resistance (2)  Burn the Heretic

Troop Type Infantry (Character)

Options:  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 Profile Eminent Magus Magic:  An Eminent Magus is a Level 3 Wizard. He may use spells from the Lore of Fire, Metal, Life, Light, or Heavens. 90

165 points M WS BS S T W I A Ld 4 4 3 4 4 3 4 2 8 Equipment:  Hand weapon Special Rules:  Restricted Practise

Troop Type Infantry (Character)

Options:  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


HEROES FRANCISCO CORTEZ

135 points

Profile Francisco Cortez Equipment:  Pistol  Heavy armour Magic Items:  Rapier of Quietude  Amulet of Pahuax

M WS BS S T W I A Ld 4 5 5 4 4 2 5 3 8 Special Rules:  Tactical Supremacy  Fusillade  Conquistador Commander

Troop Type Infantry (Special Character)

Options:  May be mounted on a Warhorse........................................12 points

DON LOMENTE

130 points

Profile Don Lomente Rocinante Equipment:  Hand weapon  Lance  Heavy armour  Shield

M WS BS S T W I A Ld 4 3 2 3 4 2 3 2 9 7 2 0 3 3 1 2 1 4 Mount:  Rocinante (Warhorse)

Troop Type Cavalry (Special Character) Special Rules:  Unbreakable  3+ Ward save  Insane

ALONSO DIAZ DE MIRAJO Profile Alonso Diaz Equipment:  Pistol  Light armour

125 points M WS BS S T W I A Ld 4 6 5 4 4 2 6 3 8

Magic Items:  Sword of the Duellist

Troop Type Infantry (Special Character) Special Rules:  Tactical Supremacy  'Face Me, You Coward!'  Duelling Techniques  Beloved Captain

MARIA DE SALVO Profile Maria de Salvo Equipment:  Throwing knives

175 points M WS BS S T W I A Ld 4 8 6 4 3 2 7 3 9 Magic Items:  The Eradicators  Seal of Myrmidia

Troop Type Infantry (Special Character) Special Rules:  Tactical Supremacy  Immune to Psychology  Assassin  Mark of Death 91


HEROES CAPTAIN Profile Captain Equipment:  Hand weapon  Heavy armour

60 points M WS BS S T W I A Ld 4 5 5 4 4 2 5 3 8 Special Rules:  Tactical Supremacy  Estalian Steel

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.

Troop Type Infantry (Character)

Options:  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 Profile Diestro

80 points M WS BS S T W I A Ld 4 6 5 4 4 2 6 3 7

Troop Type Infantry (Character)

Note: A Diestro can never be the army's General. Equipment:  Hand weapon

92

Special Rules:  Tactical Supremacy  Estalian Steel  'Face Me, You Coward!'  Duelling Techniques

Options:  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


HEROES BATTLE MAGUS

65 points

Profile Battle Magus

M WS BS S T W I A Ld 4 3 3 3 3 2 3 1 7

Magic: Equipment:  A Battle Magus is a  Hand weapon Level 1 Wizard. He may use spells from the Special Rules: Lore of Fire, Metal,  Restricted Life, Light, or Heavens. Practise

Troop Type Infantry (Character)

Options:  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 Profile Priestess Equipment:  Spear  Light armour  Shield

70 points M WS BS S T W I A Ld 4 4 3 4 4 2 4 2 8

Special Rules:  Tactical Supremacy  Blessing of Myrmidia  Divine Power  Prayers of Myrmidia

Troop Type Infantry (Character)

Options:  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 Inquisitor Equipment:  Hand weapon  Light armour

M WS BS S T W I A Ld 4 4 3 4 4 2 4 2 8 Special Rules:  Tactical Supremacy  Magical Attacks  Magic Resistance (2)  Burn the Heretic

Troop Type Infantry (Character)

Options:  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 Warhorse Pegasus Griffon

M WS BS S T 8 3 0 3 3 8 3 0 4 4 6 5 0 5 5

W 1 3 4

I 3 4 5

A Ld 1 5 2 6 4 7

Troop Type War Beast Monstrous Beast Monster

Special Rules:  Pegasus: Fly  Griffon: Fly, Terror, Large Target

ALTAR OF MYRMIDIA Profile Altar Bull Drawn by: 2 bulls

M WS BS S T W I A Ld - 4 5 5 - - 7 3 0 4 - - 3 1 -

Troop Type Chariot (Armour save 5+) -

Special Rules:  Altar 93


CORE UNITS TERCIO PIKEMEN Profile Pikeman Aventuro Unit Size: 10+ Equipment:  Hand weapon  Pike  Light armour

8 points per model M WS BS S T W I A Ld 4 3 3 3 3 1 3 1 7 4 3 3 3 3 1 3 2 7

Special Rules:  Tactical Supremacy  Tercio Formation

Troop Type Infantry Infantry

Options:  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 Profile Rodelero Duellist Unit Size: 10+ Equipment:  Hand weapon  Light armour  Buckler

8 points per model M WS BS S T W I A Ld 4 4 3 3 3 1 4 1 7 4 4 3 3 3 1 4 2 7

Special Rules:  Tactical Supremacy  Tercio Formation  Estalian Steel

Troop Type Infantry Infantry

Options:  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 Profile Crossbowmen Marksman Unit Size: 10+ Equipment:  Hand weapon  Crossbow  Light armour

10 points per model M WS BS S T W I A Ld 4 3 3 3 3 1 3 1 7 4 3 4 3 3 1 3 1 7

Special Rules:  Tactical Supremacy  Tercio Formation

Troop Type Infantry Infantry

Options:  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 Profile Handgunner Sharpshooter Unit Size: 10+ Equipment:  Hand weapon  Handgun  Light armour 94

10 points per model M WS BS S T W I A Ld 4 3 3 3 3 1 3 1 7 4 3 4 3 3 1 3 1 7

Special Rules:  Tactical Supremacy  Tercio Formation

Troop Type Infantry Infantry

Options:  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


CORE UNITS CABALLEROS Profile Caballero Knight Warhorse Unit Size: 5+ Equipment:  Hand weapon  Spear  Heavy armour

17 points per model M WS BS S T 4 4 3 3 3 4 4 3 3 3 8 3 0 3 3

Special Rules:  Tactical Supremacy  Estalian Steel

W 1 1 1

I 3 3 3

A 1 2 1

Ld 8 8 5

Troop Type Cavalry Cavalry -

Options:  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 Genitor Outrider Warhorse Unit Size: 5+ Equipment:  Hand weapon  Javelin  Shield

M WS BS S T 4 3 3 3 3 4 3 4 3 3 8 3 0 3 3 Special Rules:  Tactical Supremacy  Fast Cavalry

W 1 1 1

I 3 3 3

A 1 1 1

Ld 7 7 5

Troop Type Cavalry Cavalry -

Options:  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 Profile Almogavar Raid Leader Unit Size: 10+ Equipment:  Hand weapon  Javelin  Light armour

8 points per model M WS BS S T W I A Ld 4 3 3 3 3 1 3 1 7 4 3 4 3 3 1 3 1 7

Special Rules:  Tactical Supremacy  Skirmishers

Troop Type Infantry Infantry

Options:  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 Profile War Dog

6 points per model M WS BS S T W I A Ld 7 3 0 3 3 1 3 1 5

Troop Type War Beast

Note: War Dogs do not count towards the minimum percentage of Core units in your army. Unit Size: 5+

Equipment:  Fangs  Light armour

Special Rules:  Forest Strider 95


SPECIAL UNITS MARINES

7 points per model

Profile Marine Marine Sergeant Unit Size: 10+ Equipment:  Two hand weapons

M WS BS S T W I A Ld 4 3 3 3 3 1 3 1 7 4 3 3 3 3 1 3 2 7 Special Rules:  Tactical Supremacy  Ambushers

Troop Type Infantry Infantry

Options:  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 Profile Royal Guard Guard Captain Unit Size: 5+ Equipment:  Hand weapon  Handgun  Heavy armour

15 points per model M WS BS S T W I A Ld 4 4 4 3 3 1 4 1 8 4 4 4 3 3 1 4 2 8

Special Rules:  Tactical Supremacy  Estalian Steel  Stoic

Troop Type Infantry Infantry

Options:  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 Profile Conquistador Conquistador Captain Warhorse Unit Size: 5+ Equipment:  Hand weapon  Pistol  Handgun  Heavy armour

26 points per model M WS BS S T 4 4 4 3 3 4 4 4 3 3 8 3 0 3 3

Special Rules:  Tactical Supremacy  Estalian Steel  Fusillade

W 1 1 1

I 3 3 3

A 1 2 1

Ld 8 8 5

Troop Type Cavalry Cavalry -

Options:  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 Profile Grenadier Unit Size: 5-20 Equipment:  Hand weapon  Grenades  Light armour 96

12 points per model M WS BS S T W I A Ld 4 3 3 3 3 1 3 1 7

Special Rules:  Tactical Supremacy  Skirmishers

Troop Type Infantry

Options:  The entire unit may be armed with pistols...............2 points per model  The entire unit may wear heavy armour....................1 point per model


SPECIAL UNITS KNIGHTS OF THE BLAZING SUN Profile Knight Preceptor Warhorse Unit Size: 5+ Equipment:  Hand weapon  Lance  Full plate armour  Shield

M WS BS S T 4 4 3 4 3 4 4 3 4 3 8 3 0 3 3 Special Rules:  Tactical Supremacy  Estalian Steel  Blinding Light

28 points per model W 1 1 1

I 3 3 3

A 1 2 1

Ld 8 8 5

Troop Type Cavalry Cavalry -

Options:  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 Sister Superior Unit Size: 5+ Equipment:  Spear  Heavy armour  Shield

M WS BS S T W I A Ld 4 4 4 3 3 1 4 1 8 4 4 4 3 3 1 4 2 8 Special Rules:  Tactical Supremacy  Myrmidia's Adepts

Troop Type Infantry Infantry

Options:  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 Mountain Bandit Bandit Leader Unit Size: 5-20 Equipment:  Hand weapon  Bow

M WS BS S T W I A Ld 4 3 3 3 3 1 3 1 6 4 3 4 3 3 1 3 1 6 Special Rules:  Skirmishers  Scouts  Hill Strider  Guerrilla Fighters

Troop Type Infantry Infantry

Options:  One Mountain Bandit may be upgraded to a Bandit Leader...10 points

MOUNTAIN GUN Profile Mountain Gun Crew Unit Size: 1 Crew: 3 crewmen

75 points M WS BS S T W I A Ld - - 7 3 - - 4 3 3 3 3 1 3 1 7 Equipment:  Hand weapon

Troop Type War Machine (Cannon) Special Rules:  Small Calibre  Scatter-shot 97


RARE UNITS BLACK WATCHMEN Profile Watchman Watch Captain Unit Size: 5+ Equipment:  Halberd  Full plate armour

14 points per model M WS BS S T W I A Ld 4 4 3 4 3 1 4 1 8 4 4 3 4 3 1 4 2 8

Special Rules:  Tactical Supremacy  Stubborn  Hatred (Undead, Nehekharan Undead)  Fearless

Troop Type Infantry Infantry

Options:  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 Profile Culverin Crew Unit Size: 1

110 points M WS BS S T W I A Ld - - 7 3 - - 4 3 3 3 3 1 3 1 7

Troop Type War Machine (Cannon) -

Equipment:  Hand weapon

Crew: 3 crewmen

FIRE BULLS Profile Bull Herder Horse Unit Size: 2 Herders* and 5-30 Bulls

98

12 points per model M WS BS S T 7 3 0 4 4 4 3 3 3 3 8 3 0 3 3 Equipment:  Hand weapon  Spear  Shield

W 1 1 1

I 3 3 3

A 1 1 1

Ld 5 7 5

Troop Type War Beast Cavalry Special Rules:  Bull Run


99


SUMMARY

100

LORDS

M

WS

BS

S

T

W

I

A

Ld

Type

Page

RARE UNITS

M

WS

BS

S T

W

I

A

Ld

Type

Page

de Hojeda

4

5

5

4

4

3

5

3

9

In

78

Bull

7

3

0

4

4

1

3

1

5

WB

72

Eminent Magus

4

4

3

4

4

3

4

2

8

In

54

- Herder

4

3

3

3

3

1

3

1

7

Ca

Grand Commander

4

6

5

4

4

3

6

4

9

In

52

- Horse

8

3

0

3

3

1

3

1

5

-

High Inquisitor

4

5

3

4

4

3

5

3

9

In

53

Watchman

4

4

3

4

3

1

4

1

8

In

Isabella

4

5

5

4

4

3

6

4

10

In

75

- Watch Captain

4

4

3

4

3

1

4

2

8

In

Juan Federico

4

6

5

4

4

3

6

4

9

In

76

Culverin

-

-

-

-

7

3

-

-

-

WM

Santiago de Vivar

4

7

5

4

4

3

6

5

9

Ca

77

- Crew

4

3

3

3

3

1

3

1

7

-

- Babieca

8

3

0

3

3

1

3

1

5

MOUNTS

M

WS

BS

S T

W

I

A

Ld

Type

Page

HEROES

M

WS

BS

S

T

W

I

A

Ld

Type

Page

Altar

-

-

-

4

5

5

-

-

-

Ch

55

Alonso Diaz

4

6

5

4

4

2

6

3

8

In

81

- Bull

7

3

0

4

-

-

3

1

-

-

Battle Magus

4

3

3

3

3

2

3

1

7

In

54

Griffon

6

5

0

5

5

4

5

4

7

Mo

Captain

4

5

5

4

4

2

5

3

8

In

52

Pegasus

8

3

0

4

4

3

4

2

6

MB

73

Diestro

4

6

5

4

4

2

6

3

7

In

56

Warhorse

8

3

0

3

3

1

3

1

5

WB

Var.

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

- 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

- Marksman

4

3

4

3

3

1

3

1

7

In

Genitor

4

3

3

3

3

1

3

1

7

Ca

- 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

- Sharpshooter

4

3

4

3

3

1

3

1

7

In

Pikeman

4

3

3

3

3

1

3

1

7

In

- Aventuro

4

3

3

3

3

1

3

2

7

In

Rodelero

4

4

3

3

3

1

4

1

7

In

- 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

- Marine Sergeant

4

3

3

3

3

1

3

2

7

In

Mountain Bandit

4

3

3

3

3

1

3

1

6

In

- Bandit Leader

4

3

4

3

3

1

3

1

6

In

Mountain Gun

-

-

-

-

7

3

-

-

-

WM

- Crew

4

3

3

3

3

1

3

1

7

-

Royal Guard

4

4

4

3

3

1

4

1

8

In

- Guard Captain

4

4

4

3

3

1

4

2

8

In

Sister

4

4

4

3

3

1

4

1

8

In

- Superior

4

4

4

3

3

1

4

2

8

In

60

59 61

59 57 58

63 67 71 64 69

70 71

74

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.


101


102


103


Inside you will find: 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.

104

 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.

Warhammer Armies - Estalia  

A fan-made army book for Estalia for use in Warhammer. For the latest updates, visit http://warhammerarmiesproject.blogspot.com/

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