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Wed, Dec 8, View 2 similar results. The Empire is a land dominated by deep, dark forests strewn with spider webs and the moss-covered remains of the fallen. Its heartlands are infested with all kinds of evil, from the savage Beastmen to marauding greenskins. These forests are punctuated by the spires of wizard's towers and the ruins of once-elegant Elf cities destroyed during the War of the Beard, many of which are now the lair of fierce beasts, bandits, or mutants.
The southern and western lands of the Empire are more civilised, with numerous fortified cities built along the magnificent River Reik. The Reikland is the heart of the Empire, and houses the current capital city of the Old World, Altdorf. The briar-choked wilderness that rises into the World's Edge Mountains is far more dangerous. Its wild and untamed places breed hardy fighters who form the backbone of many of the Empire's armies.
Bretonnia lies to the south and west of the Empire, between the Grey Mountains and the endless reaches of the Middle Sea. Each of Bretonnia's provinces are ruled over by the dukes whose weather-stained castles rise into the air in imitation of the abandoned Elf towers along her northern coast. Like much of the country, they are under constant repair and reconstruction.
Compared to the wealthy cities of the Empire, the settlements of Bretonnia are parochial, rundown and impoverished. The land boasts no seats of learning and its castles are decorated with mouldering tapestries of past glories. The pox-stricken peasantry live in shanty towns and hovels gathered about the castle walls, as the greater part of the country's wealth is spent on the splendour of its knights, for whom a fine appearance is just as important as the keen edge of sword and lance.
Kislev is the most northern of the lands of the Old World proper and the closest to the Daemon-infested Chaos Wastes.
It is a cold land bordered to the east by the Worlds Edge Mountains, and by the Sea of Claws to the west. In the northlands every town and village is heavily defended because the lands are infested with Chaos warbands and marauding monsters. The plains of the east are sparsely inhabited by nomad horse tribes; expert riders and archers born to the saddle. The western and southern tundra is more densely inhabited with many fortified settlements.
Kislev is ruled by great warrior-mages called Tzars and Tzarinas, who have potent magical powers rooted in their own elemental Ice Magic. The Kislevites are long-standing allies of the Empire. In times of great danger the two realms unite to overcome the perils of Chaos. This relationship has lasted for many centuries with only the occasional dispute that has set the two nations against each other.
The warriors of Kislev are amongst the finest cavalry in the Old World, with the resplendent Winged Lancers considered experts with horse and lance, aided by Ungol Horse Archers from the eastern tribes. Those are supported by Kossar infantry drawn from all across the lands of Kislev, trained to fight with bows and axes. The area north of Kislev is a malign wilderness known as Troll Country.
No tribes dwell here, for the predators that stalk its untrammelled wastes are beyond counting. No other realm in the mortal world harbours as many monsters, the most common of which are Trolls of all breeds — from the slime-covered and scaly beasts that wallow in the fish-stink of its polluted rivers to the unblinking, two-headed horrors that lie in wait within its mist-wreathed haunts.
The mutating power of Chaos has touched more than Trolls, however. Packs of ice-wolves hunt down and pounce upon those who stray into their territory, their mournful howls piercing the night. Cockatrices dwell within cavernous lairs and Manticores soar high above mountain ranges in search of fresh prey. Frost-wyrms make their lairs across the frozen tundra, still as death until the footfalls of trespassers trigger a murderous burst of activity.
Though the sane men of the Old World abhor Troll Country as a frozen purgatory from which few return, the Champions of Chaos frequently brave its dangers. For where better to seek eternal glory than in a land that harbours more monsters than men? Lying close to the borders of Chaos, the northlands are saturated with malefic forces. It is a frozen wasteland stalked by all manner of gruesome monsters and roving barbarians. No crops survive there, for the ground is as hard as iron and the howling winds cut like daggers of purest cold.
A network of fjords and mist-shrouded islands wreath the coastline, and it is here that the Northmen build and tether the longships with which they terrorize the shores of the known world. In the lands of Norsca , lying between the Sea of Claws and the Sea of Chaos, scattered coastal settlements provide some respite from the cruel elements, yet they are often attacked by bloodkrakens and other horrors.
Further inland, the ice gives way to frozen steppes and eventually to open plains, where the tribes of horsemen hunt and stay clear of bone-carpeted Ice Drake lairs. It is a grim and shadowy land where the weak do not live long, and living means a constant fight for survival, supremacy and a chance to appease the gods.
In absorbing much of the Chaos energy, the soil of Albion became tainted and once fertile fields quickly changed into quagmires where a man could sink without a trace. The thick woods and forests became wild places where hawthorn and poisonous plants choked the life from the trees. Many feared to enter this once beautiful glades, and many of those who did were never seen again. Even the creatures of Albion were not able to escape the mutating effects of Chaos and after only a short period of time the tribesfolk told tales of terrible monsters lurking in the darkest reaches, emerging at night to prey upon the unwary.
East of the Empire rise the snow-capped peaks of the Worlds Edge Mountains. Amidst the heights and valleys, unseen by Men and Elves, the Dwarfs have chiselled vast architectural wonders. These are nothing less than underground cities — nigh-impregnable strongholds built to house the race of Dwarfs at the height of their power and skill.
All of these underground mansions contain impressive fortifications, lower mining levels, great forges and workshops, and stone-hewn streets with living quarters. Although far below ground, the great Karaks are not darksome; they are illuminated by shafts cunningly wrought into the mountainside to allow in daylight. This, along with well-placed glowgems and great braziers, ensures that everywhere sparkles brightly with the glint of gold, the gleam of bronze, and the flash of gems.
Never has a land been so forsaken by the gods than Sylvania. Close to uninhabitable, Sylvania's forests are dingy copses of twisted, half-rotted trees that claw what nourishment they can from the thin soil. Lonesome moorlands and craggy hills punctuate the yellow-leafed woods, windswept and shrouded by the gloomy clouds that seep down from the Worlds Edge Mountains.
It is well that the land of Sylvania lies in the farthest east province of the Empire, for since the coming of the Vampire Counts, no sane man would want to claim dominion over its reaches. Nominally it is part of Stirland, but the notorious Vampire patriarch Vlad von Carstein left such a legacy of sorrow at the heart of Sylvania that it is considered a realm apart, and those peasant villagers who remain there live in perpetual terror of the night.
Athel Loren is not as other forests. Its ancient trees long ago found vigour and voice, and they learned to hate the lesser beings who swarmed about the forest's eaves, gnawing at their verdant majesty with axe and flame. Few intruders survive unbidden within Athel Loren's bounds, for its tree-spirits' vigilance is matched only by their intense loathing of interlopers.
That the Wood Elves were not consumed by the vengeful spirits of Athel Loren is one of the peculiar accidents of history. The alliance between Elvenkind and living forest was born out of a shared peril, for at the time the Dwarfs of the Grey Mountains pressed hard upon the forest's borders, felling trees to feed hungry furnaces and slaying Elves as payment for their past grudges.
The Elves of that region were few and the Dwarfs many. Only through combining their forces could the Elves and tree-spirits hope to survive for long. The Estalian Kingdoms lie far to the south, where the threat of Chaos seems very remote. Estalia is a collection of petty kingdoms, however, Estalians face no threat such as those from Orcs and Goblins so they mostly fight amongst themselves.
Today, the two most powerful kingdoms are the city-states of Bilbali and Magritta. Both are strong because of trade and access to the sea, a fact that causes much jealously amongst the poor kingdoms of the Irrana Mountains. There is little evidence of the influence of Chaos in the Estalian Kingdoms, but it is there — not the brute power of the raging Beastman, but the hidden plotting of secret societies and cults which is eating away at distant Estalia.
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