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5 ESTALIA By Mathias Eliasson .

........................6 CONTENTS INTRODUCTION.....................................................................................................................92 Special Units .....................................................................................................................................................................70 War Dogs ........................................96 SUMMARY..................................................69 Fire Bulls.............. Edited and Partly Written by: Mathias Eliasson Cover Art: P-G-Moran ......................................................... 62 Grenadiers........................... 50 Battle Magi ............75 Grand Inquisitor de Hojeda...................................... 26 The Cult of Myrmidia.......................................... 59 Marines....64 Knightly Orders .......................... 56 Caballeros................. 57 Genitors .....................................78 Alonso Diaz de Mirajo.................................82 THE ESTALIAN ARMY LIST...................................................................................................71 Pegasus.......................................................... 56 Handgunners.........71 Griffon .......................................................................................................................................................................... 49 Inquisitors...67 Black Watchmen......................................................................................................................................................73 Juan Federico ...............................65 Sisters of Fury............... 17 Timeline of Estalia...................................................................................................................................................79 Maria de Salvo .................. 52 Diestro .............................87 Heroes ....................................................................................................................................................................................................... 36 Kingdoms of Estalia .......................................................... 38 SOLDIERS OF ESTALIA........................................................... 51 Priestesses of Myrmidia.......74 Santiago de Vivar...............................................................81 Relics of Estalia ...................................72 Isabella Giovanna Luccelli..........................................77 Don Lomente ...................................................................98 Compiled...........................................................................................................47 Army Special Rules ...................................9 The Estalians. 10 The History of Estalia.................................................................. 63 Mountain Bandits.................80 Inquisitorial Powers .............................................................. 85 Lords ..... 29 The Estalian Inquisition.................89 Core Units ......................................................................................................................................................94 Rare Units ............................................... 33 Map of Estalia..................................... 54 Rodeleros.............. 60 Royal Guard................68 Culverin ..................................................................................................................................... 58 Almogavars....................................................................... 53 Pikemen ......................................................... 61 Conquistadors ........76 Francisco Cortez .........................................7 THE LAND OF THE SETTING SUN.................................................................................................................................................................................................. 48 Commanders............................................................................ 55 Crossbowmen ................69 Mountain Gun ...

rudyao. Templar Grok Facecruncha. Amanda Spaid. Perun Tworek. anndr. emotion founder. Schwalb. Kate Flack. torei. The Chaos devices. the Chaos logo. Slaanesh. Dong Lu. Hell Dorado. Demonslayer. bloodcor. race insignia. Deadliest Warrior Legends. Steven Lewis. Mikel Olaz�bal. . phoenixlu. vehicles. and Andrew Law. Mike Allen. Harter. This book is completely unofficial and in no way endorsed by Games Workshop Limited. locations. Greg Staples. Trio of Warriors. kamikazuh. Great Unclean One. Alfred Nu�ez Jr. illustrations and images from the Warhammer world are either �. Craig Mullins. Steve Darlington. Twin Tailed Comet Logo. characters. Wei Shen. the Double- Headed/Imperial Eagle device. New Guy. Davide Bonadonna. Golden Demon. Schrader. Special Thanks To: All the players that have contributed with feedback and ideas. Knight in Flames. David Chart. TM and/or � Copyright Games Workshop Ltd 2000- 2013. Games Workshop logo. Empire: Total War. Some illustrations in this book are from the Spanish Estalian Army Book and are copyrighted. Augusto Ferrer Dalmau. Nonie. Games Workshop. Arturas Slapsys. Citadel. All Rights Reserved to their respective owners. Lord of Change. Ganbat-Bad. Nicholas Bockelman. Fautshie. WFRP: Renegade Crowns. nero. Tomb Kings. Van Riekert. Artofinca. Used without permission. Cidracin. races. Nick Keller. Age of Empires III. Damien Kennedy. thegryph. Wiggers123. Skaven. Nacho Molina. Vladimir Malakhovskiy. boscopenciller. leventep. Tzeentch. Original Material: Games-Workshop. Forge World.Art: WFRP: Tome of Salvation. Eric Cagle. jsek. No challenge to their status intended. Xavier Sanchez Loro. American Conquest. Book Design: Mathias Eliasson. Pedro Ramos. Khemri. Angel Garcia Pinto. Athelsaan. Ruslan Svobodin. Warhammer Online. RUshN. Used with permission. Scurrdi. Clauzel. Owen Barnes. Ubisoft Montreal. Mark T. Robert J. Leif U. Horned Rat logo. White Dwarf. Rules Development: Mathias Eliasson. 'Eavy Metal. Maxime Kuppert. Hell Dorado. PE Travers. the Hammer of Sigmar logo. jamga. units. and all associated marks. the White Dwarf logo. Andrew Kenrick. Nurgle. Khorne. names. Raf. Jeffrey Lai. Giuseppe Rava. Rodrigo Merino. the Skaven symbol devices. Alexander J Bateman. Tuomas Korpi. Warhammer. Sinto risky. Citadel Device. variably registered in the UK and other countries around the world. Warhammer Online. Warhammer World logo. Keeper of Secrets. Silac. Fantasy Flight Games. jOuey. ethicallychallenged.

monsters and war machines from the Soldiers of Estalia section and arranges them so that you can choose an army for your games. Estalian Army List. Each and every troop type in the Estalian army is examined here. there are other books and updates to be found.warhammerarmiesproject. the Knights of the Blazing Sun and the Sisters of Fury. alongside the complete rules for any special abilities or options they possess. Grenadiers and Culverins.blogspot. Conquistadors. The army list takes all of the characters. Powerful Inquisitors march beside them and powerful elite Watchmen. The Estalian armies are filled with well-trained soldiers using pikes. Soldiers of Estalia. Core. With them go the clergy of Myrmidia. Rounding out their forces are the elite troops well versed in the use of gunpowder. HOW THIS BOOK WORKS Warhammer army books are split into sections. Warhammer: Estalia contains: Land of the Setting Sun. You will also find information on the land of Estalia. It includes their society and history. visit: www. When the Estalians go to war they do so under her banner. your indispensable guide to the Land of the Setting Sun. WHY COLLECT ESTALIA? The Estalians are proud and haughty soldiers. who have always been able to claim victory from the jaws of defeat. For the other books in the series and the latest rules updates. 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. This section introduces the Estalians and their part in the Warhammer world. crossbows and swords. and can be taken in different quantities depending on the size of the game you are playing. the . supported by the knightly Caballeros and fast moving Genitors. the land of the Rising Sun. marching tirelessly with unmatched discipline.7 INTRODUCTION Welcome to Warhammer: Estalia. the patron of War and Wisdom whom they worship above all else. each of which deals with different aspects of the titular army. You will find a full description of the unit. with Handgunners. This book provides all the information you'll require to play with an Estalian army in games of Warhammer. FIND OUT MORE While Warhammer: Estalia contains everything you need to play the game with your army. Their soldiers are tirelessly drilled in the image of the Goddess Myrmidia. Units are classed as characters (Lords or Heroes). warriors. Special or Rare.

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and knows little of Chaos. this peninsular is not one nation. bordered by perfect blue seas. and so every man must be a master swordsman if he hopes to live until his beard turns grey. and the business of politics. a land of wide open plains warmed by a gentle sun. threats are distant and religious strife is unknown under the overarching protection of the Maiden Myrmidia. slow to forget and their hands never leave their sword hilts . and art. Beware then. This great southern peninsular has been spared the worst ravages of the greenskins. However. Here. Culture and learning bloom. the men of the south. . the enemy lies within. music and the pursuit of pleasure dominate over all. or to kiss the hand of a passing beauty. Here.9 THE LAND OF THE SETTING SUN Far to the south of the cold and benighted Empire of Sigmar lies another only to drink their sweet lemon wine. The Kingdoms of Estalia have never needed to unite against an outside force and so remain forever fractured. for they are quick to anger. war and even love is settled with knives in the darkness or blades at dawn. but many.

However. During noon many leave their work. Abilities are not so important. These character traits are held in high esteem. Putting people from Bilbali and Magritta in one basket may be acceptable elsewhere. The people of Estalia are very proud of their origin. Many noblemen are poor enough to be forced to accept such proposals. Another way to earn honour is to buy titles. 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. from an exceptionally large family.10 THE ESTALIANS Most people outside Estalia refer to the lands southwest of Bretonnia simply by this name. It is said that the Estalians are very hardy folk. as flamboyant lifestyle. Even peasants can sometimes trace back their family to the time before the reconquista (although not everything may be true). not only because of the heat. A strong part of honour is representation. which is addressed to a Don Soandso. They claim to be the first Humans to have settled in the Old World. This is not a never-ending source of argument. Even ordinary artisans and merchants spend most money on clothes. Some streets of the cities are inhabited by members of the same families and one quarter of Bilbali is called Cuarto Borgeos. They hope to receive an answer. However this way is left only to the richest citizens. The importance of courage and honour of course means . Then there are those that use bribery or blackmailing to get a title. Physical labour on the other hand is not considered to appropriate for an Estalian. servants and festivities than reasonable. even among those that plough their fields. but this is not taken seriously elsewhere. even if it is just an insult to stop such correspondence. Someone who behaves dishonourably is socially dead and even ignored by his former friends. who will slay a man for mistaking them for a Tilean or even greeting them in a Tilean accent by mistake. They will not only refer to the city they live or were born in. Questioning someone's honour is almost as bad as questioning his mother's sexual preference. but also to saunter through the streets. but also a good way to start physical confrontation with even the more peace loving people. Estalians have a very rigorous view on honour. The people living in these lands however have quite a different perspective. Others try to bring in some irrelevant document to the king which they sign with the prefix Don. pride and courage. it would be an unwise traveller who chose to debate the issue within the Kingdoms' boundaries. They are also much more connected to their birthplace than people in other parts of the Old World. Both can lead to duels or a knife in the back. but it certainly is not in either of the two cities. This may be the reason why some influential criminals have titles. but often to the quarter of the city and sometimes to the street. Besides the family and place of birth.

that many people are willing to go on any adventure. disloyalty or weakness of conviction. Dropping words like "dangerous". promise all their strength and never eat or drink without filling themselves to bursting. They love with all their hearts. cowardice. and boldness over caution. However they are likely to lose interest very soon. prudence and parsimony are signs of poverty. but they prefer action over thought. Passion defines everything in Estalia. Should a foreigner become the friend of an Estalian. climbing and sweating. They will be enthusiastic to join any adventuring party and will arrive in the most fashionable adventuring gear the next morning. he who saves . To the Estalian. He who holds back must be hedging his bets. Although Estalians generally look down upon foreigners. The biggest compliment that can be made to foreigner is that he is worthy to be Estalian. while carrying large packs of equipment. generally as soon as they find out that adventuring means hiking. Estalians never do anything by halves. "great foe" and alike is likely to raise the interest of some people. he will get all support he wants to. they are honest and reliable towards their friends. The people are not idiotic or suicidal.

The most important is of course the local king or queen. since they know that their power is just borrowed. as heralds or equerry) or serve in the military. Better to die and have songs sung about your victory than to live with failure or dishonour. He can kill discretionally without fearing prosecution and take without justifying himself.11 his strength in a battle is keeping it to run away. The priests of Estalia are not much different from those in the Empire or elsewhere in the Old World. Below the ruler are often a great number of lords and ladies. When they do not appear on some festivity. These are noblemen who received their title for some outstanding achievement. Trying to further their influence or bring rivals into discredit. Those that have not been granted a fief often have to work for other noblemen (e. Which is not to say the Estalians do not think of the future: they are always thinking of the future. at this moment.g. His presence is mostly reduced to levying high taxes. guarantees for a more or less regular income. They can rarely be found in the churches. but are willing to use all of their influence to further the aims of their church. No matter how small the kingdom may be. Many people have small shrines where . Of course. Social Classes On top of the food chain is the nobility. depending on its size. Priests can often be found to work as advisors for the rulers. but he is good advised not to use it. These noblemen and noblewomen can hardly ever be found on their fiefs. this does not mean that the rulers are very popular among the citizens. It can take centuries for a Hidalgo to gain enough influence to get a fief. the king/queen has any right he wants to have. Although most cults can also be found in Estalia. These have a fief that. the influence of the Myrmidians is much bigger. Most of these are spend to differentiate themselves against the richer merchants and artisans. Some priests resemble more politicians and have lost touch with their cult a little bit. In general the bigger the town. the less direct is the presence of the ruler. Theoretically King Felipe III of Magritta has the right of the first night. which is why they must give their all today. The mayor part of the nobility is formed of the Hidalgos. The status as a Hidalgo is not connected with a fief. Although this is also practised in the Empire. This means that their serfs have to work harder. Such a live of luxury requires large sums of money. Instead they prefer to spend most of their time at the king's court. although clever assassination also has played a role in the past. the churches and temples are often made for a saint and the god itself steps somewhat in the background. scheming seems to be their favourite pastime. In practise these powers vary very much. They church of Myrmidia has the biggest influence and its main temple is in Magritta. who stand on the lowest step of the nobility and are mocked upon by other noblemen.

The people of Arabian descendant or people born in Araby form a group of their own. The peasantry is a social class that seems to be very similar throughout the Old World. from either side. The reasons for this separation can be found in the time when the south of Estalia was under Arabian rule and the reconquista. but they are cautious to overuse this influence for fearing to attract the attention of the higher classes. people of Arabian descendant. Estalians regard people from other parts of Estalia and especially from outside Estalia. Social classes are by definition almost impervious. Outsiders almost form a class of their own. if any. dishonourable and of bad character.they pray to a saint and ask for guidance or protection. They are looked down upon by almost any Estalia. They work hard and are poor. Due to their exaggerated sense of origin. The northern regions of Estalia have only very. this group however is virtually closed to any outsider and what is an outsider is in the discretion of those who are not. The biggest community can be found in Magritta and its Arabian Quarter. Easily identifiable as . Below the priests stand the merchants and artisans. On the other hand Estalians can prove to be friendly when they see any chances that they have get some advantages. The contacts between Estalians and those of Arabian origin remain superfluous and mostly on a professional basis. Some of these have as much influence as noblemen. It has happened more than once that a beggar who asked for a few coins scoffed his donator afterwards. to be untrustworthy. Personal contacts are extremely rare and no one. would allow intermarriages between the two groups.

with their own jurisdiction. The most famous of these groups is "Orm's Court" in Magritta. Merchants in Estalia do not form guilds as the merchants of the Empire do. It is not unusual to find Estalian merchants in the north. 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. since the King has forbidden any kind of structural repair in this part of the town. Thieves & Criminals Crime is not less a problem in Estalia. Criminals have a strong sense of community. helpers. Of course the nobility enjoys great privileges and is seldom prosecuted. taxes. most are never seen again after they received their advance payment. They can find most goods available in other parts of the Old World. The worst crime in their eyes is treason and cooperation with the watch. As long as they do not worry the nobility and influential merchants. The watch tries to ignore the problem at best and will only interfere when the criminals carry their problems out of their quarters. Instead many merchants . 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. Although few may be able to do so. left alone sentenced. However any outsider is considered to be a rival and can soon be found in the nearest river.12 it is the most run down part of the city. and their mule caravans frequently tour the cities of the southern Empire. fences and similar trades. An Estalian specialty is fraud. Merchants Estalia. Even misdemeanours are often punished by death or forced labour in the silver mines. Here are only some peculiarities and a new profession detailed. or more precisely. In the cities people identifiable as become from elsewhere are asked to pay dubious taxes. Bilbali and Magritta are a good place for merchants. as it is elsewhere in the world. they are tolerated. markets. temples et c. Almost any criminal native to the city can lean on a great number of connections. Of course there are contacts on another level society. Professions The professions in Estalia generally resemble those in other parts of the Old World. And the definition of the word suspicious in this context is very broad. Additionally the markets offer a wide range of Arabian goods. which is nothing but an extended death sentence. Some criminals form almost a parallel society. should he act suspicious. Most of these are very expensive outside Magritta and Bilbali and some cannot be found at all. This is because jurisdiction in Estalia in general is swift and harsh. This crime is probably more widespread than anywhere else in the Old World. Others offer the help in the bureaucracy or arrange meetings with people at the local courts.

have a monopoly on certain goods. though many of their kind come from the ranks of younger Nobles who duel for their own purposes. Duellists must follow all these rules if they hope to avoid being branded common murderers. and deadly serious fighters who wear their honour on their sleeves and are very quick to take offence at slights. The trade with perfumes in Magritta for example is in the hand of Jorge Bastos and his family in the sixth generation. which means they must know the rules thoroughly. imagined or otherwise. hiring themselves out to safeguard the honour of others. They vigorously competent against other merchants this has prevented any cooperation in the past. Formal duelling has a very specific structure and complex set of rules governing its performance. Because of this. All duellists belong to a duelling school. This ensures great wealth for those that enjoy this privilege. the single most important organisation for any duellist is a proper duelling school. Duellists are specialists in the lethal application of sword and pistol. where they learn the rules and also . Duelling A complex legal system of formal duels was established throughout the Empire ages ago. The trade with less lucrative goods is left to the ordinary merchants. Duellists come in two varieties: happy-go-lucky devil- may-care swashbucklers who regard their exploits as a continuous adventure.

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 Estalians have failed to establish any towns further south than the Norse settlement of Skeggi. 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. The most famous and successful Estalian in Lustria is Pirazzo. but everyone in Estalia knows that the world is in fact flat and these dangerous individuals are usually suppressed by the Inquistion. techniques.13 practice their skills. Each duelling school has its own preferred fighting style and methods. Many duellists also belong to duelling associations. They do not guarantee victory. with each having their own policies regarding and opinions of the rest of the Old . Estalian Relations It is difficult to characterise the Estalian view of other nations as their exposure to them is so varied. Most duelling associations only admit duellists from a single duelling school. many treasures from distant lands keep appearing in Portobella. however. and often rivalries spring up between different associations. thanks to the Lizardmen who live in the area. the ventures are still incredibly lucrative. and never the twain shall meet. Nonetheless. The associations also provide opportunities to spar with other duellists. of course. while a citizen of Magritta might converse with Norscans and Kislevites on a daily basis. An inlander might have no idea of the existence of other nations. and some nobles prefer to hire through these organizations rather than going to the schools. however. and tips. and a good duellist can tell an opponent's school by watching him duel or even practice. the Estalian states are especially interested in overseas exploration. These are less formal organizations. Portigelle has been the most successful state at this. happens in the lush jungles of Lustria. So far. Even though at least half of the treasure ships sent out each year are captured by Elves or Pirates. and sailed all the way round the world. Most Estalian overseas exploration. simply collections of duellists who share common interests and like to gather to compare stories. who recruited his Lost Legion in Tilea and still occasionally returns to the land of his birth. as their good relations with the High Elves ensures that Elven ambushes of treasure fleets are a relatively rare occurrence. The discovery of gold there by a Bilbali adventurer made expeditions very popular. The same goes for the multifarious kingdoms. A number of Portige sailors have claimed to have passed the Citadel of Dusk and the Fortress of the Dawn. as well as the occasional Nipponese or Cathayan. Overseas Exploration When not fighting each other. the other Empire folk.

mindless. where they insist on wearing ridiculous armour and fighting with ridiculously heavy weapons. Men of the Empire are less patient. make good wine and have the good sense to worship a woman. They feel the southern sun and lack of deadly enemies at all sides have made the Estalians soft. This lampooning stops however if they ever . Estalians see little difference between the folk of the Bretonnia and those of the Empire. The Bretons have also proved strong allies of the northern states in dealing with past incursions of Iron Orcs and the skaven. In general. One day. slovenly and cowardly. Of the two. One thing all Estalians agree upon. seeing the Estalians as foolishly naive or frustratingly frivolous. Just as Kislevites resent the safety they provide the Empire. however. Empire warriors believe that the Estalian way of life is only possible because of their efforts and sacrifices. the Bretons are slightly preferable. viewing the Estalians as something like their younger brothers. northern lands. and inattentive of the proper business of war. even if the Lady is not a patch on the Maiden Myrmidia. Both come from cold. They are also famously po-faced and dull. because they understand chivalry. wet.World. Estalians are lampooned on the stage as being extremely soft-living. preferring to lie about reading or drawing instead of fighting. The southern Bretons usually return this respect. and given to always predicting the end of the world. the Estalians will need to grow up but for now the Bretons are happy to let them enjoy their innocence. is that their kingdoms are by far the greatest in the world. perhaps.

Estalians will accuse Tileans of such things as being thieves. but that will be tomorrow. that they seek every chance they can to find differences and faults in their counterpart. To live in such a cold. The stereotyped Tilean captain sits in his cabin. characterise Estalians as being too foolish. even though angry and eager to solve the "issue" there and now. who shore up their homeland's reputation with an unexpected courage. who will backstab anyone to increase their coffers. wet. Tileans are seen as gold-hording bankers. cowards. Tileans. strife-ridden. and a `Tilean bargain' is being paid to take a dive. but are forgiving of the northerner folk. weaklings. Chaos-marked place makes them deserving of pity more than scorn. "An insult of this size can only be repaid in the field of battle. woman and song to charging into battle. and live in such close proximity. dog-lovers and women-beaters. the Tileans. "How dare you even consider that my old blood is not of lineage. a border and many national characteristics but most importantly they share an enmity for the other that edges on the pathalogical. a `Tilean oath' is something that lasts no time at all.14 serve with Estalian mercenaries. in return. effetely stroking his piles of gold and paying off spies and traitors. held back to be able to battle tomorrow. and back again. Although Estalians equally pursue trade supremacy. bastards. Estalians are sozzled berserkers. fops. Then the northern soldiers wonder whether the hot sun makes all Estalians into madmen who must do everything to the extreme. Empire folk are also surprised at how quickly an Estalian can go from languishing with wine. preferring ever to fight or get drunk than to actually accomplish anything. always tilting at windmills or charging into . even when lacking strong Empire armour. Don Diego!" Don Garcia roared. A `Tilean promise' is something worth less than nothing. homosexuals. necromancers. hypocrites. The Estalians however spare no wrath when it comes to their nearest neighbours. betrayers. There is no real cause or event behind the enmity between Tileans and Estalians. shirkers. There is a great religious divide between the nations but that is more a result of the antagonism than a cause. These two nations share a common ancestry. On the theatre stages of Tilea. stubborn or romantic to know a good deal or a wise peace when they see one. instead of standing bravely at the prow in the fury of the storm. Tileans and Estalians fight for the same reasons brothers fight: they are so similar. and the Tilean litany in return will be much the same. If you survive then you honour shall be cleared!" The two veterans went to bed. The most iconic insult however stems from the Tilean's devotion to finance and trade. Estalians are quick to defend themselves against slurs.

trouble. .

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

his back absolutely straight. 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. though none of them enjoyed being in the presence of so many unbelievers for such a length of time. other officers of the Inquisition were commonly sent out with the expeditions as well. His thoughts briefly turned to his family's beautiful villa and the equally beautiful wife he'd left behind. The Church had been fairly successful in containing the Chaos threat in the Estalian Kingdoms. Near its centre lay a smoking crater � the source of the heresy he and his band had been dispatched to cleanse. Chaos-worshippers and heretics were abundant throughout the Old World. 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. the Church hired and equipped bands of soldiers and sent them along with its priests. All Inquisitors were thought to be very persuasive in their attempts to get heretics to beg for redemption. As Guillermo gazed over at the proud face of the Inquisitor. The man never smiles. and they were determined. and he decision was made to spread the word beyond those lands throughout the Old World. and it was the Church's job to weed out these diseased individuals and protect the souls of the innocent. Esperanza. The ruthlessness of their methods was seldom questioned. In addition to the priests. To this end the Church sent out members of the faithful like father Frederico to weed out the Chaos infection wherever they found it. but he forced such thoughts away. An Inquisitor Brother had been sent along with Don Guillermo's band. This was what Don Cardonzo's men had been hired to do. thought the Don. Father Frederico stood scowling in his red robes.16 Don Guillermo Cardonzo surveyed the scene before him. the order offered by the church was very comforting to the common people. Sometimes distasteful acts were necessary in the war for men's souls. The good father was a priest of the Inquisition. as it was accepted that extreme measures were necessary in these desperate times. will I ever see your lovely smile again? He turned to inspect his men. To protect its representatives from more worldly threats. The idea of torturing another man sickened the Don. A city lay partly ruined on the plain below. he thought to himself. he reflected upon the reputation of such men. He knew he should .

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. but the Don had never been very good at oratory. their souls unsaved. "Today we go to spread the word of Myrmidia to the heretic. "Forward men" cried the Don. not words. "For Myrmidia! For Estalia!" . never falter in our cause. He believed in inspiring men with deeds.say something to inspire them. and never doubt that we do the will of Myrmidia. Fortunately Brother Frederico took the Don's silence as a signal for him to speak. Those who turn a deaf ear to out holy cause will be sent into the afterlife. You have the complete backing of the Church in this holy mission. Those who repent will be offered absolution. Either way.

this city was not enough for Tylos. the refugees discovered a rich and fertile land. he ordered his people to build a tall tower. its corruption spreading outwards to form what is now known as the Blighted Marshes. deeper into the maze of what is the Abasko Mountains. and Honour. the devastated land became foetid swamps and ill-fated Tylos disappeared from history. 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. While the settlement lasted for several years. and. The young Prince left the safety of the village to lead the Minotaur away from his people. and raised her above all others in their faith. in search of the Gods that had once walked amongst mankind.17 THE HISTORY OF ESTALIA THE RISE AND FALL OF TYLOS The history of the people of the Kingdoms of Estalia begins almost four and a half thousand years ago with the tale of the tragically flawed Tylos. as fire fell from the sky and burned the city to ashes. 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. Tylos made a covenant with raven-haired Myrmidia. the Estalians chose to settle within the Elf ruins they found. where a promised land awaited them. abandoned Tylos. beaten back by the Dwarfs to defend other colonies further to the north. Not long after their departure. The fate of the city is unclear. upon completion of the great temple. a young Priestess of Myrmidia received a vision that showed the city's destruction. but some scholars claim it fell to the Dark Gods. They travelled west. the legendary father of the Tilean peoples. Beauty. it was constantly plagued by attacks from a monstrous Minotaur. Estalian religion and folklore have several tales of this time. Shortly before the temple's completion. the city was destroyed by a terrible catastrophe. white structures to the south. Myrmidia was appalled at this pointless toil. and with her help built a great city for his tribe. claiming she would return when his people knew honour again. a Goddess of Civilisation. . So. Seemingly overnight. The followers of Myrmidia's prophet knew then the Goddess had saved them. Having safely completed the perilous mountain crossing. However. for he dreamed of surpassing the slender. Since the Elves had already left this part of the Old World. Around -1600. making the perilous crossing over the Abasko Mountain range and into the lands now known as the Estalian Kingdoms. one to humble even the Elves. after many warnings. She convinced a number of families to leave and head west.

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.

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

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
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
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

After the defeat of most of the humans. However. the Skaven encountered unexpected rival in its attempt to dominate the Estalian peninsula � Goblins of the mountains. were determined to dispute the remains. The weakness of the states. this attracted the attention of the Skaven. In fact some of them were able to compete against the great commercial cities such as Magritte whose ports had to be strengthened to cope with the incursions of pirates who tried to loot the trade convoys. supported by powerful bands of ogres.It took a long time. but eventually Estalia began to recover and prosper again. which were only prepared to face attacks from the sea. allowed several pirate groups to arrive and occupy some settlements in south eastern Estalia. . and so was able to recover their cities. They had powerful fleets and cities. especially after the effort to regain what had been taken by the Skaven and Goblins. 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. Gradually the Estalians were able to take control of major portions of territory until the Skaven and Goblins were driven into the mountains. The Estalians were not prepared to face an attack from the ground. These small states of pirates and bandits engaged in the capture of slaves and piracy and could not be easily eradicated. In the year 800 the Skaven invaded Estalia. destroying everything in its path.

Fearful that. while enslaving the local rural population. enslaving the people and tearing down what they saw as heretical temples. escaping the Skaven menace that was trying to enslave them. to help rebuild the county and fight in the numerous civil wars that raged there throughout this time. the largest remaining kingdom. The various knightly orders of the Maiden used these exchanges to expand into the north. the Arabians launched a full-scale invasion from the south. Too weak to field an effective force against the Sultan's army the northern Kingdoms rallied to Bilbali. A steady devotion to improving their naval forces and seaside fortresses had at last led to their coasts being safe once more. and began a guerrilla style war against the ever encroaching enemy. but still marching north. the number of refugees would swamp what resources the Estalian Kingdoms could give. The Sultan's forces landed in the south of the Estalian peninsular and quickly laid siege to the city of Magritta. used to static warfare and hand-to-hand fighting. were completely unprepared for the lightning attacks which threatened them. a small force of men marched to help those still fighting in the Empire against the Skaven. This then allowed the nations' armies to get the Orc raiders under some kind of control. .to the nobles of the Empire. A few months later.20 The year 1111 I. hundreds began to die from starvation and plague. 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. but they brought the Black Plague with them. most of the south had been overrun and many Estalian armies had been destroyed. the despot of Araby. The Sultan's forces marched north. The Arabian Invasion In 1448.C saw an influx of refugees from the lands of the Empire. Influenced by the Skaven. With the Sultan's forces slowed. his rule would never falter. To this day. 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. unless military aid was sent north to the Empire. and so one by one the Kingdoms began to fall again. Over the next few centuries the Kingdoms of Estalia finally began to prosper. After their successful employment in the north. led by Sultan Jaffar. The various Estalian Kingdoms where slow to react to the invasion. a fight that would last a decade. many of the Dons continued to hire out their forces � armies and navies . Fighting men from all over the Old World put aside their differences and joined in a Crusade against the Arabyan intruders. It also permitted the Estalians to begin to travel the seas again and trade with their neighbours. While the Estalian people helped the refugees as much as they could. The Estalians. there are Wissenlanders and Averlanders who remember their debt to their southern saviours.

The battle seemed lost for the Old Worlders until a sudden. freak earthquake shocked the temple. The armies of the Old World became incensed at the treatment of the Estalians and took oaths that the Arabyans would feel their wrath. The land was reclaimed but no . a group of knights lent their aid in the battle to recapture the temple of Myrmidia from the Arabians. where it crushed the Emir Wazir the Cruel and his Black Scimitar Guard. until the Sultan realised that he could not defend against such hate and would have to withdraw completely. However as the Sultan's forces withdrew they put many towns to the torch and captured the people. refused to move his troops from the city of Magritta. They began to put to death any Arabyan they encountered. and sending it smashing to the ground.The Reconquest Over the following decade the lands of the Estalian Kingdoms were reclaimed by the larger force from the north and east and resistance fighters from within Estalia. dislodging the huge bronze statue of Myrmidia atop the building. who finally succeed in retaking the city and drive out the last Arabians in Estalia. During the siege. named Emir Wazar or "Emir the Cruel". He commanded his forces to leave. A contingent of Knights to laid siege to the city. but one rebellious sheikh. sending them back to the lands of Araby as slaves. a siege which would last for another long eight years and require the intervention of Myrmidia to win. The leaderless Arabian horde abandoned the temple to the Knights.

Estalia fell back into familiar patterns. 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. bringing much wealth to the lands and the opening of new trade routes. Both nations grew extremely rich from selling their services. turned for home. Estalian ships. Over a period of 100 years numerous new Crusades were launched from the Old World against Araby. every nation in the Old World had heard the rumours of vast cities made from gold and jewels hidden in those foreign jungles. These scholars claim that during this age Marco Colombo. "discovered" Lustria and brought back riches from that foreign land. for the most part. Within a decade of hearing of his discovery. waiting in and around Magritta as a fleet was prepared to sail the forces to Araby. but others felt that the Arabyans needed further lessons and the Crusade continued. Skirmishes. the founder of the ruling family of Trantio.21 outstanding Estalian leader arose in this conflict to unify the small kingdoms. The majority of Bretonnians. The Estalians become even more proficient at ship building and sailing. In 1451. particularly at sea. Over the next century. abandoned to the southerners again. The war did not end there. AGE OF RECOVERY Some Tilean scholars proclaimed the years that followed the expulsion of the Arabyans from Estalia as the Age of Exploration. they were in direct competition with one another. So. took advantage of the bloodlust and transported many of these warriors to the northern and western shores of Araby. as well as with the Estalian ports. in the pursuit of revenge. the crusaders were gone and the Estalians were once again fighting amongst themselves. and rush to join the race across the sea. chiefly those from Magritta. Eventually. Without someone to lead the way. and began a race with Tilea to conquer the world by sea. having fulfilled their oaths. Most of the Crusaders departed from the harbours of Estalia and Tilea. chiefly Magritta. the other nations could not sustain their military excursions and Lustria was. treasure. the crusading armies of the Old World finally defeated Sultan Jaffar in the Battle of El Haikk in Araby. There is little doubt that the Tilean city-states took advantage of the cessation of hostilities against Araby to expand their network of trade. 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. or new lands. In this. were common between these . In less than a generation. A kind of cold war developed between the few Estalian and Tilean settlements that managed to survive in the jungle. The majority of the armies of the Old World continued their blood hunt. the countryside of Estalia was almost entirely denuded of forest to build their new navies.

The hordes of Undead moved slowly destroying everything in its path. Border wars between northern Estalia and south- western Bretonnia became frequent as each side sought to gain some land at the expense of the other. and Norsca were fighting for their survival. the foul vampire Nourgul the Necrarch launched an attack from his stronghold in Sombra Wood. Nourgul's armies were vast and his sorcery terrible. Rumours of a war in the northern land of Kislev sent many mercenary bands packing. The War of Blood In the year 1750 IC. The Estalian kingdoms even battled one another for influence and land. but fared as poorly as they did with their continuous attempts in northern Tilea. including armies who dared . Kislev. as well as battling the independent Irranan dukedoms. peace reigned across the Southern Old World for the few short years that the Empire. The Bretonnians tried to extent their influence here as well.competitors. Due to their absence. 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. Although Estalia was and is no stranger to the vampire menace. 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 Kingdoms once again struggled to remain free.

What the foul Vampire had in mind for the Tome of Wisdom is still a mystery. . 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. This final conflict was the unequal as expected because the army of Don Juan was vastly outnumbered and succumbed after a hard combat. but eventually Nourgul and his bodyguard penetrated their defence and entered the Temple. Nourgul realized he was about to lose everything and that his only choice was made to take the book and disappear. Nothing seemed capable of stopping Nourgul on their way to Magritta. the war had been was terrible for Estalia. de Zapata and his loyal men could do little against the power of the Vampire whom easily cut down the Grand Master. Nourgul reached the gates of the city two nights later. but the hidden army did not move. supported by the Knights of the Blazing Sun and bands from the Irrana Mountains. as after fighting for two days the fortifications were completed by the Estalians and the confraternity of merchants. but neither was the time. the faith in the Goddess and the safety of the Kingdoms became united in the mind of the Estalian people. so he led a fierce attack against the Fountain Gate near the Temple of Myrmidia. The undead immediately launched a first assault. thousands of family and lay brothers were hidden. 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. Despite their victory. There Nourgul faced the Grand Master Don Juan de Zapata with a handful of Knights of the Blazing Sun. it is said that Myrmidia herself appeared and smote the foul creature. But the evil Necrarch was not aware that he was falling into a trap as in the nearby hills and forests. the last defence of the Temple. Then a second wave was launched against the walls and was also rejected. The third wave revealed the first signs of weakness among the defenders and then Nourgul attacked ahead of his elite troops. mounted on a terrible winged nightmare. They had lost tens of thousands of lives and the best troops of Magritta. but from this moment on. His determination and courage saved the city. ready to attack the horde. But as soon as the Vampire tried to touch the Book of Wisdom. The Grand Commander made one last attempt a few miles from the city walls. It was too soon. In addition. Thousands of Estalian soldiers perished in defending the Temple.22 oppose him. The lands of the north and west Magritta had been reduced to ashes by Norgoul. casualties occurred among Nourgul's necromancers that were not compensated by the new additions of dead Estalian soldiers to the army. 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.

Bilbali and Tobaro. .

the influence of Tilean mercenaries became increasingly noted in the composition of the armies. chiefly Quenelles and Carcassonne. rivals of Marienburg and Brionne. The Tileans saw an opportunity to expand their influence. Magritta ran a series of campaigns with the intention of seizing some small realms and fixed their eyes on Tobaro. 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. capital of the Estalian kingdom of Aragona was hit hard by the turn of events. especially Magritta. concentrated their efforts towards strengthening their trading network with the caliphates and emirates of Araby and extending their reach to the Southlands. The risk was well worth the difficulties as Magritta's wealth grew. Bilbali. so they signed agreements with Marienburg to become trading and banking partners. irritated by the friendliness of Marienburg and their Tilean rivals. Bilbali used diplomatic channels to reach trade agreements with L'Anguille and Bordeleaux. RETURN OF THE ELVES AND RISE OF ESTALIA In 2051. respectively. Bilbali led a coalition of northern Estalian kingdoms and dukedoms against the Duchy of Brionne. Ind. Magritta. L'Anguille and Bordeleaux emissaries brokered a peace in which Brionne would pay some . the kingdoms of Estalia reached certain prosperity. Having had enough of Brionne predations. other Bretonnian dukedoms. Bilbali's Bretonnian partners convinced their King that the incursion was a local matter resulting from the piracy supported by the Brionne duke. but could not take the city with the help of unwilling Tilean mercenaries. Well-placed bribes kept the Bretonnian King content in the initial stages of the hostilities. which led to several confrontations on the high seas. began pressing the King to allow them to come to Brionne's aid. For three centuries. home of thecult of Myrmidia. With the prospect of a costly and broader war. Their shipping was greatly affected by pirates from Brionne. The inconclusive campaign proved to be a drain on Bilbali's wealth. and Cathay. with a massive presence of pikemen and crossbowmen.23 For years the kingdoms of Estalia were reconstructed. This extension placed the Estalians in direct competition with the Elves for 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. who were suspected of working in concert with the Marienburger merchants. and Bilbali where weapons are created of great quality that are appreciated by all the Old World. As the war continued for a number of years with Brionne holding its own while under siege.

Estragon seemed to weather all of these attacks � be they with words or swords - with grace and good humour. Though many envied his wealth. few could deny that he was an affable. albeit a very minor one. each loaded to the gunwales with trade goods from all over the old world. worked to acquire a vast amount of wealth. He survived many assassination attempts and many slanderous attacks on his character. especially after Magritta invaded the island of Sartosa on the pretence of acting against the pirates based on that island. Magritta tried a different approach in the south. one of Marienburg's Tilean trade partners. This threat forced Magritta's hand and the Estalian kingdom of Astarios led the attack on Tobaro. and it is said that the man attracted as many enemies as he did sycophants and lovers. His mansion in Magritta rivaled that of the local prince. DON DIEGO ESTRAGON Throughout the early decades of the 24th century Don Diego Estragon. The sacking of Sartosa caused alarms in Marienburg. including some that stated that he was secretly a mage who practiced the dark arts. Estalian merchant and explorer. charismatic man whose boldness and bravado were admirable. which caused some alarm in Remas and Miragliano. The drain on Magritta and its allies' treasuries made the Tilean venture too costly to maintain. Tobaro began to become concerned with Estalian activity. Brionne's support for the pirates became less overt for a number of decades. prestige. In 2348. 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. In time. and success. 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. The expenditure of capital gained some additional trade concessions with Luccini and Verrezo. For years. This gave the rulers of these Estalian kingdoms some influence in Tilean politics and power schemes. that charade came to an end.24 reparations to Bilbali and its Estalian allies in exchange for the cessation of war. Their northern rival decided to act against Magritta's interests by using its wealth to break Estalian influence and power in southern Tilea. This move proved too much for Magritta's Tilean allies and a general struggle commenced. Estragon planned to circumnavigate the globe and . Estragon set off with a great fleet of ships. 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.

. returned from the voyage. Some say his armada went down in a massive gale that struck the great ocean some weeks after Estragon's departure. however. Hack writers in the old world have seized upon and embellished Estragon's tale. Others say that Estragon took a Cathayan wife and settled as lord of a large province in an eastern kingdom. If the trip had proved successful. These works of popular fiction detail the imagined exploits of this romantic Estalian figure. and many an imaginative "penny dreadful" circulates among the literate of the old world. Neither Estragon nor any of his ships or crews. and artisans of all kinds. Others claim that Estragon became corrupted by the power of chaos and that he and his fleet now serve the dark gods. Little is known about Estragon's disappearance. with merchants. 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. 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.

It is not the brute power of the raging Beastman. as ever. with much of its gold finding its way to the coffers of the Cult of Myrmidia. 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. the Kingdoms remain.25 By Fire and Sword After the Great War against Chaos many religions blamed the use of sorcery for the evils of the Old World. the Cult of Myrmidia has recently � and grudgingly � begun to allow the practise of Magic once more. uniting its various templar orders into a centrally controlled force. So although united in faith. 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. Estalia Today As magic has gained legitimacy in the Empire and Tilea. the head of the Cult of Myrmidia. Soon this was augmented with a more subtle policing force dedicated to finding the more hidden threats to the Kingdoms. but it is there. On many occasions a strong ruler has emerged and . the Temple established its own military. but the hidden plotting of secret societies and cults which is eating away at distant Estalia. divided in everything else � and more war and bloodshed is sure to follow as a result. The land flourishes from trade routes. Since the Cult of Myrmidia was now by far the most powerful of all the southern cults. the Kings and Princes of the land still make war upon each other. The leaders of the Cult took advantage of these fears to unite the Kingdoms of Estalia under the leadership of La Aguila Ultima. having slowly converted the other faiths to aspects of the Goddess. In order to protect the lands from all threats of Arabyan sorcery. The people of the Estalian Kingdoms were no different. Subtle perhaps. answerable only to the Aguila Ultima. There is little evidence of the influence of Chaos in the Estalian Kingdoms. including the New World. 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). none of these wars have reached the same scale as they did in the days of the Arabian invasion. Called the Inquisition. the people looked to the Priests for salvation. using the slightest dishonour to avenge a half forgotten grievance made centuries ago. who effectively became the leader of all the different Kingdoms. 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. but no less deadly. While the Cult of Myrmidia controls the various Kingdoms throughout the land to some degree. The Temple holds tight to its control of the lands but all the while people plot to remove or reduce its dominance. necromancy and other deviation. Although Estalia has been threatened many times by enemies.

. and Estalia remains a land divided. none of these settlements has lasted.tried to unify the kingdoms as Myrmidia did and have met with various degrees of success. However.

The city of Tylos is rapidly built to
become the most highly populated
human city in the Old World.
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.
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
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.
Skaven tunnels are cut through the
mountains of Estalia and Skaven of
Clan Esrit raid the Estalian lands
taking slaves and plunder.
King Juan I of Astarios builds the
first walls around Magritta hoping to
keep out the Skaven and raiders from
The dead rise up across the known
world; thousands flee the cities away
from the Undead.
Estalia is divided into many small
Kingdoms following the Undead
menace. Mistrust between the states
is spread wide.
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
San Luis separates from Bilbali
following a prolonged military and
political struggle. Both states
remained closely allied to this day.
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.
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.
Orcs spill into Estalia, rampaging
across the land.
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.
Skaven invade Estalia, sacking many
cities. They are in turn attacked by
hordes of Goblins, allowing the
Estalians to eventually retake their
The golden bell of Bilbali is stolen
by Norse Raiders.
The Kingdoms of Estalia are invaded
by Arabian forces led by Sultan
Jaffar. Magritta is besieged and
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.
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.
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.
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
Marco Colombo discovers Lustria.
Estalian attempts to find the fabled
land of riches across the Great

27 Western Ocean rebuffed by the Sea Elves of Ulthuan. Tileans and High Elves over the trade routes to Araby. 1993 Religious pressures bring bloody repression of sorcery in Old World. 1750 The vampire Nourgul the Necrarch launches an attack on the southern Kingdoms of Estalia. 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. C1550-1850 Estalian mercenaries fight in the civil wars of the Empire. bringing much wealth to their lords. Ind and Cathay. 2271 The Great War of Chaos is fought in the north.2051-2250 The High Elves return to the Old World. He is defeated in the temple of Myrmidia as he is turned to ash upon touching the Book of Wisdom. Several sea battles take place with each ending in a draw. 1565 Several Estalian Kings send aid to the Prince of Torbaro in the reclaiming of his city from the vile Skaven. Following the war. C. Both expeditions return with chests of gold and rare artefacts despite suffering greater than an eighty percent casualty rate. the Estalian Inquisition sets about to destroy any and all Chaos forces . 2274 The fighting ends following the Siege of Brionne and the signing of the Treaty of Brionne. 2242 Alliance of Estalian Princes headed by Prince Dimas Moreno of Bilbali invades and conquers much of southern Bretonnia. in what is known as the War of Blood. signing a trade agreement with Marienburg. This begins nearly three decades of war in Southern Bretonnia. Estalian fleets fight with Marienburgers. 1495 Rival expeditions to Lustria are sent by Magritta and Bilbali.

2400 Astarios armies return home to a bankrupted kingdom. The practice of using magic is outlawed on pain of death by the Church of Myrmidia. To this day.within the Kingdoms. 2398 Struggle to maintain hold on southern Tilea nearly bankrupts Astarios treasury. Striking during the summoning ritual the cult lost control of the chaotic energies and the artefact that channelled them. Santoyo. 2483 The ban on the practice of magic is grudgingly lifted by church of Myrmidia. The resulting explosion destroyed an entire township near Magritta. 2489 Queen Isabela of Astarios dies suddenly. The Estalian states all rush to establish colleges of magic. He never returns to Estalia. Succession s in doubt. chaotic energies remain strong in this area. Kingdoms of Avila. 2348 The famous Don Diego Estragon sets off with a great fleet of ships. Riots ensue as taxes are increased to pay off emergency loan received from Marienburg. Obregon. each loaded to the gunwales with trade goods from all over the old world. 2351 Trade war erupts between Magritta and Marienburg. but nobles throws their support behind her son. 2438 Inquisitors stumble on a chaotic cult in the process of summoning Demonic forces. Privateers on both sides ravage the sea lanes. Many of the pirates who were previously raiding Estalia are employed. Coup attempt by Capitan Jorge Sancho Diaz de Moleno fails and he meets . 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. and Cantonia pull out as their treasuries are empty. Only Magritta and Bilbali have the means to maintain their own colleges. Prince Carlos Aguilar.

. recruiting thousands of knights to his cause. but those who claim to have seen this it report a lush. possibly Myrmidia reborn. 2518 Isabella Giovanna Luccelli is made La Aquila Ultima. Head of the Order of the Eagle.his end at the hands of the Inquisition. a magical. 2514 Juan Federico becomes Grand Master of the Order of the Righteous Spear. Dark Elf outposts and a Clan Pestilens stronghold. 2516 Grand Inquisitor de Hojeda burns the entire population of the village of J�vea at the stake for alleged witch craft and Chaos worship. dangerous place that. if it exists. 2508 King Carlos V of Aragona attempts to conquer the county of Siernos in the Irrana Mountains. 2521 Francisco Cortez with his Conquistadors blazes a trail of destruction in central Lustria sacking ancient native temples. and monsters. He sets out to increase the power of the Order even further. artefacts. 2520 Sailors of the old world reports sightings of what they call Estragon's Island. The celebrations last an entire year. seems to shift its location from time to time. She is declared a living saint. Myrmidia's Church. exotic. He is slain in battle and his daughter crowned as Queen Juana I la Roja Carlota Martinez. Most believe that the stories of Estragon's Island are little more than sailors' superstitions. tropical island that hides many treasures. Isabela's son ascends the throne of Astarios as King Carlos IX Montoya Aguilar.

28 .

three aspects of her mortal life that have many legends attached to them. In Estalia and Tilea. all cities within Estalia have a temple run by the Order of the Eagle. She walked as one of us! She experienced pain for us. especially when they surrender.29 THE CULT OF MYRMIDIA The Cult of Myrmidia is easily the largest organised cult in the Old World. sharp-eyed priests run classes in strategy and war craft. It contains all of the cult's core beliefs. but in all matters. the Goddess followed a strict code that she called the "Rites of War. Her statues are on nearly every street corner in the cities of Tilea and Estalia. for beloved Myrmidia is not only appealed to in times of war and injustice. nearly everything is influenced by her. especially those concerning revenge. Arabian invaders from across the sea. Myrmidia's role in the pantheon is subject to debate � and passionate argument � across the Old World. Myrrnidia. even when they had proven to be treacherous in the past (which they often had). their Goddess. There. She's Myrmidia!" Honour is central to the cult. as it is the guiding principle behind all Myrmidia's actions." and she offered all her opponents the fair treatment that it afforded. She isn't like your uncaring Gods. Whatever individuals may believe. 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). with the priests actively encouraging others to get involved. These services--normally conducted in Classical. They also hold regular services for expatriate southerners (the specific day varies according to local customs. In life. and Goblins pouring out of the mountains to their east. and is carried by many Myrmidians. which is seen as one of the goals of a battle. Beliefs Myrmidia's twelve greatest battles. open to any who wish to attend. This almost universal adoration of Myrmidia in the south is something that northern folk find very hard to understand. and her commentaries upon them. In kind. She isn't like the other Gods. Estalian. it is almost subdued when compared to the wild and devoted love of the southern people of Tilea and Estalia for their lady. She died for us. and art. but is often every five days). honour. "You just don't understand. She understands us. form the basis of The Book of War. their champion. As devout as the people of the Empire are in their love of Sigmar. or Tilean--are more interactive than most. The command structure . asking questions of the congregation. Her name is invoked by the people of the south as a ward against everything from illness to death at the hands of Beastmen. who ponder long over their Goddess's words and deeds. Myrmidians treat their opponents with respect.

Because of this. as few that have experienced the horror of war relish it. so she learned how to best use her strengths. although most Myrmidians stick rigidly to orders. and cover her weaknesses. They pray to the Goddess to guide the officers into making wise choices that will keep their loved ones alive. Myrmidians see it as prudent. Myrmidia is quite popular with women who have sons and husbands at war. Myrmidia also teaches her followers to master the art of war. she was physically weaker than many of her opponents. they readily ignore them if it will result in a betrayal of their also central to her teachings. is more likely to understand their fear and heartache for their men. Unlike other war Gods. As a woman. This is something that many soldiers favour. . but there are several legends where the Goddess or her Shieldmaidens chose to do what was right. not what they were ordered to. she focuses on avoiding unnecessary conflict through use of clever strategies. There is also a feeling that Myrmidia. as a woman.

such as bettering Myrmidia's successes in a battle recreation using painted figurines to represent opposing armies. and are each attached to a priest. it could be something more challenging. and commonly pictures it with wings spread high above its head. It may require that the initiate survives abandonment in a hostile environment. It could be something seemingly simple. or as a clasp to hold a priest's white cloak in place. which varies according to the temple. or ritualistically evading a powerful creature from the myths of Myrmidia. who may be training up to four other initiates at any one time. if they show the proper interest in the Myrmidian cult and the honourable lifestyle it demands. That is not to say that people are not chosen for . This symbol is worn on the left breast. Once accepted. The best of any Flight will soon be elevated to become the "First Eagle." a Flight's leader. Whatever it may be. No initiate can be elevated to a priest until they have been a First Eagle and have done something to distinguish themselves. they will be pitched against each other in various war games and tasks. once the task is completed. eventually an initiate proves himself worthy of consideration to become a priest. and physical training. sleeping. These initiates form a "Flight. The Order of the Eagle thus identifies itself with this majestic bird. such as a bull or wild boar. or quests to uncover the secrets of a distant holy site. often accompany the extensive lectures in Myrmidia's teachings. or he will be taken aside and told to leave. Those that are worthy are given a task to complete by the temple priests. In the Empire. or showing strong leadership skills. Cultists In the 'Book of Transformations' from the Bellona Myrmidia.30 Initiation Almost anyone. Rank in the Eagles is shown with small claw pins worn at the neck. cowls take different colours according to the regiment the priest belongs to. such as demonstrating insightful wisdom concerning a difficult trial. including eating. will be accepted if the local temple priest is sufficiently impressed. the initiation rites of her cult almost never involve combat. If a temple has enough initiates to have several Flights. and a temple sergeant takes command of his training. Initiates are given a white. Elsewhere in the Old World. so lessons in meditation whilst inhaling sacred smoke. What this entails differs from temple to temple. the initiate becomes a priest. Honing the mind is as important as honing the body. or periods of contemplation during prolonged isolation. hoodless robe. It may involve navigating a puzzle-filled maze beneath the temple. members of the order also wear blue cowls with red edging and white robes. Priestesses Even though Myrmidia is a Goddess of War. Or." and they do everything together. the Goddess takes the form of a sharp-eyed Golden Eagle to scout enemy positions. listening to lectures. Whatever it takes.

The details vary a great deal from place to place. For example. . as it are common for the rite to involve some reference to the bold deeds of the particular initiate. she might be presented with a sword to replace one she lost fighting Orcs. and even from one occasion to another. Almost all rites involve the presentation of arms and armour to the new priest. and they are almost invariably public.initiation based on their combat prowess. but that assessment takes place before the rite itself.

putting on armour and taking up their weapons. Thus. Most do this literally. or even to see a dead eagle. armour is not the appropriate garb for the day. although they do not have to be the ones in charge. also command great respect. as the cult of Myrmidia expands through the Empire. Myrmidian priests like clear chains of authority. priests should always be alert for facts they may have missed. conflicts over this become increasingly likely. and the prayers recount the function of the armour or weapon taken up. and I shall be called Fury. with each temple commanded by a temple priest. Because of what path been done to thee: from this day forward I renounce my name. They place great importance on group loyalty and morale. On the other hand. Similarly. even one who does something foolish. it is very bad luck to make a decision on impulse. wisdom and insight. and she said." --BELLONA MYRMIDIA. A lot of sheep farmers regard eagles as pests that harry their flocks. without a plan. so the next thing the priest does is take it off again. even going to a tavern.31 "And she did hear of what had happened. Superiors not only listen to the counsel of their lessers. or any room with only one exit. treating their clothes as armour and any tools as weapons. where those below take orders from those above. This can cause conflicts when the priest wishes to speak to a powerful and cautious individual. and she came unto Her. This can easily be taken to extremes. and always keep an escape route in mind. seeing an eagle take flight in the morning is an excellent sign. A very common superstition is the belief that a priest should never be unarmed. It is incredibly bad luck to kill an eagle. This weapon can be fairly small. Only if the circumstances make keeping armour in their quarters impractical will priests perform the ritual symbolically. and are willing to be the ones to suggest the scheme. Structure In Estalia and Tilea. the gifts of Myrmidia's mother and father. Although the Order of the Eagle is organised like a vast army. many refuse to enter blind alleys. not just a symbol. Every step of this ritual is accompanied by prayers to Myrmidia. if necessary. but it must be a real weapon. and never abandon a comrade. They hate doing anything. the massive Cult of Myrmidia has seemingly countless positions of power spread through its myriad orders. A distinct set of superstitions revolve around eagles. Most Myrmidian superstitions revolve around military strategy. but they actively request it. A temple priest is aided by one or more . In many cases. A High Priest's Unit is split according to how many temples he controls. while many priests abandon a journey if they see an eagle land just before leaving.'BOOK OF FURY' When a priestess wakes in the morning. her first task is to arm herself for the day.

conquered Tilea. they believe that Myrmidia. and both are convinced they are correct. and was therefore a Tilean.temple sergeants. who each order up to ten priests each. Importantly. with each claiming Myrmidia is guiding their choice. much of the hostility between the Estalian kingdoms and the Tilean city-states down through the centuries. it is not uncommon to find different oracles supporting different candidates. the cult has almost broken in two over the issue on more than one occasion. or the excuse for. appointments of most ranking positions require the support of the Order of True Insight. they believe Myrmidia. Indeed. conquered Estalia. The structure of the Order of the Eagle goes though minor changes almost every other year. the Estalians believe Myrmidia was born in Magritta. but it is whispered that money and favours have more influence than any revelation of Myrmidia during a smoke-fuelled prophetic trance. Similarly. The impartiality of the oracles is never openly questioned. which is believed to have a greater understanding of Myrmidia's strategy for the cult. They believe Myrmidia was born in Remas. To the east. Indeed. East versus West The Cult of Myrmidia is split. each priest can direct up to five initiates. as a Tilean. Lastly. In Estalia. This fundamental difference has been the cause of. and was therefore an Estalian. there are the Tileans. However. . as an Estalian. as it believes in adapting to changing circumstances. Both nations have their own versions of Myrmidia's holy texts to support their beliefs.

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. 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.
The fortified Myrmidian Temples are normally built
according to the architectural principles of Estalia and
Tilea, both of which are strongly influenced by the
extensive Elven ruins in those nations. Thus, spired
roofs atop slender, tapering towers are common, as are
domed central halls made of white marble. Most
temples are decorated with large bas-reliefs of weapons
and shields, which often form a backdrop to the
training grounds that surround Myrmidian holy sites.
Within, it is common to find cramped, circular
lecturing theatres for lessons in war craft and strategy.
These are normally dwarfed by an airy, seated hall,
which has a lowered, central area where priests
(commonly working in groups, promoting concepts of
teamwork) lead services to their Goddess. Surrounding
this central hall are statues of Myrmidia alongside her
shieldmaidens, companions, and local heroes. Often,
these statues bear archaic weapons from the south, and
are often only dressed in a single scarf of silk about the
waist. Above the central hall, many temples also
maintain small, isolated shrines to the Goddess, where
her devout can retreat to ponder difficult questions and
pray to Myrmidia for inspiration.
Most Eagle temples also have a chapterhouse for the
Order of the Righteous Spear (under whatever local
name it has chosen) within its walls, making assaults
upon Myrmidia's holy sites a daunting task indeed.

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
Hierarchy of the Inquisition
Fray Tom�s 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,

Another right of the Inquisition in some provinces. 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. If they prove that the accusation is false. 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. with people accusing each other just by sheer terror to the inquisitorial process.34 the Inquisition is dependent on the different royal or local authorities for manpower. If there is no evidence of the innocence of the accused they are arrested. which grant every person who recognizes he is guilty of heresy the chance of self-accusation and ask for mercy in 30-40 days. Any citizen of a kingdom where the Inquisition has jurisdiction can make an accusation of heresy. before a book is published or imported from foreign countries it has to be examined by an inquisitorial censor. who decide if the accusation belongs to the jurisdiction of the Inquisition. pictures. the ingenuity of the publishers and the use of the printing press. This last trick is one of the most successful because the censors usually only examine the first printing of a book. Different kingdoms have very different lists. This has the right to force changes in the writing. but he must pay some money "as alms". is the moral and political censorship of ideas. However. As the cynics say the provincial courts usually sign these Edicts when they get short of money. In some places these policies are applied retroactively and the censor have the power to examine private libraries. including it in the lists of banned books. books. The sinner is sure he won't be heavily punished. music and all artistic expression. Sometimes they send some familiars to make some initial investigations. not many officers dare to deny the Inquisitors their requests. with the particular agreement and control of the Crown. people specialising in law and theology. Despite the diligence of the censors their duties are made difficult by a lack of manpower. The accusation is studied by the Qualifiers. Once arrested. The inquisitors also have the right to promote Grace Edicts. 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. the accused is informed vaguely of the terms . The Inquisitors may find their power limited depending on the mood of the authorities. These edicts usually provoke an accusation frenzy in the community. eliminate parts of the text and even forbid it completely. the informer is accused of calumny and must pay a fine to the Inquisition. The Inquisitorial Process All the inquisitorial processes start with the accusation. In these places. If the accusations are scarce. In some kingdoms there are limitations on who has this right and duty.

The frightened and . These are accusatory testimonies collected by the Familiars and the accused own confession.of the accusation. usually only stating that he is accused of a crime of heresy. The accused is given the chance to reject a confession obtained under torture three days after the confession. The accused has to demonstrate their innocence preparing a defence with the aid of a lawyer provided by the Inquisition itself. This is due to their refusal to confess and discharge their conscience. In the same way they can collect favourable testimonies but they have to wait until the inquisitors have finished their investigations. If the accused deny their guilt during the first interrogation. This means that they usually have less time to prepare the defence. including an interrogation of themselves. but at least the accused. The most feared part of the process involves the extraction of evidence from the accused. If the confession is denied. it is annulled � and the accused can be tortured again. the accused is told that all the temporary and permanent damage and pain he'll suffer is his own responsibility. they are tortured until they confess. Although torture is always applied in the presence of a physician. after the interrogations. In the same vein the name of the accuser is kept in secret to avoid any possible vengeance. Provincial Inquisitors are designated to travel to the location and demonstrate the guilt of the accused with various evidences. will have a better idea of what crimes and sins are imputed against them.

blackmailing and murdering. They do the dirty work of the Inquisition but they are not part of the Inquisition. 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. perhaps even cruel. After that the court deliberates in the named Faith Consultation and decides a verdict. Nobles and commoners assist in these events as if it were just another celebration. half-alienated accused doesn't know the exact terms of the accusation. A foreigner will probably find it tragic. usually just its name. The Brotherhood usually acts as the secret arm of the Inquisition. All the "extra" self-accused crimes and sins are also judged in the same inquisitorial process. those accused are rarely absolved. The few people who know something about it. The majority of members are layman and some are or Inquisitors. a ritual very similar to a mass. Watching from his anonymity the accuser smiles whenever he remembers that his well planned vengeance is completely free. but with some of the more insidious accusations the accused can confess almost everything in order to put an end to the torture. Before the shops open and with the first masses. it is plain to see that their relation is not as clear as one might think. suspension. Due to the confession being considered irrefutable evidence.35 The Brotherhood Unbeknownst to most people. This supposes that the heretic is reformed and reconciled with Myrmidia for extension. Sometimes this is a short process. nobody would say it is false. infiltrating in strategic positions of power. which are performed periodically in the market square. mostly think that they are just the secret arm of the Inquisition. Once all the evidences from two sides are collected the process begins with the reading of the defence and accusation (in that order). this secret organization is one of the real Estalian powers. The Auto de Fe is celebrated once the sentence is given. This ceremony is performed to reconcile the culprits with Myrmidia. basically they have no idea of what charges they must confess. Although it is not really true. The sentencing is performed during an Auto de Fe. defamation and conviction. So they start a process of trial and error trying to get the charges right. Autos de Fe One of the most solemn events in rural Estalia is the Autos de Fe. compiling information. There are four types of verdicts: absolution. This started long time ago when Fray Tom�s the Pure created it. The accused is arrested. In the privacy of their homes many Estalians recognize that the inquisitorial process is an excellent tool for eliminating rivals and enemies. If one scratches the surface. the .

awaiting the sentence of death. With the exception of the Bishop and the inquisitors. the rest of the Inquisition's officers sit where they can. guided by two familiars. his crimes. one of the secretaries reads the name of a culprit. The quiet public watch the ceremony in the crowded square. . at the top is which the culprit is seated. his confession and the punishment he will receive. walk the commoners. Sometimes this ceremony lasts for a few days. At the end of the retinue walk the members of the Inquisition. wear the sanbenito and follow the clergy. Below this are seated those sentenced to galleys or hard labour and at the bottom sit those who will be lashed. assistance to the act is a must if you don't want to be prosecuted with heresy or Chaos worshipping. This is only done in the most special or troublesome cases. The procession. the Auto de Fe is not done publicly and it's performed in the inquisitorial dependencies. followed by the clergy. softly singing Myrmidian verses.Auto de Fe starts with a procession led by a standard bearer and followed by numerous Myrmidian symbols. The Inquisitor makes a speech to provoke fear of the inquisitorial punishment. The death penalties come first. The barefooted culprits. walks to a chosen square. followed by the rest. There a wooden flight of steps is set. He has to listen standing on a chair with a candle in both hands. the sentence is executed in situ. dressed in the same fashion. When the secretary finishes. who have special seats. The standard bearers are nobles and important people dressed with austere black clothes. In some cases. Behind them. When he finishes.


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dry weeks in the middle of summer when the Estalians seek respite from the wind and sun for much of the day. with the harsh sea winds stripping its coasts bare of life. As such. THE BORDERS Although the sea places a firm limit on Estalian ambition in three directions. In other places. Most Bretonnians take their border with the peninsular at the south branch of the Brienne River (the Seux-Brienne to the Bretons. Although not true deserts like the deadly Arabyan sands to the south. Very little is known of it elsewhere in the Old World. this has even given way to desert-like areas. Estalia was as forested as the Empire. to most inhabitants of the Old World. The only exceptions are the hot. arguably the most hospitable of anywhere in the Old World. In some cases. Estalia is as remote as fabled Cathay. La Trenza to the Estalians) but in the hills the river and the border become poorly defined. south and west it is bordered only by the wild seas of the Great Western Ocean and the Southern Sea. Once. none can be sure just how many nations this may entail � are spread across the great south-western outcrop of the Old World. strong horses and hardy hill donkeys. The oceans have defined Estalian geography as much as its history. but the huge demand for ships led to massive felling. To the north. while the bare hillsides grow small bushes of olives. the peninsular enjoys a warm temperate climate. the land of Estalia has become dry. In this rocky landscape. and its interior is filled with tall mountains.38 KINGDOMS OF ESTALIA Estalia is a land shrouded in mystery and myth. but also blowing warm air north from the deserts of Araby. The plains also hold herds of slender cattle and teams of tall. onion vines and brassica. making them the swiftest and most agile in the Old World. to its south east by the city states of the Tileans. Under the brisk winds and hot sun. To its north east. orchards are common. and . Estalian horses are said to have Arabyan blood. bald hills and stony bluffs. PRINCIPAL GEOGRAPHY The Estalian Kingdoms � and at any given moment. A Bretonnian Lord of Carcassone would not be surprised to find his domain included a few villages filled with Estalians. Even on the doorstep of the Empire. the soil is frequently poor and the fields do not grow the type of crops familiar to the northerners. an Empire visitor would find these desolate areas terrifyingly inhospitable. creating even more plains and plateaus across the land. its eastern borders are less clearly defined. Bretonnia and Tilea. the hills fall back to huge empty plains. and the oranges and lemons of Estalia are famous across the Old World. where only thin sagebrush survives in the sand. both manmade and natural. Its coasts are primarily sharp cliffs with rocky hinterlands. The plains hold giant fields of wheat and other grains. In the cooler north. it is bordered by Bretonnia.

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. .

borders are almost equally as fluid and poorly defined. and the petty kingdoms high in those peaks are constantly waging tiny wars over national sovereignty and border protection. northerners will unite against the richer. but these are rare and short-lived. locked in deadly struggles with small. 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. Sweeping across its centre from east to west are the mighty Irrana Mountains. Centuries ago. rustic folk foolish enough to live in the middle. the larger cities and states are drawn into these conflicts. causing the body count to skyrocket. These feuds are fuelled by racial pride and many have existed for centuries . Across the Abasko Mountains lies the city state of Tobaro. but the peaks are always claiming fresh lives. However. At times. it is its mountains that have most dominated its history and politics. rebels and monsters. There are over a dozen major kingdoms and more than a score of city- states on the peninsular and often times the border markers are little more than a line in the sand or a sign on a tree. and this division marks the national character. 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. Near it lie several smaller city-states as well as other towns and villages which pledge allegiance to these urban epicentres. Both sides claim their control extends to the other side of the mountain range. The narrow and deadly peaks and the lurking greenskin tribes between them have so far prevented outright or protracted war. more frivolous northerners � and both will heap scorn upon those primitive. the mountains are deep and wild and refuse all delineation. more decadent southerners. while southerners scorn the wilder.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. Regardless of their national allegiance or kingdom. This range divides the land between north and south. isolated dwarven . Only a guide with expert knowledge can be sure which nation he finds himself in at any given time. THE MOUNTAINS Although Estalia prides itself and is most famous for its sweeping plains. and hordes of Undead lurk in the dark caves. Small pockets of greenskins have been found there. There are few passes through the Irrana Mountains and their deep valleys hide countless dangers from bandits.39 The south-eastern border is even more indistinct. Little wonder that travellers from the law-filled Empire sometimes refer to Estalia as the Land of Confusion. Deeper still are Skaven tunnel-empires. Within the Estalian Kingdoms.

on the narrow ledges of the most isolated peaks or in the most lonesome valleys.karaks. The other major mountain range is the Abaskos. the ancient residents of the peninsular. They worship strange gods and use stranger magic. Like the mountains nearby it is difficult to navigate and even more difficult to survive. running north-south along the eastern border.and safer - to go from Magritta to Bilbali via Lustria than through the mountains � yet still the roads are not empty. trade routes divert around it and no nation claims dominion over it. It is joked that it is quicker . As their name suggests. THE FORESTS Once covered in forest. in the same way. In the north-west lies the massive Pina Wood. both of which may also display cultures and beliefs that are alien and unknown to the rest of the land. for thousands of years. these are an even greater haven for the Abasko people. as there is always the hope of gaining some time or some great financial advantage. Their villages exist in the gaps where the Estalians and Tileans cannot or will not go. Here too are remnants of the Abasko people. before even the fall of Tylos. either by boat or along the coastal roads. using their strange art of Salto del Pastor to get around. They have lived in these places. since before the coming of the Estalii. The mountains also hide tiny kingdoms and even tinier villages. This is because the wood remains an . Travel through the mountains is so slow and so dangerous that north-south travel is typically done instead by going around. now only two large woods remain in the peninsular.

as neither nation has a navy of sufficient size. The largest island in the Southern Sea is La Isla Atalaya. Here there are few. using the dark forest to hide its numbers and prevent a great army from destroying them. This wood is the domain of the Undead. do not end at the ocean's edge. Soon enough they will make their move. Many of these areas are also home to Tilean claims and conquests. if any. like the forest of Athel Loren to the north. however. and the forays and settlements of such Estalian heroes as Lustros. and have never succeeded in completely exterminating this menace from the land. The elves of Ulthuan have of course taken note of the . as well as several colonies in Lustria. The closer islands benefit from much greater protection.40 outpost of the Wood Elves. The largest collection of their enemy currently lies waiting in the Sombra. To the east lies Sombra Wood. it opens its harbours to any ship of neutral colours. speed or power to cross the dangerous ocean in time to defend their colonies. built on the ruins of an ancient Elven citadel. the wood of shadows. Avarro and Aguerro more than entitles them to the entirety of the continent. Naggaroth and on the Vampire Coast. below). this issues are purely theoretical. elves to be found. Unlike their northern brothers. the vampires. who possess a frightening mastery of necromancy and other magic. as each port changes hands and allegiances as often as the wind changes direction. and trade with these hot southern ports is always a game of cat and mouse. At the head of this growing force sits a conclave of powerful and terrifying vampire lords. THE SEA More than any other people of the Old World. Indeed. the Estalians have conquered the seas. the elves of Pina Wood have withdrawn almost entirely from the world and offer no counsel or parley with the humans that surround them. Estalia's vampire wars are not yet ended. 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. pointing out that first rarely means greatest. It is an independent Estalian nation state. but are likewise more easily beset by pirates and Tilean interests. therefore. however. Their lands. Although fiercely anti-Tilean. For the most part. and most Estalian kings and queens only care about their distant dominions to the extent that they continue to provide gold. and as such is a hotbed of intrigue known as the City of Whispers. and they claim conquest of several islands to the south and west. jewels or other treasures (see Material Culture. sometimes very close by. Estalia has long battled the walking dead and in particular their dark masters. All that the average Estalian knows is that those who go into Pina Wood come out forever changed � if they come out at all. The Estalians scoff at this.

over which they believe they have sole dominion. the elves have taken to sinking human vessels on sight.Estalian excursions across the oceans which they know so well and in many cases. they fear that the Estalians risk becoming unwitting allies or enslaved forces of their enemies. To hamper travel. . the dark elves of Naggaroth. Even the most generous elf considers the Estalians dangerously na�ve upstarts. This they cannot stand and on top of all the other dangers of the oceans. they are also reclaiming their ancient naval citadels. adding further to the chaos of the southern islands. travelling in places beyond their understanding and ability. Most importantly.

a great bronze bell calls out across the Great Western Ocean. wealth and influence. built upon an island within the bay. Of course. it is said. however. The two largest Estalian cities are also. 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). These twin jewels both claim to be the unofficial (and at times. since both races are enemies of the Estalians. but none come close to the size of Bilbali or Magritta. but the only cities of any real size or import lie along Estalia's great coastline. the fleets of Magritta effectively control the Southern Sea. official) capitals of the peninsular. THE CITIES The mountains and plains of the interior are scattered with large towns and towering fortresses. toprotect her fragile maritime trade. not surprisingly. Estalian cities are solidly built and well fortified. 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. no mortal can tell one elf from another. In storms and times of trouble. Bilbali is the slightly smaller and poorer of the two cities.41 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. pilots listen eagerly for the sound of the bell with its promise of a safe harbour and a mug of good Estalian wine. the pitch black slave arks of the Druchii are unmistakable. few mortals have a care to differentiate. Bilbali Bilbali lies in the north of the country. and the main one in the north of the country. the wealthiest and most powerful Estalian states. is like a house without a door. Likewise any sailor worth his salt from Marienburg or Erengrad knows a girl in Bilbali or Magritta. From atop its lofty height. where the city stands against a background of cave-studded cliffs. a steep sided crag gives access to a shallow bay. Estalia's two most famous and by far largest cities are Bilbali and Magritta. There are numerous towns and villages. patrolling against pirates and imposing an impromptu levy on trading ships of other nations. so that Bilbali's fortunes are wholly dependent upon the sea and. controlling an area between the sea and the southern forests. The most striking feature of the city is a tall tower. A city without a port. but in the streets of the ports and the cities. At Bilbali. The surrounding area is somewhat poor. The surrounding coast is extremely inhospitable. but it is the second largest settlement in Estalia. On the sea. There is a strong tradition of seamanship and sea fighting amongst the coastal cities. For example. the people of the . with towering cliffs that afford no shelter for ships. and the kings and queens of these cities are known throughout the Old World for their power.

for every Bilbalin will tell anyone within earshot of his city's glorious pre-eminence over all other cities in the world. Although Bilbali is cut off from Southern trade due to its northern location. Within this city of faith and fortune. all power is held by merchant tyrants and the fury of the Inquisition � . bitter enemies of the many pirates who frequent the coasts of Estalia and southern Bretonnia. so often do northerners come to Bilbali that the city is also dubbed the Gateway to maintain a close watch on the seaways. Bilbali is sometimes called the City of Braggarts. and sailors are always happy to stay a few days in town for they almost guaranteed a grand party of some kind. it has its own Lustria colonies and trades frequently with Bretonnia and The Empire. Magritta has to some a darker demeanour. Magritta Larger and more fortified than its northern cousin. to the great Temple of Mymidia and King's Palace perched on the mighty hills above. Bilbali is also famous for its fantastic and frequent celebrations. Magritta's mighty walls and great spires ascend straight up from the very edge of the perfectly calm Bay of Quietude. Indeed. Their fleets are well armed and her sailors renowned fighters.

among the assortment of Old Worlder merchantmen. Hostile shipping is mercilessly sunk. and each day brings more pilgrims and more traders to add fuel to the fire. Ships from rival states may be boarded. It is also the headquarters of the cult Myrmidia with its marvellous temple and dozens of monasteries . Like all open ports and trading cities. Even so. including silver from the Abasko Mountains to the east. including the bay's twin headlands where two massive fortresses guard the approaches to the port. often hiring northern ships and crews to fight alongside their own tireless galleons. It is a city riven � and often blood-soaked . undisturbed by the vigilance that characterises the cities of the north. and the Magrittans maintain a strong presence in the Southern Sea. rambunctious ways of northern Bilbali. The Bay of Quietude forms a natural fortress. They are fair. Yet unlike the wild. while Couronne in Bretonnia is one of the larger markets for imported silks and spices. of manners and etiquette. Magritta remains a city of gentlemen and scholars. whilst pirates are hounded and captured whenever possible and their crews brought back for public execution in the great market place. the Magrittans maintain a strong navy. The natives are hard-working folk. The merchants of Magritta trade goods from the north. 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. Its quays are usually crowded. thanks to the city's position in the deep south of the Old World. as well as the natural produce of their lands. over the years. and there are frequent skirmishes between the rival cities. To protect their trade. and serve as its beacons. and. the worship of Chaos Gods is a matter that would shock and disgust the majority of easy-going Magrittans. and the Magrittans control all the land thereabouts. Magritta has a polyglot its devotion to two masters. who fancy themselves as merchant adventurers. Magritta's reputation is well-deserved. largely ignorant of the dangers and temptations of Chaos. Magritta is a great port. Its reputation as a friendly port with ready markets for all manner of cargoes draws traders from many parts of the globe. there are some who are only too willing to take advantage of the city's lax laws to practise their unspeakable rites and vile. and that fire spreads out across the seas thanks to Magritta's enormous Armada of explorers and pirate-killers. honest traders.42 and neither is keen to share its power. and. Their southern trade is deeply envied by the piratical Tilean states to the east. built by natural deep-water harbours within the sheltered Bay of Quietude. of high culture and exquisite art � not to mention more ale-houses than perhaps any other port in the world. have grown to be rich ones. one can occasionally catch a glimpse of a strangely rigged craft from Araby or even further afield. Nonetheless. demonic faiths. for no pirates are tolerated here.

This sets mixed states with different laws and ways of understanding the shared political language. it has both a powerful fleet and a respectable army with troops reinforced by the Inquisition. THE ESTALIAN KINGDOMS There was a time when Estalia was a united kingdom. a Senate. the Inquisition and an extremely bellicose nature that leads them to fight each with its close neighbours or even more distant nations. Magritta maintains a strong rivalry not only with Bilbali. League of Cities (republics) and city-states. today it is divided into a set of small fiefdoms (some call themselves Kingdoms). but most Tilean cities see it as a threat and protect many pirates and their ships to harass the city. . a land of peace and prosperity. Unfortunately. whose headquarters is near the temple of Myrmidia.surrounding the city. To protect all these riches.

and has mounted many campaigns to subdue their neighbours. like most of the other kingdoms. the people of San Juan. however. the city of Myrmidia. Despite being the largest and most powerful state. They are also. Alfonso. The Kingdom of Astarios is based around the city of Magritta itself. It has traditionally been the strongest state in Estalia. He saw that the other states of Magritta and Bilbali were unhappy that so much of their land had been taken to form a separate kingdom. The Kingdom of Portigelle During the Reconquista. and lasted just over 40 years. and many relics that the Portige considered sacred had been destroyed. The Kingdom of Aragona The second most powerful kingdom is Aragona with its capital of Bilbali. one of the first parts of the country to be conquered by Santiago and the only part to survive the Arabian incursions unscathed. King Carlos of Magritta and his son Felipe managed to bring the whole peninsula under their direct control for 50 years. They spy on neighbouring provinces and have even performed the occasional assassination for the Magrittan King. Shocked by this.43 The Kingdom of Astarios Since the Arabyans withdrew from their conquest of the land the kingdoms of Estalia have grown in strength and influence. He also knew that Portigelle was not strong enough to withstand an . the oldest part of Estalia. Aragona led her allies into expanding their sphere of influence beyond the Estalian frontier. where they established their own kingdom under their leader. Astarios has often found itself pressed on all sides by enemies. Like Astarios. the Portige sections of the army mutinied and made their way to the coast. 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 Estalia. Aragona. sees itself as the direct successor to the people of Tylos and the first Estalian settlers. many Estalian towns had been sacked by Magritte and Bilbalin soldiers. Its lone stance against the power of Araby and its hold on its capital of Magritta has given Astarios prestige among the Estalian people. In 1642. and they carry his flag into battle to remind their enemies that Santiago is with them. 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 has developed the largest network of Inquisitors in the peninsula. The invasion of southern Bretonnia was short-lived. To counter this. Their capital is the city of Bilbali. but after Felipe's death the other states revolted and regained their independence. as their King constantly reminds the other Estalian rulers. The most powerful and richest of these kingdoms is Astarios.

requesting assistance. . Alfonso made a deal with the Elves. withdrew from Portigelle.he would rebuild their ships if they helped him against the invaders.assault from both other kingdoms. but serried ranks of Elven archers and row upon row of armoured spearmen. Alfonso took his troops to meet them. but was defeated in some early skirmishes and fell back. Since that day. He set up a capital at the town of Diamanterra on the coast and sent out messages to the Empire. relations between Portigelle and Ulthuan have been excellent. Bretonnia and some Tilean city states. who had been shipwrecked in a violent storm. Before any of the states could reply. Anarion. they revolted and set up their own state in the north of Estalia. starving Portigelle soldiers. they came across a group of High Elves. but were dispossessed by the Bretonni and the Estalian tribes. but soon found themselves treated almost as slaves by the rest of the Estalian people. Portigelle was invaded. The Bilbali army. Following the example of the Portige. As the Portigelle army was retreating down the coast. The High Elf leader. There is a large Elven community in Diamanterra and Portige kings can often rely on Elven help in battle. Its population are descended from a tribe that once covered much of the Western Old World. readily agreed. The Republic of Galicea The Republic of Galicea is the smallest of the major Estalian states. seeing the fate of the Magrittans. They fought alongside the Estalians during the Reconquista. The next day. The battle was brief as most of the Magrittan army fled the field when the Elves opened fire. the troops of Magritta found themselves facing not exhausted.

The ruler of Galicea is known as El Presidente. the sailors of the coastal Estalian Kingdoms are among the best seamen in the Old World. Conflict and competition with the Norse. the other coastal kingdoms and duchies tend to ally themselves with either one of the two most powerful kingdoms. many small states have sprung into existence. have existed since the Reconquista. outraged by these actions. Some. As a peninsula. but were swiftly defeated. the kingdom of Navareno and the duchies of Alquezaro and Barboza follow Aragona's lead. but its people have always maintained their distinctive culture and have eventually thrown off the Magrittan yoke.44 Galicea was established as a Kingdom initially. and Sea Elves are seen as necessary evils to which the Estalians are willing and able to respond. Bretonnians. 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. or so they claim anyway. they soon found themselves lacking a royal family to take the throne. In contrast. 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. who was inspecting his troops when he was blown up by a Magrittan assassin. Galicea has been overrun by Magritta many times in its history. like the Principality of Catalina. Southern Littoral . as well as the duchies of Zaragoz and Gualcazar. but after a series of wars with Magritta. the Estalians would have been the first to land in Lustria. Campastello. while the Kingdom of Rodrigo existed for thirty-six minutes in 1546 before it was re-occupied by the Magrittans. Unfortunately for the assassin. The last King of Galicea was Jaime the Young. If not for the Norse. The courage of the Galicean peasants is legendary. 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. he had overestimated the amount of gunpowder needed. Other states In Estalia's long history. declared war on Magritta. and was blown up as well. 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. With their dream of conquest in the Old World a fading memory. The Galicean people. and is elected by the twelve greatest merchant families in the capital. Astarios can nominally count on the support of the kingdoms of Avila and Santoyo.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. On a number of occasions they have been known to ally with the Portige to defeat their larger neighbour.

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

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46 .

characteristics profiles. from Core Units to Special Characters. . Because Estalia is not a unified country. heroes. the kingdoms of Estalia join together to protect their land. When facing a large external threat. the Estalians has always been able to come back and retrieve what is theirs.47 SOLDIERS OF ESTALIA The Estalian people are a strong and proud groups who are used to hardship and suffering. but the majority of any Estalian army is made up of mercenary troops recruited shortly before a battle. and rules necessary to use all the elements of the army. and though they have suffered numerous invasions. and war machines used by an Estalian army. imagery. Each state maintains some standing troops. monsters. In this section you section you will find details for all the different troops. there is no "national army" as such. Seeing their homes and families threatened by outside forces it drives these determined to fight longer and harder than most people would. It provides the background.

Even many dwarves grudgingly admit the quality of the weapons and armour that can be crafted from the Estalian ore. Full Plate Armour confers a 4+ armour save. along with any rules necessary to use them in your games of Warhammer. TERCIO FORMATION The Estalians are famed for their Tercio formations. which have the same equipment). only the name of that rule is given. 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. ESTALIAN STEEL Estalian steel is seen as the source of some of the best steel in the Old World. Where a model has a special rule that is explained in the Warhammer rulebook. and these are detailed here. This only applies to hand weapons. where ranks of pikemen form an impenetrable wall of sharp steel points. Estalian steel makes weapons of exceptional durability and sharpness. Reform and Redirect Charges and discard the highest result. The Rodeleros may not purchase any additional options. A unit of Pikemen upgraded to Aventuro's may be combined with models of Rodeleros to deploy in a Tercio Formation at the start of the game. there are a number of commonly recurring `army special rules' that apply to several Estalian units. The number of Rodeleros can range from a minimum of five models to a maximum of half the number of Aventuros (rounding up). Any unit with this rule may roll 3D6 when taking tests to Rally. The points cost of any Rodeleros counts towards the points total of the same unit of Aventuros they are purchased with. March. easily capable of making daring manoeuvres that most other men would struggle with in the heat of battle. and all Rodeleros must be placed as far forward as possible. that rule is detailed alongside its description. Models with this special rule have the Armour Piercing special rule. TACTICAL SUPREMACY The Estalians are fully devoted to the art of war of Myrmidia. If a model has a special rule that is unique to it. This will then be counted as a single unit for all purposes.48 ARMY SPECIAL RULES This section of the book describes all the different units used in an Estalian army. . 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. This means they are among the most disciplined soldiers in the Old Wold. When properly crafted. and as such drill tirelessly in her image. The forward ranks of a unit of Tercio are always made up of Rodeleros (as well as any Command Group models. supported by swordsmen to the front and handgunners and crossbowmen to the sides. However.

can casualties be taken from the Rodeleros. all Aventuros that are eligible to make Supporting Attacks can do so as normal. In combat. This works out like a normal Stand and Shoot reaction. Units of Crossbowmen or Handgunners within 3" of a unit in Tercio Formation may lend them support fire if the Tercio is charged to its front. except that they do not suffer -1 To Hit for shooting at a charging enemy.The subsequent ranks are entirely made up of Aventuro Pikemen. During the game. It is assumed that the pike-armed models step forward and discard their pikes to pick up the swords and shields of the fallen front rankers. Only when all Aventuros have been killed. remove casualties from the back as normal. .

the Captains of the provinces assume the role of leaders and commanders in an Estalian battle force. runs to his office. The young sons of the house provide the knights for the royal regiments. The nobles of the land are arrogant and quick to take umbrage to any slight. whom has absolute control of the forces and is responsible for leading them to victory. Much of the expenses incurred by the army. in which case one is elected from all representatives to act as the Grand Commander. The Royal Estalian Army goes to war under the direct gaze of either a King or a Duke. 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. there are! The Kings and Queens of Estalia are not just figurehead. Most nobles are excellent fighters. The Grand Commanders are among the best fighters of their time and always go to battle at the head of their troops. and marshals Estalia's forces to war. The Kings and the Dukes can muster individual provincial and city-state armies. which of course. One is the meeting of an army to fight a common threat. 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. 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. and lacking a common foe they will fight each other without a thought. real or perceived. This is not as restrictive as one might think as all of the great families of Estalia are considered "royal". Sometimes the different domains that make up Estalia gather together to make common decisions. Captains are also able leaders. If an army is raised to put down a local peasant uprising. who takes on the mantle of Grand Commander of all the forces of Estalia and her tributary states. 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). . As an example the house of Aragon. In smaller forces a Grand Commander may not be necessary. They will fight anyone. and his reward is often include land in the different kingdoms. Most armies are led by a noble of royal blood. in a sense. owing to their lives of one intrigue after another. The nobility lives a life of extreme privilege and find the lives of those beneath them as nothing short of a life of contempt. This can be very confusing for foreigners as there seem to be hundreds of "kings" in Estalia. even if it is only a few hundred acres. or a less threatening Chaos Cult.49 COMMANDERS The nobility of Estalia is an overbearing lot with far too much time on their hands. including the introduction of the Inquisition. generally nobles in their own right. they formulate the foreign policy of the whole of Estalia.

So far they had seen nothing except dust. On the 13th day out of Raro Vilela the army encountered their quarry. weeds and mountain goats. The Beastmen had formed up and were prepared to fight to the last. . Estalian Steel. As if on cue however the Estalian Lancers smashed into the rear of their defences and the slaughter of the beastmen commenced. Still the group marched on. The baking sun was blistering down on the Army of King Sancho II of Bilbali. as were the rations of the army. 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. Spirits were sagging.SPECIAL RULES: Tactical Supremacy. The army had been on reduced rations since a rockslide had killed a great many of the mules in the baggage train.

in their complacency many people in the few large cities fail to realize the true dangers posed. for humanity's survival for the past hundred years. Inquisitors usually work in small groups. heretics. the threat to Chaos and other blasphemers is far from the only truth � above all. hungry for the souls of the innocent. However this is not the case. beastmen and chaos warriors it falls to the Inquisitors of Estalia to root out these problems. It claims to have been given official authority to question. Isolated as they are by Bretonnia. but has government backing from several kingdoms. Every Inquisitor has sworn potent oaths to defend the human empires against its worst enemies. All Inquisitors are experts in the extraction of information from non-willing suspects. the organisation is little known within Estalia. jurisdiction and appeal never occur. In this role the Inquisitors form a fraternity sworn to destroy chaos at every turn. Shrouded in secrecy. However. In doing so no methods are viewed as extreme. the Empire and Kislev the threat seems very remote indeed. Members of the Inquisition have pledged their every waking hour to the discovering and scourging of Chaos wherever it may be found. set up to monitor and maintain the spiritual purity of all Estalians. minimizing the risks up rebellions and political . be they witches. the Inquisition is a tool for the various Kings of Estalia to better control their subjects by uniting them against a common foe. In a world full of chaos mutants. and those within the Inquisition are concerned with destroying the physical manifestation of Chaos itself � the Daemon. As such it is up to the Inquisition to root out these threats and destroy them. However. The Inquisitor is an exceptional individual who has waged covert (and overt) war against Chaos. While a devote people. The Inquisition is a secret brotherhood that exists within the Estalian kingdoms. often supported by a specialists trained as Templars or Witch and Vampire hunters. and will not hesitate to requisition local troops at a moment's notice. The Inquisition is involved in the torture and elimination of those judged as serving the Ruinous Powers. although in practice it works in secret so that matters of proof. investigate and judge all Estalian citizens. cultists or simple agitators. 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 religion of Estalia does have its darker side. The organisation works independently of all the temples.50 INQUISITORS To the population by and large the threat from the ruinous chaos powers to the north seems very far away. 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. An Inquisitor has at his disposal every citizen in Estalia in the worship of Myrmidia.

SPECIAL RULES: Tactical Supremacy. . is subject to Hatred. Few would dare to go against the will of an Inquisitor. which in nearly all cases means death for the accused. regardless of the outcome of the battle itself.opponents overthrowing them. The Inquisitor. he may re-roll all failed rolls To Wound. especially by their own people. In addition. Magical Attacks. and any unit joined by him. Burn the Heretic: The Inquisitor's passionate prayers fill his fellows with righteous fury. when fighting Wizards. Undead. Chaos or Skaven. The Inquisitors are much feared throughout Estalia. there is bound to be at least one witch burning afterwards. One word from a higher-up means the immediate involvement of the Inquisitors. M WS BS S T W I A Ld High Inquisitor 4 5 3 4 4 3 5 3 9 Inquisitor 4 4 3 4 4 2 4 2 8 TROOP TYPE: Infantry (Character). Whenever the Inquisitors take to the field of battle. and those that do are never heard from again. Magic Resistance (2).

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
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 4 3 3 3 4 3 3 1 8
Battle Magus 4 3 3 3 3 2 3 1 7
TROOP TYPE: Infantry (Character).
MAGIC: A Battle Magus is a Wizard who uses spells
from the Lore of Fire, Lore of Metal, Lore of Life, Lore
of Light and Lore of the Heavens.
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.

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 an 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 4 4 4 4 4 2 4 2 8
TROOP TYPE: Infantry (Character).
SPECIAL RULES: Tactical Supremacy.
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.
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

" � Myrmidian proverb . SPECIAL RULES: Ward save (4+).4 5 5 . for even the mightiest of swords will miss its mark if the opponent is wise enough not to wait around to get slain..3 1 - TROOP TYPE: Chariot. and any unit joined by the Altar is Stubborn for as long as it is in the unit.- Bull 7 3 0 4 . "The sword is not the answer to every military problem... Altar: An Altar of Myrmidia may join units despite being a Chariot. M WS BS S T W I A Ld Altar .army's honour. It acts as the army's Battle Standard Bearer.. Its capture by the enemy is often regarded as an irretrievable defeat and humiliation.

armed with sharp steel and cutting wit. prefer speed and agility. students are exposed to the most sophisticated sword fighting techniques known in the Old World. . They employ every trick imaginable � and some that often take enemies by surprise! What all Diestro have in common is their overwhelming competitiveness. 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. favouring Tilea and Bretonnia. Adorned in flashy clothes. each with its own style. Estalian warriors. Always impeccably dressed and groomed. Diestro tend to think of themselves as legends in their own time. these cunning warriors flaunt their skills by spouting outrageous insults at their opponents. True Diestro devote a part of their lives to studying at the great fencing academies in Estalia. Many of these fencers go on to study at several different schools. In this way. who fights with self-doubt in his heart. by the Diestro himself and is known professionally as "The Mask of Sorrow". In a more formal duel with legal legitimacy. Buenos Diaz Carnival'. fight and duel across Estalia.53 DIESTRO One thing Estalians dearly love is swordplay. deadly swordsmen all. known as Diestro. it is common practice for the winning party to pay for the care or funeral arrangements of his beaten opponent. The height of the profession is to be involved in a high profile dispute or to take part in the irregularly organised Estalian `Diestro. They strive to be the best at what they do and defeat often becomes hard to take. Its cities sport many fencing schools. There are many types of bouts that the Diestro partake of. A Diestro. There. Some grow bored with their homeland and seek excitement elsewhere. after all. the Diestro pays respect to his opponent in the safe knowledge that he himself is still the best. Estalian Diestros develop astonishing speed and precision. Here Estalian Diestro cross swords with duellists from far and wide for a coveted blade of Tobaro steel. looking down on commoners and their own peers. Where the Empire is famous for full plate armour and Bretonnia for their mail panoplies. Followers of the Figueroa style. This fee is normally paid for by the Duellist's sponsor or in a private duel. 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. they are iconic dashing swashbucklers. is not often around for much longer. They are often proud and haughty. Few Diestro wear armour at all. fearless and courageous. M WS BS S T W I A Ld Diestro 4 6 5 4 4 2 6 3 7 TROOP TYPE: Infantry (Character). Through this comprehensive regime. from fencing duels to pistols at dawn. largesse is. learning the strengths and weaknesses of various disciplines. the realm of the worthy. with colourful capes and large plumed hats.

Not with such a poor stance. Face Me. a Diestro may choose to utilize one of the following Duelling Techniques. you can't win this fight using a cutting blade. Rapido: The Diestro gains the Always Strikes First special rule. Duelling Techniques: At the start of each round of close combat. He may not use the same technique two rounds in a row. With just a fifty-three inch reach. "I will parry your prima attacks on my three- quarters radial. senor. You Coward! A Diestro must always issue and accept Challenges." .SPECIAL RULES: Estalian Steel. Defensa: The Diestro gains a 4+ Parry save. Perforaci�n: The Diestro gains the Killing Blow special rule. and take zeh high ground.

Because of the great length of the pike it can reach multiple ranks of soldiers. This formation takes continuous training and high morale. this unit will give any charging cavalry second thoughts. Horses are very reluctant to close with this steel hedgehog and are held at bay. the men behind levelling their pikes over the shoulders of. Able to present a wall of deadly spear tips at oncoming enemies. the men in front. Pikes often prove to be incredibly useful at deterring enemy charges. the front of a unit of pikes is an . making pikes ideal for combating heavy cavalry. PIKE Pikes are the infantry weapon of choice in Estalia. A Tercio goes to battle armed with a staggering variety of weapons. In the early days. They are well renowned. a square of Aventuro supported by swordsmen and missile troops. highly disciplined professional pike troops with a fierce reputation. well-trained veterans. these elite units became an attacking formation using pikes in a tight well drilled formation. Their extreme length makes them a tremendous hindrance both on and off the field of battle. Beside them. or between. Twice as long as a normal spear and longer than a cavalryman's lance. M WS BS S T W I A Ld Pikeman 4 3 3 3 3 1 3 1 7 Aventuro 4 4 3 3 3 1 4 1 7 Sergeant 4 3(4) 3 3 3 1 3(4) 2 7 TROOP TYPE: Infantry. weakening them so that their colleagues may hack them apart in close combat. The best of these are given the title of Aventuro. SPECIAL RULES: Tactical Supremacy. 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. marksmen armed with Estalian handguns and crossbows fire at oncoming enemies. the Estalians were disadvantaged by having poor quality and quantity of cavalry.54 PIKEMEN The pike is the primary weapon of Estalian soldiers. As the cavalry improved. Tercio Formation. often in the employ of a local lord. 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. Estalian Pikemen are decent fighters equipped with a pike and protected by light armour. 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. To even the balance the infantry adopted the "Tercio". Raising and maintaining a Tercio requires time and expensive weapons. but the end results are well worth it. but their effectiveness as a weapon more than compensates.

Range Strength Special Rules Combat As user Requires Two Hands.impenetrable wall of steel. models armed with pikes gains +1 to their Strength against said troop types in the following Close Combat phase. Fight in Extra Ranks (3) When being charged to the front by Cavalry. Monsters or models that cause Impact Hits. "Pikes at the ready! Swords ready! Handguns ready! Then let them come. and feel the taste of cold Estalian steel! For Myrmidia!" . Monstrous Cavalry.

Casanova revolutionised tournament fighting with a more strategic approach. When the Tercios became an attacking unit the Swashbucklers formed an attacking unit of their own. but fortunately. like any Estalians. after a long. Estevan and Casanova are just two of the many scholars who have experimented with Figuera's original doctrine. Rodeleros are capable of breaking pike formations and wreaking havoc amongst less well armed and trained units. Against weaker early round opponents. A favourite tactic involved disarming the enemy immediately. requiring the fighter to shift his center of gravity backwards by several degrees. an impertinent grandchild. recruited from among the numerous cut-throats. Claudius Estevan was a younger contemporary of Figuera. the Rodeleros have a great sense of loyalty and honour just able to see their sentences unlike the cowards of other nations. Estevan's school incorporates the main gauche. Rather than using the off-hand for balance as Figuera advocated. In the dark days of Estalia when only Magritta and Bilbao held out against their enemies. Renowned for their swordsmanship.55 RODELEROS Duelling aside the men of Estalia are competent fighters. M WS BS S T W I A Ld Rodelero 4 4 3 3 3 1 4 1 7 Duellist 4 4 3 3 3 1 4 2 7 TROOP TYPE: Infantry. Known for his blinding foot-speed and genius in physics. successful career. The Estevan style is less graceful and relies heavily on trigonometry. razor sharp swords of the finest Tobaro steel. SPECIAL RULES: Tactical Supremacy. then Estevan is his bastard son. whose teachings are rejected by many purists. Estevan proposed it should be used for defence. and Casanova. Swashbucklers are very valuable units and are at the fore of most battles. bandits and renegades that inhabit Estalia. Estevan and Casanova If Figuera is the father of all Diestro schools. They are fierce and aggressive. Rodeleros are armed with a metal buckler and double- edged. Estalian . Later the swordsmen guarded the flanks of the Tercio Aragona. and snatching his weapon to force a concession. the citizens of Magritta funded a unit of highly skilled swordsmen to defend the walls of the city. they are protected by good light armour and an open helmet. Casanova developed methods to win quickly with minimal injury. Manuel Casanova died recently. It could be risky to hold such individuals in the field of battle. Duellists however are exceptional swordsmen.

BUCKLER Bucklers are small. A buckler gives the wielder a 5+ Parry save. Shield. it does not offer any protection against missile attacks. Using a buckler requires great skill. 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. .Steel. Tercio Formation. but a nimble warrior can protect himself from blows which would otherwise cripple him. However.

M WS BS S T W I A Ld Handgunner 4 3 3 3 3 1 3 1 7 Sharpshooter 4 3 4 3 3 1 3 1 7 TROOP TYPE: Infantry. Tercio Formation. Handgunners are often good shots and can be quite deadly. To defend themselves the mayors and merchants raise forces and pay for their training and equipment. what a show a regiment of Handgunners put on! Thousands of flickers. they are used throughout Estalia by peasants and nobles alike. Despite the Inquisitions dislike of crossbows being used by Estalians against Estalians. it is a rare sight to see an Estalian battlefield without Handgunners. SPECIAL RULES: Tactical Supremacy. Tercio Formation. Crossbowmen work as part-time soldiers and watchmen over the cities. Whenever there is a war to be fought though. You should see Captain. a roar of thunder and a cloud of smoke rising into the sky. able to hit their target from far away with the crossbows.56 CROSSBOWMEN The rich cities of Estalia are attractive targets for a range of enemies. What a feeling of invincibility to see the enemy ranks mowed down like wheat! Invincible indeed. as long as their temperamental weapons do not act up.. SPECIAL RULES: Tactical Supremacy. HANDGUNNERS Handguns are starting to become a more and more popular weapon in the lands of Estalia.. they can outshoot most other archers. . It is slow to reload but makes up for it in power. Not as common as in the Empire there are now foundries that are making these weapons in Estalia. M WS BS S T W I A Ld Crossbowman 4 3 3 3 3 1 3 1 7 Marksman 4 3 4 3 3 1 3 1 7 TROOP TYPE: Infantry. The crossbow is a potent weapon ready to be used with minimal training unlike other archery weapons. an important position to hold. The Crossbowmen are excellent defensive troops. they are recruited into the army as support for the pikemen. Easy to learn and operate. although a large number of them are imported legally and illegally from the Empire.

but are far more active than their counterparts in many other lands. despite the fact that they hold the rank of knight. Most Caballeros are part of the nobility of the different kingdoms. eager to outdo other units and each other. Typically armed with a spear or lance. SPECIAL RULES: Tactical Supremacy. Munoz's Black Riders Alfredo Munoz has made a name for himself as one of the most feared men in Estalia. Despite being well trained these hot blooded nobles can act recklessly in battle. When Alfredo was a young boy. they can often be seen selling their services in the armies of Estalia. 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. However. M WS BS S T W I A Ld Caballero 4 4 3 3 3 1 3 1 8 Knight 4 4 3 3 3 1 3 2 8 Warhorse 8 3 0 3 3 1 3 1 5 TROOP TYPE: Cavalry. although some may be tempted to join the bandits out of poverty or sheer boredom. not for his malice or cut-throat philosophy. Caballeros are impetuous and adventurous gentry. True knights in shining armour. Estalian Steel. these men espouse the noble ideals of chivalry and honour. Excellent on the charge. In order to work themselves up in the hierarchy. they are more than capable of dishing out a very unpleasant experience to any unit they choose to fight. In times of peace Caballero often spend time hunting down bandits and wandering through the villages of Estalia acting as impromptu lawmen. these are heroic individuals of noble birth. arms and armour. taking an active part as scouts and outriders. but for his ability to take the young nobility of Estalia from their families. far from many of them holds the privileges one would associate with being of noble birth. Many Caballeros can just but afford their horse. In reality they are brutally effective warriors who practice their skills daily in tournaments and mock fights. In order to make a living many turn to the life of a mercenary. he travelled to the lands of the Empire and observed the military might of the Emperor's . Caballeros are not only as the officer class of Estalian armies. sword and a pistol. in principle at least. eager to see the world and fight.57 CABALLEROS The decaying states that are feudal Estalia have a large amount of land but an even larger population of landless knights. small freeholders that form the shock troops of the Estalian armies. Caballeros appear in many forms ranging from to pistol armed brigandines to a reliable medium cavalry that is capable of breaking lighter enemy units.

so long as the Riders do not find themselves engrossed in combat. He concluded that this was something that Estalia needed to help `improve' on the nobility of the country. Munoz's Black Riders have been found at every major battle in Estalia's history. having them ride straight through units of infantry from the flanks while blasting their pistols. if you survive. He was intrigued especially by the units of pistoliers that young nobles joined to prove their worthiness. Since this founding over six years ago. But. They fight for whomever's pay check is higher. It is a hard lifestyle and many do not survive it. He returned with an array of horses and truckloads of pistols. those that finish their term of service have earned themselves enough of a fortune to live off of and create their own small estate. This has proven extremely effective at disorganizing the infantry blocks of Estalia. Munoz's Riders travel Estalia.armies. enticing the young nobility with their freelance lifestyle and promise of great wealth. . eager to begin. In battle Munoz throws his riders right into the midst of the main fray. When not in wartime.

Feigned retreats are often used as a Genitors tactic to lure knights out of their organized mass formation. Genitors make for excellent fast cavalry. If a few knights break ranks and chase after them. These troops are drawn from the Estalian peasantry. when fast cavalry became crucial. then the Genitors could swarm around the knights and take them down. Of course. capable of employing a shooting circle tactic enabling riders to create a continuous cycle of firing. Genitors cannot not halt a mass of well controlled. but the knights usually cannot catch or hurt the Genitors either. Genitors shun heavy armour and lances in favour of light armour and javelins. while remaining mobile enough to stay clear of trouble. These well trained horsemen are fast and manoeuvrable. A mass of knights which has lost its cohesion and is disorganized could also be very vulnerable to Genitors. Genitors can be very effective against slower troops. Finally. 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. more agile horses. Genitors can also ride down exposed enemy missile infantry. disorganized or fleeing knights and infantry. Genitors had the discipline. allowing them to hurl their weapons at their foes to weaken their enemies and break up formations.58 GENITORS Estalian warfare has a long tradition of light mobile troops. On the battlefield. where they simply ride up to the foe and hurl their javelins into the mass. protected by light armour and fighting with the javelin. Knights. Genitors can effectively attrite and provoke massed. fighting with the javelin since ancient times. In war they form up under their house banner and support the heavier cavalry. While suffering from a lack of range and armour. weapons and armour to screen their own friendly formations as well as challenge or drive off enemy screening light cavalry. Genitors hurl their javelins before closing in and fighting with their cavalry swords. both mounted and foot. They excel in scouting and pursuing the enemy. They can also directly engage and take out isolated or disorganized or exhausted groups of infantry. in Estalian fashion. Genitors are fast cavalry popular on the Estalian plains. M WS BS S T W I A Ld Genitor 4 3 3 3 3 1 3 1 7 Outrider 4 3 4 3 3 1 3 1 7 Warhorse 8 3 0 3 3 1 3 1 5 . the strengths of the Genitors are against massed stationary. heavier and slower horses. These were the response to the Arabian invasion. Influenced by both Estalian and Arabian light cavalry traditions. stationary troops with ease and little to no risk. They are expert horsemen and are able to fend off wolves in the mountains and kill wild boar. cannot easily catch the Genitors on their smaller. advancing knights. on their larger.

These days it is said that insidious Ratmen inhabit the windmills. and the hundreds of windmills in it were left to rot. the Valley of Windmills is located high in the Abasko Mountains. and are rebuilding them for some dark purpose. Constructed long ago by the mad King Don Jurno Esparo in an attempt to feed his people.TROOP TYPE: Cavalry. An Estalian landmark. the valley was soon abandoned because of its location. Fast Cavalry. . SPECIAL RULES: Tactical Supremacy.

trying to understand why anyone would choose to live so far away from civilisation. Despite their light equipment. The young noble was able to enter a few tournaments. This led to Don Roderigo losing what little land holdings he had. Don Roderigo interrupted the wedding vows. the court spoke of scandal. while holding scriptures) that they had nothing to do with the death of Lord Paolo. view them a little bit more optimistically and curiously. His goal is to eventually claim some lands as his own that he may govern. rich enough to feed their whole family for a year or more. he drew the ire of Lady Costanza after the of her first husband. Undead and each other. meaning raiders. and the couple swore their oaths. these professional warriors are light infantry skirmishers armed with javelins and spears. Many nobles see them as savages clinging to old traditions. and sometimes armour and shields. they have a fearsome reputation. Living simple lives consisting primarily of hunting and foraging. and demanded that the couple swear before the gods of the land (and in front of the clergy. they have since then become much more of a real military force. Though the Almogavars were originally just peasants from the mountains and hills rallied together to fight of the Arabian invasion. Indeed. and are cautiously looked upon by the rest of the people.59 ALMOGAVARS The name Almogavar originally comes from Araby. several regiments of Almogavars are called up as required. After that. Skaven. He does not serve those he thinks will not honour their deals. and . Roderigo fights for most sides willing to pay his hire. while the Cult of Myrmidia practically consider them heathens because of their disconnect from the temples and rites of the Goddess. Don Roderigo led his household troops into battle as a mercenary. The Almogavars are born tough and strong from constant skirmishes with Beastmen. Everyone through the land was shocked at the death of Lord Paolo months after his wedding. and many travel to Tilea to work their trade there if the pickings are slim in their own region. The nobility applauded his actions. They often take up arms as mercenaries when not fighting to protect their homes. but never claimed a top prize (such as the hand of the rich Lady Costanza). namely Skaven and Dark Elves. they mostly live outside the rest of society. Plenty of Almogavars have returned home to their villages. When the Estalian Kings march to war. Don Roderigo is a noble from near the town of Escudo. When the Lady Costanza married his younger brother. but no real source of income. Originating from the Miramar Hills. Usually victorious. The common folk on the other hand. His father was the champion for Lord Veres until his death in a duel. Don Roderigo inherited a small tract of land and title.

They wield their javelins and swords with lethal ferocity and skill. M WS BS S T W I A Ld Almogavar 4 3 3 3 3 1 3 1 7 Raid Leader 4 3 4 3 3 1 3 1 7 TROOP TYPE: Infantry. . Skirmishers. Despite their humble origins. These lightly armoured warriors hurl their javelins at their foes to weaken their enemies and break up formations. these troops are excellent skirmishes. SPECIAL RULES: Tactical Supremacy. and make an effective supplement to the more drilled regiments of the Estalian armies. and are armed with their own equipment at their own expense. These troops receive no formal training or one can foretell how many men will turn up to a muster. 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.

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. and other raiders. Sometimes the marines form units to fight with the armies of the kingdom. There are two accepted ways of mounting a ship-to- ship boarding action and both are extremely dangerous. 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. The boarding action is generally considered the most hazardous venture in any naval engagement. These ships contain units of Marines to defend the vessels and carry out boarding actions. These marines are equally at home in the rocking waves battling the Dark Elf raiders of Naggaroth. Due to these activities. and their own drunken brawling. Unlike seamen. In the case of Imperial or merchant fleets. Capable of undertaking and surviving long voyages in the open sea. Since the value of an intact ship is considerably greater than that of a towed wreck. When raiders attack. or in a place of honour in the Estalian Army batting back any raiding forces. Pirates and privateers live and die by the boarding action as they are only paid for the capture of intact ships and cargoes. Marines are resented in many seaside communities. Boarding actions also serve a military purpose by dealing a killing blow to crippled ships that might otherwise continue to fight. however. Norse marauders. The war fleets of Estalia guard the coast and protect the trade routes north to Bretonnia and the Empire. More than one unsuspecting citizen has awoken at sea after taking a belaying pin to the head from an overzealous press ganger. . They protect their ships from pirates. The first option is to steer the two ships close enough together for the boarding party to leap across to the enemy deck. whose primary duty is sailing the ship. these same citizens are quick to accept the aid of battle-hardened Marines. Collectively these tactics are known as boarding actions.60 MARINES Used throughout the Great Western Ocean since ancient times. Naval companies were created by the Kings of the seafaring cities of Estalia � primarily Bilbali and Magritta. When in port. Marines frequently form press gangs to fill out the ship's crew. Important intelligence or prisoners may also be gained before the ship is sent to the bottom. Marines are ship-borne soldiers who can be found in the Imperial fleet and onboard the larger private vessels. The standard tactic for engaging is to disable the opposing ships' sails then ram and board it. Marines are onboard only to fight. tactics had to be devised to allow the seizing of an enemy vessel without destroying it. Marines often travel to discover far off places. it falls upon the marine to coordinate and carry out boarding actions. Marines have been the coastal guard in Estalia.

and sometimes wearing light padded jackets. "So. Their ability to shoot and fight equally well is highly regarded by many generals. Ambushers. M WS BS S T W I A Ld Marine 4 3 3 3 3 1 3 1 7 Marine Sergeant 4 3 4 3 3 1 3 1 7 TROOP TYPE: Infantry. boys!" . clubs and pistols. SPECIAL RULES: Tactical Supremacy. where they can show up unexpectedly and attack the enemy's rear flanks. cutlasses.Marines tend to be armed with a variety of swords. The Marines often sail around the main army in order to get behind enemy lines. they think they can just waltz over here and plunder our hold? Let's show `em wot's wot.

These elites usually make up the castle guard of the many Kings and Dukes of Estalia. but are also more expensive to make. armed with some of the best equipment available. SPECIAL RULES: Tactical Supremacy. a smouldering length of rope as a fuse that ignites the gunpowder in the pan. and are quite happy to follow up a volley with their swords. In the name of the Goddess. Range Strength Special Rules 30" 4 Move or Fire. More than one General has thought twice about charging a massed regiment of Royal Guard. The Estalians focus on hand guns of immaculate design and ornate carving. making each gun a true work of art. Estalian Steel. . it fires using a matchlock mechanism. MUSKET These weapons are longer and heavier than the handguns used by the Empire. and they are excellent shots. they are trained rigorously. the Royal Guard are among the best of the military. Armour Piercing "We failed the fiefs on the road to Wisdom.61 ROYAL GUARD The elite guards of the Estalian kingdoms. they do not suffer -1 To Hit for shooting at charging enemies. Royal Guard are noted for their uncouth and uncompromising attitude. Stoic: Royal Guards are Immune to Panic. A master of the blackpowder weapon. and so are limited only to the best marksmen in Estalia. As a sign of their position the Royal Guard are often equipped with Estalian made handguns which are relatively rare. Although primitive compared to the Dwarf handguns. the arquebus is able to inflict considerable damage and panic at range. In addition. M WS BS S T W I A Ld Royal Guard 4 4 4 3 3 1 4 1 8 Guard Captain 4 4 4 3 3 1 4 2 8 TROOP TYPE: Infantry. The Estalian practitioners of the art of gunsmithing are among the best in the Old World. as many fine men have been cut down in their prime by a fusillade of hot lead. The noise. Like the handgun. which then was unknown to us. smoke and lethality of this weapon cause fear in its targets. All these incidents on the scale of existence seem. the Royal Guard is the highest rank a soldier of the Estalian military can attain. An improvement on the handgun. even ranking up with the Imperial Engineers in Nuln. the arquebus is longer. you've followed my footsteps through the hardships to bask in Her gaze. and can penetrate almost any armour. cutting down ranks of heavily armoured knights with thunderous blasts of their treasured weapons. from my pen. more accurate and fires a heavier shot.

as if they were ephemeral." . For now. our fraternal bonds are woven in those early years and I'm sure they have not lost their strength. However. we distinguish them through the prism of the centuries that have elapsed.

There are some however. Conquistadors are elite mercenary troops � equipped with some of the finest equipment money can buy. The horse was particularly an asset to them as they could easily outmanoeuvre the slower lizards. They arrived in the New World with a great technical advantage in weapons over the Lizardmen who could not stand up to steel swords. where they operate as medium cavalry. Estalian adventurers who set off to conquer Lustria became known as Conquistadors. these men ride into battle on trained warhorses which are not scared by the loud sounds from their masters' firearms. Equipped with lighter more easily used handguns than the Arquebusiers. where they use muskets to defend their ships. eager for glory and honour. 4 4 4 3 3 1 3 2 8 . these men are a boon to Estalian hopes of total conquest of the new world. The Conquistadors can be an absolutely devastating force against the indigenous warriors of Lustria and beyond. Within the ranks of the Estalian adventurers who invaded Lustria there were soldiers of superior ability and determination who became the Elite Conquistadors. the "humans who ride with thunder" are nothing but looters and desecrators of their temples. 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. firearms. the Estalian Conquistadors are great mercenaries provided they have something really attractive to offer for his great knowledge of the domain and forest interiors. that go beyond simple recruitment and prefer to embark on real adventures to inhospitable regions the new continents of the world offers. and also form raiding parties. and mounted lancers. on the other hand. they are a powerful force to be reckoned with. Armed with a steel breastplate for protection. They have to excel at both defensive combat. cunning and resilience. For the indigenous inhabitants of Lustria. For other races and nations that colonized the coasts on the continent. 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. These men are an assortment of disposed sons of the nobility and soldiers of fortune looking for adventure and loot. Such obstinacy mean only two possible outcomes: die far away from his beloved Estalia or return with a rich booty and deserved fame.62 CONQUISTADORS Estalian soldiers are very greedy people. M WS BS S T W I A Ld Conquistador 4 4 4 3 3 1 3 1 8 Conquistador Cap. the Conquistadors have exhibited exceptional bravery. The jungles of the ancient continent of Lustria remain a major source of gold to the conquistadors and nobles who subsidized the costly expeditions. Most were soldiers without employment.

but as they little understand the vagaries of war. In addition. one should seek the advice of an Oracle. only there can the honourable general find true insight. Morr's dark folk claim foresight as their God's domain. SPECIAL RULES: Tactical Supremacy. "Before the strategy is agreed. even while mounted. Fusillade: Conquistadors may attack with their pistols as they close into battle with the enemy. Seek an oracle knowledgeable in Myrmidia's way. they may mistakenly speak false sooth. 'BEFORE BLADES ARE BARED' ." --BELLUM STRATEGIA. such is their skill that they may move and fire with their handguns. Estalian Steel. giving them an extra Strength 4 Armour piercing Attack in the first round of each combat.Warhorse 8 3 0 3 3 1 3 1 5 TROOP TYPE: Cavalry.

When things are well planned.63 GRENADIERS A grenadier is more than just a soldier. enough to hopefully be able to make it to an early retirement before losing too many limbs. Armed with devastating grenades. but fifty will turn a wall into a colander. In fact many Grenadiers better prepare for the loss of one of their limbs sooner or later. At some point. if a 1 is rolled when rolling To Hit. They also project loads of shrapnel when they explode. 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. ignore the projectiles falling around you. One grenade will make one little hole. Run. . Range Strength Special Rules 6" 4 Quick to Fire. the Grenadier suffers a Strength 4 Armour Piercing Hit himself instead. Don't even think.. 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. a Grand Commander figured that what makes holes in buildings could also make holes in enemies. throw. They are especially useful against large numbers of massed ranks. is causes D3 hits. The Grenadiers specialize in explosive sector shooting. he just focuses on that one objective � light the fuse. as something usually goes wrong. and picked some of the toughest soldiers to throw them. At least in theory. "Chuck that bloody grenade as far away from you as possible. as grenades are fragile things. causing massive damage. He doesn't think. aim. M WS BS S T W I A Ld Grenadier 4 3 3 3 3 1 3 1 7 TROOP TYPE: Infantry. Against skirmishers and single characters on foot. Armour Piercing Fragmentation Explosive: Each hit with a Grenade is multiplied into D6 hits. the cannons weaken the mob. They sent down thousands of these new grenades to the battle lines. GRENADES Grenades are highly unstable alchemical concoctions filled with gunpowder than explode on impact. above everything else: chuck that bloody grenade as far away from him as he can before it blows. giving them the nickname "Gut-slashers" by the soldiers. However. and at the very least to have their funeral expenses paid for. SPECIAL RULES: Tactical Supremacy. and not always reliable. Skirmishers. He's the man who has one goal. While being a Grenadier is hardly considered glamorous. those who do their job well are at least handsomely paid. they engage in often fatal missions to devastate the enemy ranks. These grenades are made from leaded clay and have a shorter fuse than the others..

Select your target. and aim well..Ignore the piercing cries of your dying companions. find it. Hey. Jump from hole to hole. shoot that enemy that's coming to spill your guts. and pull out your grenade. Grab your lighter. Now you can die. Throw your grenade. Now welcome to the family. then get out of there and pray. you won't get a second chance. and then run faster if you want to live! Aim. son? You might just get a bronze hand yourself one day. light your fuse. the noise of the enemy chewing away. dodge the group of enemies that are in your way. for you have fulfilled your mission.. why the long face. Await the deliverance of the explosion. Run." .

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. SPECIAL RULES: Skirmishers. bandits are on the contrary respected by the villagers and peasants. but it not necessarily justice. many Kings have been known to press these individuals into service by offering coin. land. 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. and they are the first to defend the borders from Orc tribes. Guerrilla Fighters: Mountain Bandits may make a free normal move (but not march) after firing in the Shooting phase.64 MOUNTAIN BANDITS Estalia is a land of honour and gallantry. besides getting new troops to fill the ranks of the Estalian army. criminals and those living on the fringes of society. preying upon travellers. Since then roving bandit gangs have ever been a thorn in the side of the Estalian nobility. Rumoured to control Estalia's underworld of Thieves. Pursued by noblemen who seek to hunt them down. Skaven or Goblins. 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. even if it means to serve those who they earlier fought against. sons and husbands of the women in the villages of the valleys or the nearest castle. By and large they are the brothers. The countryside of Estalia is a dangerous which is rife with brigandines. Thus. M WS BS S T W I A Ld Mountain Bandit 4 3 3 3 3 1 3 1 6 Bandit Leader 4 3 4 3 3 1 3 1 6 TROOP TYPE: Infantry. The kingdoms of Estalia have been full of crooks and thieves ever since the Estalians emptied their prisons in their fight against the Arabians. Few choose the latter. or death at the end on the gallows. 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. The Beggar King Virtually nothing is known about the individual referred to by the Inquisition as the Beggar King. Hill Striders. For some. hiding in the mountains. This is because most of the goods stolen are subsequently shared with the local people whom they share strong ties that unite them. captains who achieve to enlist these rogues have access to excellent scouts. In times of need. if some group or bandit is captured by the troops of a noble whose intent to punish their misdeeds. Unfortunately. pardons or threatening their families and communities. . This counts as moving and shooting. Scouts.

or at least no one is willing to admit as much to the Inquisition. in short. Not something. But the Inquisition believes differently. a rallying point for a class abandoned by society.Beggars. however briefly. The Beggar King has been an Estalian legend for generations. to be feared or even acknowledged by their betters. their way of tasting. Peasants. and Con-Artists. 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. existing in the shadows of society between the cracks of the vast gulf that separate rich from poor. a sense of entitlement and respect which their kind can never attain. 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. . no living soul has ever seen the King with their own eyes.

with each sporting its own unique uniform. An army with a unit of Knights of the Blazing sun at its . her favoured weapons. each of which has its own grand master and unique name. they have not spread any further than the temples that they protect and support. Bretonnia. A Knight of the Blazing Sun's primary goal is to obtain perfection in the art of war. Because of this. with white tabards marked with the spear and shield of Myrmidia. as such they travel the old world individually seeking battle both large and small. 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. which is always worn somewhere. style of fighting and weapon preference. they are all part of the Righteous Spear order. The Order of the Righteous Spear wears well-polished plate armour. It is because of this that the order has grown in prosperity attracting the finest military minds to its banner. In the Empire. The Order of the Righteous Spear has several chapterhouses in the Empire. including noble birth. However. the templars of the order are rarely seen outside of the area they protect. These fervent followers of Myrmidia value ability and accomplishment over all other factors.65 KNIGHTLY ORDERS KNIGHTS OF THE RIGHTEOUS SPEAR 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. who leads the order from Magritta. who is always a knight of the inner circle. Estalian Steel. SPECIAL RULES: Tactical Supremacy. the Border Princes and even Araby. but the order is slowly gaining in popularity. Each Righteous Spear chapterhouse is led by a templar captain. The only thing all these disparate orders have in common is the shield-and-spear symbol. and although many chapters use different names. but chapterhouses can be found in the Empire. The order is split into many minor orders. the order has splintered into many scores of lesser orders spread across the Old World. M WS BS S T W I A Ld Knight 4 4 3 3 3 1 3 1 8 Preceptor 4 4 3 3 3 1 3 2 8 Warhorse 8 3 0 3 3 1 3 1 5 TROOP TYPE: Cavalry. Whenever a unit of them charge. although they also respond to honourable causes as and when they see fit. Each chapter is typically tasked to protect one of the Eagle's temples. Righteous Charge: The Knights of the Righteous Spear have honed their skills to deliver a decisive blow on the charge against their foes. they may re-roll failed To Wound rolls. but they are all still answerable to the Glorious Leader (El Lider Gloriosa).

when they were saved from certain defeat by a freak earth tremor which dislodged a huge statue of Myrmidia from a temple roof.head is a potent force capable of dealing with opponents with a level of cunning that ensures victory before the battle is even joined. Sixty of the knights were stationed in Estalia when the Sultan's attack washed over them. the Knights of the Blazing Sun were not always so pious. They were cornered by his forces. over 1000 years ago. . Once the knights were a secular order of the Empire sworn to no one God. with no hope of relief. but during the precursor to the crusade of Araby they underwent a miraculous conversion that has passed into legend. Foremost of the many knightly orders in the service of Myrmidia. It crashed to the ground and landed on the enemy general and his bodyguard. They were founded during the Crusades in IC 1457.

While all knights have a . but their true expertise is as tacticians and strategists. A Knight of the Blazing Sun lives in a similar fashion as other knights. unafraid to experiment with ploys. whether it is bolstering beleaguered units of soldiers on the battlefield. The Knights of the Order of the Blazing Sun are far more commonly encountered than the Righteous Spears. The knights spend a great deal of time training in rather unusual methods of warfare. often embarking on crusades or quests for the glory of their order. Each knight must spend the first several years directly after his initiation performing these sorts of deeds. After the battle. farms and isolated outposts owe their survival to the timely arrival (and subsequent assumption of command) by a Knight of the Blazing Sun. They travel in small groups. but there are some notable differences. use of terrain. and lend support to whatever military endeavours most need their aid. and they often serve as military advisers and commanders on the battlefield. allowing the Knights to turn the tide of battle and escort several hundred Estalians to safety.66 killing them instantly. sometimes alone. tactics. and placement of artillery. countless villages. instead they travel the land individually or in small groups. Throughout Estalia. These duties have proven to be especially lucrative. and only after putting his skills and training to the test may he return to the chapterhouse as a full brother of the order. Unlike most other templar orders. taking command of leaderless companies in the midst of a campaign. and is one of the most prominent of the knightly orders. The knights also spend a deal of time in the discussion of broader military tactics. its members do not reside in large chapter houses. offering military advice to generals and nobles. as many upper- class would-be pilgrims are willing to pay handsomely for the guarantee that their Gods will indeed keep them safe as they travel (albeit using the Myrmidians as vessels to ensure that safety). They converted to the worship Myrmidia and set out on the crusade of Araby in the name of the Goddess of strategy and battle. 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. looking for new challenges to test their skills. the deployment and manoeuvre of entire armies. the order has spread throughout Estalia. Knights of the Blazing Sun spend a great deal of time away from their chapterhouses and temples. earning much glory there for themselves and their faith. They are well versed in the use of arms and armour. This is because of a unique custom the order practises. even though there are numerically less of them. and equipment other Knightly Orders might overlook. Since it was established. the survivors banded together and founded the Order of the Blazing Sun in Myrmidia's honour. or training local militia.

Whenever the Knights declare a charge. This opinion � which makes the order the target of more than a few jokes among other cults � stems from the Order's founding battle. and almost any tactic is fair game.all these things are part of the arsenal of the Blazing Sun.grounding in military theory. Knights of the Blazing Sun wear highly ornate plate mail armour of burnished brass. decorated with polished black and gold etchings. Feigning retreat. On a 2+. wearing stupendously expensive armour. the "brethren in arms" regard even the son of the lowliest peasant as an equal. the object of battle is to win. More so than other knightly orders. detailed in gold. SPECIAL RULES: Tactical Supremacy. To this day. is prominently displayed either on the chest or on the helmet. 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. jet. the greatest tacticians in the Empire may be found within the ranks of the Knights of the Blazing Sun. Blinding Light: The Order has developed a technique using their polished mirrored shields to focus sunlight onto the enemy's face as they charge. Their standard depicts a soaring Pegasus against the blazing sun emblem. planting false intelligence. their shields bear the device of the blazing sun. . there is enough sunlight for the Knights to dazzle their enemies as they charge. The order's inner circle � an enormously rich group of men � sports their wealth ostentatiously. the Knights of the Blazing Sun value ability and accomplishment over noble status or birth. when men and women of all stations took up arms in a desperate defence of Magritta. The knights carry lances into battle. a golden sun with sixteen rays. obsidian and diamond. roll a D6. even to the point of using deception to gain an advantage. and bear highly polished shields with which they are trained to dazzle enemies with reflected sunlight. They prefer to manoeuvre their foes into the worst possible position before striking the fatal blow. This disorientates and dazzles the poor fools just before they are charged down. The enemy unit being charged are at -1 Weapon Skill and Ballistic Skill for the duration of the turn. The order's symbol. Estalian Steel. To the Myrmidian. M WS BS S T W I A Ld Knight 4 4 3 3 3 1 3 1 8 Preceptor 4 4 3 3 3 1 3 2 8 Warhorse 8 3 0 3 3 1 3 1 5 TROOP TYPE: Cavalry. and even bribing enemy officers . as long as he proves his worth on the battlefield. using spies. A roll of 1 means there is no sun (it's raining or overcast) and so the Blinding Light cannot be used this charge.

weeping. By tradition. Any peril or foe that may lurk in Estalia is as nothing compared to the wrath of a Sister Superior. 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. Each of the Sister Superiors is a long- serving priestess of the Cult of Myrmidia. each accompanied by a body of warrior priestesses. Her tale is recorded in the Bellona Myrmidia. for the Sisters of Fury are famed for their ability to predict the fickle course of battle. for she intimately understood the source of Fury's rage. their advice is frequently sought by those about to make an important decision. Only maidens clean of sin and true in their faith to Myrmidia can be relied upon to have the devotion to duty and innate sense of honour. Although it pained her. for mastery of the body is but the first step towards mastery of the soul. but none are more famous than the shieldmaiden Fury. For centuries the people 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. surrounded by piles of dead Orcs and Goblins. Myrmidia did what she had to: she used the girl on the battlefield. There. Fury's last stand was in the Abasko Mountains. Fury slayed and slayed and slayed.67 SISTERS OF FURY When mortal. and families consider it a great honour to have their daughter accepted into the order. Myrmidia could not bring herself to stop the girl. There. The Sisters of Fury have traditionally travelled Estalia administering to the sick and poor. As well as the healing arts. curing the diseased and curing broken bodies. The site is now protected by the order's high temple. she collapsed. until eventually. The training and harsh discipline of the convent includes mastery of martial as well as ecclesiastical skills. All are eager to prove themselves worthy to be the handmaidens of Myrmidia. Instead. they must endure several years as novices during which time their devotion will be tested to the full. the Sisters draw their recruits from those deemed pious enough. pain and betrayal. which they practice with expert knowledge. a task she takes to with unparalleled passion and anger. The Sisters of Fury are a secular order of warriors dedicated to martial excellence in the praise of their goddess and her shieldmaiden. Myrmidia drew many heroes to her side. The regiments of the Sisterhood are led by tough Superiors. Few though the recruits may be. The Sisters traditionally fight in heavy armour. typically dwelling in large towers situated near temples to Myrmidia. and . well versed in the rituals of the temple and an example to the younger Sisters and novices. her body was found by Myrmidia. The Sister Superiors are entrusted with maintaining the faith and fervour of the order. and is one full of horror. once all her enemies were gone. tending to the needs of orphans.

M WS BS S T W I A Ld Sister 4 4 4 3 3 1 4 1 8 Superior 4 4 4 3 3 1 4 2 8 TROOP TYPE: Infantry. in war. 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." . Do this in all things � in love. seen as her holy symbol. Myrmidia's Adepts: The Sisters of Fury are incredibly skilled at fighting with their spears. the instrument of Myrmidia. "The Goddess instructs us to seek out the enemy's weaknesses and to attack them with relentless force. To accomplish any task � to defeat any foe.their favoured weapon is the spear. in politics. alongside the eagle and shield. SPECIAL RULES: Tactical Supremacy. all that is needed is a keen eye. a sharp mind and the favour of the Goddess.

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. Today. The sons of the lay members of the Sacred Office may choose to join the military arm of the Inquisition: the Black Order. discovered that the city was riddled with many miles of sewers and tunnels infested with all kinds of foul and evil denizens. Stubborn. Only the finest weapons and armour is provided for these troops. followed by an extremely arduous training lasting at least ten years. a city plagued with ancient cults of Undead and Chaos this special unit patrols the cemeteries and sewers of the city. the Inquisition raises units of elite infantry. It's not uncommon for an entire regiment of Black Watchmen to go down fighting during a battle. M WS BS S T W I A Ld Watchman 4 4 3 4 3 1 4 1 8 Watch Captain 4 4 3 4 3 1 4 2 8 TROOP TYPE: Infantry. This was a task for the most hardened warriors and over many years the unit gained the awe and respect of the citizens. In addition the cemeteries of Magritta were over 2. After months of increasing attacks by Undead. monasteries. Fearless: Black Watchmen are Immune to the effects of Fear and Terror. Skaven and bandits. depending on the skill of the initiate. Some 200 years after the defeat of the Necrarch Vampire Nourgul one of the earlier High Inquisitors. and Augers of Morr can often be found accompanying Tilean and Estalian armies. imposing men are dangerous opponents indeed. But . It provides governors to many towns and its Inquisitors must travel the country to seek out and destroy evil. Myrmidia's faithful continue this practise. Consequently the watchmen are not easily frightened and will fight with great determination against their traditional enemies. In Magritta. he formed a unit of watchmen to patrol the streets and sewers by night to protect the citizens. choosing death over surrendering.000 years old and had been haunted by necromancers and Chaos worshipers for a large proportion of that time. Hatred (Undead. They draw great strength from their belief in Myrmidia and fight with fierce determination. Armed with halberds and wearing blackened full plate armour. convents and public buildings to protect. Myrmidia often consulted the seers of Morr's cult. To provide protection. Hernando Lacruiz. membership often passing from father to son through succeeding generations.68 BLACK WATCHMEN The Sacred Office of the Inquisition has many shrines. these dark. Nehekharan Undead). as she valued the prophetic advice of her distant father. and they have nothing but utmost hatred for the Undead. SPECIAL RULES: Tactical Supremacy. The Blessed Order of True Insight When mortal. The very best of these are selected for the elite inquisition unit. giving no quarter to the foe in combat.

but its presence is still felt.Myrmidia's cult also has its own oracles. The order may have no temples in the Empire as of yet. . The Blessed Order of True Insight is comprised of those said to be blessed with their Goddess's revelation. 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. and they gather in sparsely populated. secluded temples. for many within the Order of the Eagle refuse to undertake any major campaigns without first consulting the Oracles of True Insight. contemplating problematic strategies and matters of Myrmidian faith.

Attempts to take the large cannons of the army into the mountains for support were hampered by the steep and narrow roads.69 CULVERIN Cannons are especially difficult and expensive to produce and so it is the King's job to make sure his Kingdom has enough artillery. Estalia's skills in cannon foundries are derived from communities of ostracized Dwarves who were forced to flee the intolerance of Bretonnia. The first step was to develop a lighter gun which could be handled by troops rather than drawn by horses. practical and pragmatic blackpowder weapons. M WS BS S T W I A Ld Mountain Gun . When a Duke is called upon to bring his armies to war he also brings any artillery that has been loaned to him. popular with mercenary bands throughout the Old World. but technically at least they remain the property of the Kings and can be removed or replaced at any time.. M WS BS S T W I A Ld Culverin . It is not recorded when.. but none are made to the calibre of the Gunnery School of Magritta.7 3 .. 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. Small Calibre: A Mountain Gun uses the following profile: Range Strength Special Rules 36" 7 Slow to Fire. Since that time mountain guns carry metal canisters of handgun ammunition to fire in their defence. Multiple Wounds (D3) Scatter-shot: Mountain Guns may fire scatter-shots instead of firing normally. If they choose to do so.. they fire using the following profile: Range Strength Special Rules . the Dukes sometimes ends up using their weapons against each other. Thanks to the centralised wealth of the royals and nobility of Estalia. MOUNTAIN GUN While reopening the road to Tobaro the army of the King had continual problems with attacks by large monsters and bands of goblins taking shots at them from hiding places in the rocks.. This helped with fighting the large monsters but not the goblin snipers..7 3 .- Crew 4 3 3 3 3 1 3 1 7 TROOP TYPE: War Machine (Cannon)..- Crew 4 3 3 3 3 1 3 1 7 TROOP TYPE: War Machine (Cannon). Individual provinces can produce cannons if they like. a mountain gun crew ran out of cannonballs and in desperation scooped up handfuls of large stones lying by the road.. the kingdom has become the home of good solid. but in a fierce engagement with a goblin archer band. Of course. When fired the result was spectacular with the stones ricocheting through the rocks cutting down dozens of goblins.

He yelled orders to his signal corps and horns blared while flags were raised. 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. Still it only made a dent in the forces that swarmed up and down the entire region. . Multiple Shots (2D6) Armour Piercing When firing Scatter-shots. but the Estalians would hold the line. Things were rapidly falling apart and turning into a general brawl that favoured the greenskins. at any cost. A Chariot plowed into the flank of them and scattered the pikemen who could not pivot in time. the Mountain Guns does not suffer any penalties for Multiple Shots or for firing at long range. Troops remained solid here. Pike men moved to the fore and blunted a sweeping movement by a large number of goblins. "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. the lines drawn up tight and held while in other places Estalians fled the menacing hordes. A small cannon in turn smashed the chariot.12" 4 Slow to Fire.

Usually outnumbered by their enemies they sometimes use unusual tactics. and all of them are full of grandeur. If the Fire Bulls' move would end within a unit. These are resolved like Impact Hits in the close combat phase if the Fire Bulls are charged. the Fire Bulls are completely Immune to Psychology and treated as individual units from their Herders. with no regard to anyone or anything around them. In your subsequent turns they move in the Compulsory Moves subphase using the Random Movement special rule. or immediately in case a unit flees through them. their national sport. War Beast (Bulls). in the direction they were moving. After release. The Estalians play many sports. and the point on the concealing unit from which it starts. El Toreo Perhaps nothing is as emblematic of the poetic and courageous spirit of the Estalians as this. When suffering casualties from shooting or magic. If the Fire Bulls' move would bring it into contact with another unit. the Herders follow the rules for allocating hits on unit Champions. you may choose the direction in which it travels. The effect of the panicking bulls rushing towards the enemy lines if often devastating for anyone unfortunate to stand in the way. the bulls simply wander of and are removed as casualties. Terrified of the burning logs. They are led into battle by herders who light the logs on fire and goad the bulls towards the enemy.70 FIRE BULLS The landowners of Estalia are nothing if not creative. M WS BS S T W I A Ld Bull 7 3 0 4 4 1 3 1 5 Herder 4 3 3 3 3 1 3 1 7 Horse 8 3 0 3 3 1 3 1 5 TROOP TYPE: Cavalry (Herders). pageantry and blood. Fire Bulls move 3D6" using the rules for Random Movement. Herders never count for the purposes of Victory Points. then they move through rather than stopping. A wild and ferocious . When the Bulls are released. but they always move in a random direction. the Fire Bulls charge with wild abandon. each Bull inflict a Flaming Strength 5 hit. SPECIAL RULES: Bull Run: The Herders may light the Bulls at the start of the Movement phase. When a unit of Fire Bulls moves through a unit (friend or foe). Any unit that moves into contact with the front arc of a unit of Fire Bulls suffers a Strength 5 hit for each Fire Bull in base contact. then they automatically move through it the Fire Bulls 1" beyond the unit. 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. but none has all three to the level of the toreo. If the Herders are killed before they have released the bulls.

There are countless variations of the toreo. for to get to the throat he must risk being torn apart.bull is led into a ring. however. a triumphant toreros has no lack of female admirers. Sometimes. the torero slides under the horns and stabs the bull in the neck. in what is believed to be the original form of the sport. 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. In some places. The greatest toreros become celebrities in their home nation and may even tour the kingdoms or dine with their king or queen. 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. Certainly after proving himself in the ring. the human is on horseback and uses a lance. horrible Chaos minotaurs are sometimes used. In the mountains. a less risky stroke hits the lungs or just the loose flesh of the shoulders and the bull needs more strokes to kill. this sport uses more men against the giant bulls known as los diablos. and quickly learn to ignore the cape and gore the human poking them. making his strikes stronger but adding the difficulty of controlling the horse. Again. killing it. Just as this happens. the torero must judge risk.

Their coats sparkle under the sun in a manner reminiscent of light playing over new- fallen snow. They are wild beasts. Pegasi that haven't been battle trained are far more likely to fly away then fight. PEGASUS Pegasi look like magnificent white draft horses with elegant feathered wings. making them large intimidating opponents. M WS BS S T W I A Ld War Dog 7 3 0 3 3 1 3 1 5 TROOP TYPE: War Beast. SPECIAL RULES: Fly. track enemies and bring down fleeing warriors. for they are highly sought after due to their loyalty. and can stand up to about two and half feet tall at the shoulder and weigh in at some ninety pounds. and seem to be able to anticipate their master's every move. deerhounds. While they seldom take to the ground. fast and fearless. unbroken enemy formations. but it is rare for their handlers to set the dogs upon large. War Dogs are commonly equipped with a spiked leather collar. It is cunning and intelligent beyond the measure of any ordinary steed. . when they do they are swift runners. Estalian hunters sometimes brave the dangers of the mountain passes to secure Pegasi foals which they can sell for a high price to nobles. Their principal role is to guard positions. These dogs are powerful. War dogs play a role in skirmishes and larger battlefield engagements. and mastiffs. The dogs are often given quilted cotton armour or smaller armour plates as protection against enemy missile fire. SPECIAL RULES: Forest Strider. preferring the sky. capable of staving a soldier's head in with a well-placed blow from one of their hooves. excepting when their foals are in danger.71 WAR DOGS Estalian War Dogs are a mixture of wolfhounds. Their value to the Estalians can be seen in the manner in which they protect their hounds. As a defence against throttling by enemy warriors. M WS BS S T W I A Ld Griffon 8 3 0 4 4 3 4 2 6 TROOP TYPE: Monstrous Beasts.

although they show no reluctance when hunting r protecting their territory. are particularly renowned for their skill at raising and training the Griffons that circle above the high mountains of their land. They continue to attackuntil no opponent is left moving. Their eyesight is a sharp as the raptors that they resemble and they can see motion from miles away. Griffons have reputations as noble beasts. UPGRADES Shrike Talons: The Griffon gains +1 to its Strength in the turns it charges. Large Target. Their war cry causes fear in all but the hardiest souls and Griffon mounts must be forcibly restrained from hunting down fleeing opponents. they keep sharpby regular scoring against stone. Their beaks are hooked and can easily sever a man's limb. though. its motion poised and controlled. they make for incredible loyal mounts. as it is in their nature to rend all foes that flee from them. SPECIAL RULES: Fly. This is in part due to their proud and regal bearing � Griffons are not ravenous and frenetic like Manticores. The people of Zaraguz. Griffons do not kill indiscriminately. famed hunters and scouts. and can even be taught to anticipate a wide range of commands. A rare few serve as mounts for the richest and most powerful Estalian nobles. Yet this elegance in no way undermines its deadliness. They are fierce and merciless. whoare willing to pay vast sums of gold for a single egg or chick. Razorbeak: The Griffon gains 1 Chomp Attack with no armour save allowed. This is fairly rare. These mighty predators dwell amidstthe highest peaks of the Irrana Mountains. Survivors of Griffon attacksoften have dreams of being hunted down and rent limb fromlimb for years afterward. but never . Griffons prefer their meat raw and screaming. If captured relatively young and subjected to suitable training. screaming war cries as they come. Skilled and efficient fighters. but never cruel. Instead a Griffon strikes with swift and precise grace. "They are the finest of mounts. which are reminiscent of a hawk's talons. though they'll scavenge if no other prey presents itself. as their hunting grounds tend to range for hundreds of miles around their chosen mountain aerie. Terror. Griffons can be ranked amongst the most intelligent of beasts.72 GRIFFON Griffons are fearsome beasts that have the heads of birds of prey combined with leonine bodies and massive feathered wings. M WS BS S T W I A Ld Griffon 6 5 0 5 5 4 5 4 7 TROOP TYPE: Monster. Their -claws. for a Griffon is more than capable of using its talons and razor beak to rip a foe apart. Griffons swoop down on their prey. occasionallyflying to the lowlands when food is scarce. Despite being large and monstrous creatures.

See these scars? They weren't given to me by an enemy.forget how dangerous they are. all I dreamed of was a chance to show my worth..Duke Sancho Velasco . As a boy. Astride the back of a Griffon. but never forget that they resent the saddle and the one who sits upon it. 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. You can see the sweep of the entire battlefield and know how your cause fares at all times.. With a Griffon. You can watch your enemies fall and see your men die. to test my mettle on the field of battle. you can turn the tide of war. both the sweet and the bitter." . you know what it is to be in command.

When heresy looms. From early on. leader of Myrmidia's church. where she sought to become an Initiative of Myrmidia's church in Magritta. despite the snarky remarks from the other Initiatives due to her Tilean heritage and so called "funny accent". and brought up with a very pious mother. are Immune to Psychology. but has sworn faith to the temple in Estalia. the Priestesses were astonished to find that her body lay flawless before them. and has been carried by the Head of the Order of the Eagle ever since. whose previous grand master dutifully stepped down in her favour. she may re-roll the casting result when using her Prayers. Cleansing her body of the blood and filth of battle. MAGIC ITEMS: Sacred Sword of Vengeance (Magic Weapon) This sword was allegedly carried by Myrmidia herself until her death. . and was thought to have been killed in the fighting. the Priestesses declared that she must truly be blessed by Myrmidia. Wanting to be closer to her faith and unable to stand the corruption among the nobles of Tilea. Isabella quickly rose to prominence among the priesthood of Myrmidia. alongside every other Sister in her regiment. Astonished. M WS BS S T W I A Ld Isabella 4 5 5 4 4 3 6 4 9 TROOP TYPE: Infantry (Special Character). a sign that the Last Eagle had returned. Isabella was part of the vanguard in a great battle against the Skaven. Isabella can be found in the battle line. The fact that Isabella is from Tilea. it was said that she accounted for the deaths of dozens of Skaven during the battle. she emigrated to Estalia at the age of sixteen. a living saint whose holiness is reflected in the very air she breathes. and all friendly units within 12" of her. SPECIAL RULES: Tactical Supremacy. As Isabelle's body was reclaimed by her Sisters from the main army and set amongst the honoured dead. Divine Power.73 ISABELLA GIOVANNA LUCCELLI La Aguila Ultima. As a Priestess of Myrmidia. but despite her defeat. She is currently seeking to calm the constant fighting between the faithful in Tilea and Estalia over the birthplace of Myrmidia. Blessing of Myrmidia. She fell. has caused no small amount of controversy. it gives off a blinding white light that makes the enemy unable to find their mark. Living Saint: Isabella. Head of the Order of the Eagle Isabella was born the daughter of a famed Merchant Prince in Tilea. they saw that life still lingered within her. some say she is Myrmidia herself reborn. Fly. In addition. leading her devoted followers against the non-believers. She has been immensely influential in Myrmidia's cult ever since. When wielded in combat. With her magically enchanted eagle wings fluttering in the wind. Prayers of Myrmidia. and drank every word of it. Isabella was given the title Head of the Order of the Eagle. she was thought the teachings of Myrmidia. and the light of one touched by the divine will of Myrmidia glowed within her eyes.

her symbol of the eagle can be found engraved on this magnificent shining armour with gold trimmed edges. which is kept in a black velvet bag until needed. In addition. Exposed to sunlight. Blessed Cuirass (Magic Armour) Said to have been blessed by Myrmidia long ago. Enemies must re-roll successful rolls To Hit with missile weapons against Isabella.Enemies in base contact with the wielder suffer -1 To Hit in close combat. Heavy armour. . Light of Myrmidia (Talisman) The Amulet of Myrmidia is a pure crystal set in a golden amulet. which may be re-rolled. protecting the wearer against harm. The wearer gains a 4+ Ward save against mundane attacks. no armour saves are allowed against wounds caused by this blade. it gives off a blinding flash of white light.

But the death of his wife during childbirth destroyed that man. but it was not always so. Yet he did not die. and harshly criticised the system as liable to his superiors when the Myrmidians would not obey their strict code. It is considered the recreation of the inert carrier. As a young man he was kind and charitable. Hatred. In a well-publicised battle. Federico took this as a sign that Myrmidia had grand plans for him.74 JUAN FEDERICO El Lider Glorioso. Grand Master: As Grand Master of the Righteous Spear. and what remains is a shell of the vibrant young officer. SPECIAL RULES: Tactical Supremacy. History will likely remember Federico for his ruthless approach to command. Over time. stormy and wild. and he decided to dedicate his life to eradicating her enemies. by his family necklace depicting Myrmidia's eagle. He has a firm grip on the order and is thought to be eying Araby once more. he brought together a group of Knights with the same shared ethics and values. he was a scrapper from an early age. before enlisting in the army where he soon rose to the rank of Captain. He grew more and more reckless. and while studying Warfare and Military tactics at university garnered quite a reputation as a pugilist of no small renown. he was characterised by little camaraderie and companionship. 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. and the person most feared and respected in Estalia in his determination to rid the world of heretics and unbelievers. Federico's temper emerged. A heavyset boy. 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. Stubborn. When he joined the Order of the Righteous Spear. After many years. becoming the feared commander he is today. inches from his heart. famous for his rousing speeches. Juan Federico is Immune to Psychology. and so is any unit he joins as long as he remains with it. he became appointed Glorious Leader. M WS BS S T W I A Ld Juan Federico 4 6 5 4 4 3 6 4 9 TROOP TYPE: Infantry (Special Character). MAGIC ITEMS: Sword of Retribution (Magic Weapon) This sword was forged by the pupils and descendants of Tomas with genuine steel. defying the odds time and time again as if daring death to take him. Juan Federico is now Grand Master of the Righteous Spear. only to see it halted. After the death of his beloved Sofi�. He was born to a highly ranked noble family in Magritta's southern district. the handle cold but with . Luck seemed to be on his side and a succession of miraculous escapes and impossible victories started the rumour that Juan was blessed. he took a pistol shot to the chest. at any cost.

This sword gives the wielder +1 to his Strength. The wearer and any unit he leads may roll 3D6 when taking Break tests. Full Plate Armour. "History is written in blood.a burning blade. this sword is the weapon of Juan Federico.Estalian proverb . Armour of Virtue (Magic Armour) This armour was blessed by the first Grand Master and is made of the finest Tobaran steel. The Eagle of Myrmidia makes Juan Federico immune to the effects of Multiple Wounds and Killing Blow. It also bolsters the courage of the wearer. Eagle of Myrmidia (Talisman) The Eagle of Myrmidia consists of a gold and bronze pendant hanging from the original. ancient emblem of Myrmidia. and more woe" . Flaming Attacks. inspiring them to greater deeds. and the Multiple Wounds (D3) special rule. and so Estalians have more of it.

victory followed under the leadership of Santiago de Vivar. and is today seen as a national hero by all Estalians. The Estalians charged forth and won the day. these swords cause Fear against foes with a basic Leadership lower than that of . Despite their victories. 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). Scourge of Araby During the invasion of the Arabians under the Sultan Jaffar. 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. SPECIAL RULES: Tactical Supremacy. there was one man to claim victory for them. Santiago of the House of Diaz had only been King of Almagora for a short time when the invasion happened. The Estalians swung open the gates and sallied forth. giving the Arabians great hope that they would capture the city and the Kingdom. Slowly the Estalians were pushed back to the city of Almagora. In his dying wish. even in his death. Santiago was later made a saint in the Temple of Myrmidia. Santiago instructed his generals to strap his body to his horse and he would lead them to victory once more. and when all hope seemed lost. The resistance put up by Santiago de Vivar was vital for the survival of Estalia during the Arabyan invasion. 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. 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.75 SANTIAGO DE VIVAR Champion of Estalia. Paired Weapon. the King of Almagora became a legendary figure of resistance. as the armies of the Sultan were too many. In addition. In the fighting retreat near the city a poisoned arrow mortally wounded Santiago. It took several days during which he lingered in great pain but eventually he perished from his grievous wound. Their power depends on the wielder and it frightens unworthy opponents. From battle to battle. it was not enough. What followed would become the stuff of legends. and the doctors and clerics were unable to heal him. 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. these swords were presented to Santiago as his prize. Santiago may re-roll failed rolls To Hit and To Wound. 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.

Heavy Armour. a gift from Myrmidia herself. 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. even if mounted. He may fight with both weapons for an Extra Attack.The war cry of Santiago de Vivar .Don Diego. "For glory! For honour! For Myrmidia!" . All successful To Wound rolls against the wearer must be re-rolled.

unfortunately with the revelation of Chaos worship's undeniable . he is fundamentally committed to a pure and devout Estalia.76 GRAND INQUISITOR DE HOJEDA Head of the Tribunal of the Inquisition The Inquisition is currently under the direction of Grand Inquisitor de Hojeda. However. Roll a D6 before casting to determine which spell. pagans. using his influence to see them installed in positions of power throughout the state. written by Myrmidia herself. as many have discovered to their cost. and he does little to check the rumours of his Political brilliance. This armour provides a 2+ armour save and a 6+ Ward save to the wearer. he would see the salvation of his country at the hands of outsiders. the eagle-shaped branding iron was once against centred on the prisoner. Power Level 5. A radical traditionalist. angular face. M WS BS S T W I A Ld de Hojeda 4 5 5 4 4 3 5 3 9 TROOP TYPE: Infantry (Special Character). His ability to emerge unscathed from a political tussle is legendary. but he is known as el ara�a. 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. should he detect events beginning to move against him. SPECIAL RULES: Tactical Supremacy. he is at heart an honest and loyal man. While he would have no hesitations about using someone to achieve his goals. and his belief that Estalia is capable of standing alone against the storm that approaches. the Book of Wisdom is a compendium on the ancient gods and earthly way to eternity. as a shameful failure. 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. a scholar may have access to knowledge never revealed to the unworthy. Magical Attacks. Book of Wisdom (Enchanted Item) Guarded by the Righteous Spear during the wars against Araby. for he will not hesitate to make the first move. How distasteful his holy duties were. and has carefully groomed many fanatical Myrmidians over the years. The Book of Wisdom contains a random spell from the Lore of Light each turn. his loyalty to his god and his office transcends any earthly concerns. He has friends and favours owed throughout Estalia. Burn the Heretic. a stern man in his late fifties with dark hair and an imposing. His brilliance is tempered by ruthlessness. and it is believed. and under his guidance the Inquisition has vastly expanded its power base. Magic Resistance (2). the Spider. Bound Spell. With it. If de Hojeda has a weakness it is perhaps his arrogance. Fiercely proud. No one knows the extent of his reach or influence.

seething stare from the mercenary that had been in his employ up until the day before. then there is no need for me to persuade you to unburden your soul. "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. they were now more necessary than ever. . "Let it out brother.reality. "You have been found guilty of heresy.. it is my duty to facilitate your repentance my friend." All de Hojeda received as a reply was a brooding. If you confess. Well." With these words de Hojeda calmly brought the iron to the prisoner's forehead. and the screaming began in earnest. "I see.. let the sin out.

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. causing the eyes of the warriors to shine with light and above all rejoiced at the Cortez leadership. to uncover the remaining treasures hidden deep within the jungles. 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. began to fear the temper of the Conquistador. SPECIAL RULES: Tactical Supremacy. while the horsemen gave no quarter to those who were in retreat. The news that the end of his plunder and conquest was near. But just as they put one foot in the holy city. M WS BS S T W I A Ld Francisco Cortez 4 5 5 4 4 2 5 3 8 TROOP TYPE: Infantry (Special Character). Finally. not content with only the treasures of Pahuax. travelling the world and known for his time as one of the big newcomer among the captains of history. 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. through victory. . However. Once home. The thunder of gunpowder weapons was scurrying back to the chameleon-like creatures of the trees. Upstream. the son of a minor Estalian noble. There was only one way to go home. an island port city in Lustria. whom even led soldiers from the small coastal stronghold to open battle against the reptilian inhabitants of the jungle. the Conquistador army took the city ruins of Pahuax. weapons and lavish costumes. the ziggurats and temple buildings in the city still wearing gold. the Conquistador army went to do battle again. His name was Francisco Cortez. Cortez and his men were forced to row back to rebuild and develop a plan to conquer the city. 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. Cortez is now mounting more expeditions of his own to Lustria. and he will not let anyone stand in his way to get his prize. this time without being caught by surprise. Cortez made haste to reach the desired glory extolled him for the rest of his days. Fusillade. The next day. the survivors of the war could plunder at will and fill entire wagons with burnished gold. The governor tried to demote Cortez and his loyal men to prevent the slaughter of the Estalian empire in the New World.77 FRANCISCO CORTEZ Conqueror of the New World From the Conquistadors of Lustria emerged an experienced mercenary captain. whose greed and cruelty knew no bounds. After a tough battle. The governor of Plascia. the visitors were greeted by a rain of deadly arrows and the roar of beasts as big as the elephants of Araby. 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.

all Conquistador units may use his Leadership just as if he was the army's General. Any armour saves taken from wounds caused by this weapon are at an additional �3. you may take units of Conquistadors as Core choices instead of Special. . Amulet of Pahuax (Talisman) Found in the ruins of Pahaux. In addition.Conquistador Commander: If Cortez is in your army. 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. The Amulet gives Cortez the Regeneration special rule. this enchanted pendant offers considerable protection to the wearer. It has been worn around Cortez's neck ever since his raid on the city.

He rides the countryside of Estalia seeking glory and to right wrongs and evil to slay. Because of this no one in their right mind would willingly follow him. Don Lomente may never be the army's General. roaming the countryside seeking wrongs to right and monsters to slay in the proper chivalric tradition. whether he is a noble or a commoner. it is as if some great fate is in store for him and he will not meet his doom until then. The Don Lomente's hold on reality is tenuous at best. He will stop within 1" of a friendly unit. 3+ Ward save. He lives in a dream world of his own making. dragons other foul creatures. Since he is so far gone the real world holds no terror for him. especially when it comes to windmills. Don Lomente is just that. Not that this would be that uncommon in the World. M WS BS S T W I A Ld Don Lomente 4 3 2 3 4 2 3 2 9 Rocinante 7 2 0 3 3 1 2 1 4 TROOP TYPE: Cavalry (Special Character). one where he is King of a mythic land and he slays giants. He does observe normal routines of life but on the battlefield his mind is filled with strange notions. In fact he has spent entire battles attacking defenceless trees! Don Lomente's attire can best be described as comical. His attire is so absurd that he even has his own coat of arms on his ratty tabard and lance pennon. Don Lomente is so confused that he will not attack.78 DON LOMENTE Insane Gentleman Knight No one knows the true identity of this individual. a goblin may appear as a giant. To determine what the Don Lomente will do roll a D6 at the start of the Movement phase and consult the following chart: D6 Result 1 Befuddled with the images that he is seeing. No one is quite sure how such a ridiculous individual has not been slain on the field of battle. He wears a miss-mash of rusted and beat up armour all taken from different suits that he has presumably scavenged from battles. 2 Confused by the conflicting images in his head the Mad King stops and putters around in a befuddled state. SPECIAL RULES: Unbreakable. Insane: Don Lomente is a lunatic whose actions have been known to make a Troll look downright brainy. Don Lomente moves in a random direction using the Random Movement (2D6") special rule. He fancies himself as a great knight of Bretonnian decent. He suffers from mad delusions and is quite insane. 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. even if he . except for the fact that Don Lomente tends to see evil monster everywhere he goes.

3 Still confused but less so Don Lomente's grip on reality is somewhat better now. 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. 6 The Mad King has a sudden moment of clarity and moves as the controlling player wishes. he still will not move. is to see life as it is and not as it should be. but will respond to attacks made by another source as normal. "Too much sanity may be madness. If he comes into base contact with a forest or building he will immediately stop to fight that as well. And maddest of all.himself is attacked." .

Alonso commands the total loyalty of his troops. If he does so he will see that we cannot take the fortress with the men we have. allowing either party to question the other's calculations. and his plans are noted for their elegance. inspiring a stoic loyalty in his men to whom his dedication is unwavering. Diestros vocally analyse the other's technique. swift to attack. a Diestro explains how he will win. Individual personalities set the tenor of this analysis. If he disagrees. Ultimos Floreo: The winner customarily salutes his fallen opponent with a dazzling flourish. Diestro Extraordinario Captain Alonso was born to a poor family in a fishing village that overlooks the tranquil waters of the Bay of Quietude. and thus I will not make the attempt. and he soon found himself commanding part of Magritta's Rodeleros. Metodologia: Amid the opening thrusts and parries of combat. He is patriotic to a fault. Critica: After several blows have been traded. he may accept my sword any my retirement from me. There is no fencer in all the kingdoms of Estalia able to match Alonso's handling of . If the opponent is still alive. Street fights are somewhat less orderly. 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. but in practice this only encourages veiled insults and false platitudes. Alonso is audacious and bold. sound tactical understanding. Gripped by a quixotic wanderlust. Introduccione: Diestros consider it poor form to cross swords without first introducing oneself. although not expected to reciprocate. tournaments enforce polite conduct. In theory. Non-Diestros. he enlisted in the military at a young age to see the world. In a tournament. easy to like and easy to follow. but his first thoughts are for those under his command. Alonso is a charismatic man. both in love and quarrel. in person. Tournament fighters must yield the last word to the victor. a verbal summary of the fight may follow. Decorated for valour with the Order of Myrmidia an unprecedented three times. and Sparring Words Estalians are known to be talkative and vivacious people. Tournament discourse follows a strict code. the fighter who draws steel before exchanging formalities is disqualified. This is an appropriate time to comment on reputations and parentage. sounding more like jargon-shouting contests. but usually the goal is to demoralise the enemy. 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. engaging in dialogue during combat is expected. Between Diestros." The Grand Commander never appeared. He famously refused to carry out an assault on the sea Fortress of Vern Navien. breath-taking aggression.79 ALONSO DIAZ DE MIRAJO Captain of Estalia. are not spared the verbal assault that accompanies a Diestro's rapier. in technical or even mathematical terms.

SPECIAL RULES: Tactical Supremacy. Beloved Captain: Any unit joined by Alonso may re- roll failed Psychology tests. Face Me.the sword. It has a beautifully crafted basket hilt and hand tooled leather scabbard. he may immediately make an attack back at that model. For every attack that misses Alonso in close combat. M WS BS S T W I A Ld Alonso 4 6 5 4 4 2 6 3 8 TROOP TYPE: Infantry (Special Character). . His state of constant guard when fighting lets him easily surprises the enemy when he launches the attack. You Coward!. Duelling Techniques. MAGIC ITEMS: Sword of the Duellist (Magic Weapon) Long and elegant this sword is a masterwork of light fencing swords.

M WS BS S T W I A Ld Maria de Salvo 4 8 6 4 3 2 7 3 9 TROOP TYPE: Infantry (Special Character). Maria's dedication to the order is beyond compare. 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. or at the start of the close combat phase. Maria is an enigma for those whom have seen her and lived to tell the tale. whom she answers to without question or hesitation. 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. When the armies of Estalia go to war. Make a note of which unit she is hiding in. he will be lost and count as a casualty. making the wielder a whirlwind of pain and death. She may choose to reveal herself at the beginning of the turn. Maria can never be chosen to be your army's General. Assassin: As an assassin. If the unit she is with is wiped out or flees off the board before he can reveal himself. and ready to strike as soon as an opportune target shows itself. She may begin the game hidden in any friendly Infantry unit. she displaces a model in the front rank. Piercing and corroding. Paired weapon. hidden among their ranks. When she reveals herself. but is revealed later in the game. Maria is sometimes sent with them. SPECIAL RULES: Tactical Supremacy.80 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. Seal of Myrmidia (Talisman) This stamp is usually used by Inquisitors that have faced evil Wizards and Necromancers many times. Mark of Death: Secretly nominate one enemy character to be Maria's chosen target. Maria is not placed on the table during deployment. Immune to Psychology. and the number of heretics slain by her blades is beyond counting. The Eradicators give Maria the Always Strike First special rule. they strike with inhuman speed. More than one enemy general or wizard has felt his life come to a halt upon the end of her daggers. Against this character. Maria is the blade of the Order. and her motives are completely unknown to all save perhaps the Last Eagle. and all attacks with them are Poisoned and Armour Piercing. If hidden. sent to take out the most dangerous and best protected heretics in Estalia. as they can never know if or when she will come to claim their lives. be they man or beast. . she has the Killing Blow special rule. She is the nightmare of the corrupted nobles.

filling our ears to their limits.. thanks to her. creating a ford of flesh and carnage as the Undead pushed forward. It looked like our time had come. as all this had been nothing but a dream. a graceful and beautiful silhouette was standing. Behind the foul creature. bathed with light. We all began to pray for Myrmidia's mercy for our mortal souls. her nudity barely hidden by a drape of fine cloth. A piercing scream echoed across the plain.. 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.protecting the wearer from hostile magic. before falling over. This Seal gives Maria a 2+ Ward save against Magical Attacks. The Vampire leading the Undead forces was shaking as if he suffered from some kind of spasm. Her hands were gripping two strong-looking daggers. thanks to Myrmidia?" . Victory was ours. We barely had time to blink and she was gone. Then the most extraordinary thing happened. "The moat was faring up with the bodies of fallen enemies.

Invoking Myrmidia's power. Against Daemons. Bound Spell. On a 5+ the wielder takes a wound which cannot be saved by any means. Divine Pronouncement 25 points To the Inquisitor. Sanctuary 35 points Many Inquisitors can throw up a holy shield that protects them from malign influences. Bound Spell. Inquisitorial Powers are not Magic Items and as such cannot be destroyed by any source. Target one enemy unit within 18" which not in close combat in the Shooting . Scourging 25 points The Inquisitor channels his righteous wrath into crackling energy. Power Level 5. all who stand against him are branded heretic. Scourging is a magic missile with a range of 18" that causes D6 Strength 5 hits. before which few can stand defiant. Bound Spell. Daemons and Undead cannot move within 3" of the Inquisitor or his unit. Unless specified. Power Level 3. The bearer gains +2 to his Strength and the Always Strikes First special rule. igniting the very air around him. Mace of Sacrifice (Magic Weapon) 50 pts In times of great need this mace is taken by a hero of the Inquisition to vanquish the enemies of Estalia. Holocaust 35 pts The Inquisitor projects forth the fire in his soul in a searing ball of white flame. Place the small round template anywhere in base contact with the Inquisitor. and as such have developed special holy powers to battle them. Power Level 3. Undead and Wizards the Strength is increased to 5. and the strongest in faith can even conjure temporary wards around their companions through which the Daemon cannot pass. Bound Spell. Each Power may be used once per turn. While active. At the end of each close combat phase of which the wielder takes part roll a D6. All models. and the only fate deserved by such is an eternity of damnation. covered by the template suffer a Strength 4 hit.81 INQUISITORIAL POWERS The Inquisitors of Estalia are well versed in fighting the forces of evil. This is a weapon which is dangerous to its wielder as its power can be the death of its bearer. the Inquisitor pronounces his judgement. Remains in Play. Every unsaved wound inflicted by the Inquisitor in Close Combat counts as two for the purposes of combat resolution. Her Will Be Done 50 pts The Inquisitor becomes a furious manifestation of Myrmidia's divine will. dispensing His justice with every blow and cowing all His enemies with his holy wrath. friend or foe. the air itself splitting apart as bright arcs of soul-lightning ravage those in his path. Power Level 3. incinerating any who come too close.

and branded worthy to do so by the agents of the Inquisition. Bound Spell. Power Level 4. Power Level 4. Bound Spell. If they fail. Might of the Goddess doubles the basic Strength of the user until the start of his next turn. such that anything they touch suffers catastrophic damage. . but may not use any Magic Weapons while Might of the Goddess is in effect. Both players roll a D6 and add the Leadership of their respective models. 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. If the Inquisitor scores higher than the target model. Target one enemy model within 24" of the Inquisitor that is within his line of sight. With his sinister gaze he is able to decimate the will of his enemy. until nothing more than a drooling. Might of the Goddess 20 points Some Inquisitors can wield their powers as a physical force. 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 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. Power Level 3. broken form remains. they may not charge that turn. All enemy units attempting to charge the Inquisitor or his unit must pass a Leadership test. filling his mind with the unbearable truth of his sins.phase. This unit must immediately take a Panic test. An Inquisitor using the Might of the Goddess is capable of ripping apart steel plates with his bare hands. Bound Spell. the test is modified by the difference. Sword of the Witches 20 points For a man to wield the powers of Magic he must first have been tested and tried. If the Inquisitor's Leadership is greater than that of the enemy unit. the target's Leadership is reduced by 3 until the start of the Inquisitor's next Magic phase.

It is an astute judge and does not let just anyone wield it. king of Magritta. SWORD OF THE VENDETTA 50 points Magic Weapon This weapon was said to be enchanted by the goddess Myrmidia herself. Some priests say that this Myrmidia reminding all who would pursue it of the cost of victory. only heroes of great renown. if the wearer of this sword flees for any reason. or Lobera in Estalian. The wielder must always issue and accept challenges against this character if possible. The hint of magical infusion can be seen by the light blue streak the bullets leave behind. the wielder of the Sword may choose one enemy character on the table. as a gift to her chosen champion that he might seek out and destroy his one chosen enemy in battle and die triumphant. held by a golden hilt encrusted with rubies and diamonds. was the sword of Fernando. and more than a few have fallen to their bullets . the wielder suffers -D3 to his Strength and Toughness. The wielder of the sword Hits and Wounds the chosen enemy on a 2+. WOLF-SLAYER 65 points Magic Weapon Wolf-slayer. 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.82 RELICS OF ESTALIA This section contains the rules and background for some of the most iconic and powerful magical artefacts used by the Estalians. and the sword counts as a normal magical hand weapon for the remainder of the game. who liberated the city from the Arabians and finally ended the war. A most holy relic from ancient times. giving it improved range and uncanny accuracy. he suffers one Wound himself instead. The sword consist of a double edged blade which shines like purest silver in the sunlight. with no saves allowed. If the enemy is killed by this weapon. On his deathbed. said to be of great virtue. Before the game. This sword gives the wearer the Heroic Killing Blow special rule. The pistols have been used by famous Diestro for many years. as well as an improved reloading mechanism that allows the wearer to fire a continuous stream of bullets . the only thing he could leave to be inherited. with no armour save allowed. Fernando used this sword as his symbol. 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. These may be used in addition to the magic items found in the Warhammer rulebook. PISTOLS OF THE DUEL 30 points Magic Weapon This brace of pistols are the most finely crafted firearms in all of Estalia. Fernando left the sword to his grandson. enemy models who are Hit by this sword must pass a Leadership test or suffer an additional automatic Wound. They has been crafted with an unusual design. However. In addition.

Many are those who would pay a hefty sum to add them to their collection. The Scintillating Shield. the pistols count as two hand weapons. fetch a prince's ransom when rumours of Basilisk or Cockatrice attacks spread. . All attacks targeted at the bearer suffer -1 To Hit. even if he is wielding a Magic Weapon. Shield. Multiple Shots (4). Brace of Pistols. Attacks 4 and the Armour Piercing rule. For every enemy attack that the bearer saves in close combat. In the first round of combat the wearer fights with Strength 4. These pistols use the following profile: Range Strength Special Rules 16" 4 Armour Piercing Quick to Fire. whether it is the item spoken of in legend or a more recent creation wrought by wizard-craft. 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.during formal duels. The bearer can always make a Parry save with this shield. retold so many times their origin is now forgotten. SCINTILLATING SHIELD 40 points Magic Armour In the ancient legends of Estalia. one enemy model in base contact suffer -1 to his Weapon Skill until the end of the next combat phase. This effect is cumulative. In subsequent combat turns.

It is encrusted in gems and glowing runes. The staff can deliver the Retribution of Myrmidia in the Shooting phase using the following profile: Range Strength Special Rules 24" 5 Quick to Fire. he was always able to dodge the charge of the raging bulls. The torn cape that he had been using during his career lived on however. Estalia's warrior patron. Unfortunately. Multiple Shots (D3) The wielder does not suffer any penalties for Multiple Shots or shooting at long range. Inquisitor only This staff was carried by T�mas when he first arrived in Estalia. Monstrous Beasts and Monsters must re-roll all successful rolls To Hit against the wearer of this cape. he was impaled by the horns of the third bull. and conflict with its neighbours had ever been a present threat. a sad end to a great fighter. The Crown gives the wearer +1 to his Leadership. Much of the successes of this small state can be thrown directly to the courageous leadership of its kings. and it is today a valuable artefact worn as a cloak by Estalian heroes into battle as a badge of pride and honour. A relic from the Crusades. In addition. wear serves as an icon to its people. Managing to dodge the first two. It is said . 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. CROWN OF BILBALI 60 points Enchanted Item. It is rumoured as long as the crown rest on the King's head no force may beat him in open combat. The crown both King Armando. Grand Commander only The kingdom of Bilbali was born through war. It behaves like a normal Inquisitor staff but can draw on the Winds of Magic to fire bolts of lightning at its foes. and now King Marcelo. the wearer is immune to the effects of Impact Hits and Stomp (including Thunder-stomp) Attacks. War Beasts. Monstrous Infantry. In dark times they have led their armies to victory even when the numbers were against them. No matter how many times he would walk into the ring.83 CAPE OF VELACRUZ 25 points Talisman Velacruz was a famous Torero. No armour saves are allowed against hits from this staff. whose skill at bullfighting was beyond that of any other man. all friendly units within 8" of him gains +1 to their Combat Resolution. he finally met his end when he decided to challenge fate and face nothing less than the three fiercest bulls of Magritta simultaneously. Many kingdoms have sought to cow the proud people of Bilbali. and yet none of them have succeeded. STAFF OF TOMAS THE PURE 50 points Enchanted Item. In addition. STANDARD OF MYRMIDIA 75 points Magic Standard This standard shows the image of the Great Goddess.

Each time the unit carrying this banner destroys or breaks an enemy unit. When the invasion of Jaffar was over. this banner was consecrated in the Temple of Myrmidia and later used in the Crusades. point downwards. Santiago. The unit carrying this standard counts as rolling double 1's on their first Break test. After this. BANNER OF SANTIAGO 50 points Magic Standard This banner is made of white silk and emblazoned with the image of a red sword. they gain one of the following bonuses for as long as the banner remains in the unit: Units: Result: 1 The unit gains +1 to its Weapon Skill. 3 The unit gains +1 Attack. . 2 The unit gains +1 to its Strength. the banner has no further special effect for the remainder of the game. It is said to be made from the surcoat of the legendary Estalian knight who wore it. enabling them to defeat any enemy.that Myrmidia blesses all the Estalians who distinguish themselves in combat for their courage and bravery. 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. who during his life defeated the Arabians in dozens of battles.

84 .

. and other Estalian states. you will also find a summary page. though many Estalian troops can also be found in Lustria battling the Lizardmen. which lists every unit's characteristics profile.85 THE ESTALIAN ARMY LIST The Estalian armies are well drilled. for quick and easy reference during your games of Warhammer. the Skaven. ready for a tabletop battle. fast cavalry. Most of Estalia's war efforts are directed against the Undead. it is by your leadership and honour in battle that the men of the Estalia will go into battle to protect their land. At the back of this section. and usually consist of large formations of seasoned pikemen. As commander of the Estalian army. This section of the book helps your turn your collection of Estalian miniatures into an army of brave warriors. deadly swordsmen and lethal artillery.

even if they are optional (such as unit champions).86 USING THE ARMY LIST The army list is used alongside the 'Choosing an Army' section of the Warhammer rulebook to pick a force ready for battle... Core Units. 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.. monstrous cavalry' and so on).. 2....... 4. 'infantry.... Over the following pages you will find an entry for each of the models in your army.10 points 1.... whilst the powerful Isabella Giovanna Luccelli costs a whopping 390 points! .. Name.. the units in the army list are organised into five categories: Lords.. what options are available to them.. Amongst other things.... UNIT CATEGORIES As described in the Warhammer rulebook... Special Units and Rare Units.10 points One Pikeman may be upgraded to a musician. Heroes. a Pikeman costs 8 points. Where several profiles are required these are also given.g..... Troop Type.......... Every miniature in the Warhammer range costs an amount of points that reflects how effective it is on the battlefield For example.. Each entry specifies the troop type of its models (e.... Profiles. they will tell you what your models are equipped with. 3. The characteristic profiles for the model(s) in each unit are provided as a reminder.. using the following format: TERCIO PIKEMEN 8 points per model Profile M WS BS S T W I A Ld Troop Type Pikeman 4 3 3 3 3 1 3 1 7 Infantry Aventuro 4 3 3 3 3 1 3 2 7 Infantry Unit Size: 10+ Special Rules: Options: Equipment: Hand weapon Pike Light armour Tactical Supremacy Tercio Formation One Pikeman may be upgraded to a Aventuro..... and their points costs.10 points One Pikeman may be upgraded to a standard bearer. The name by which the unit or character is identified......... ARMY LIST ENTRIES Each army list entry contains all the information you need to choose and field that unit at a glance. Points value.......

standard bearer or musician. 8. magic items and other upgrades for units or characters. This is a list of optional weapons and armour. Equipment. In some cases units also have a maximum size. 7. This is a list of the standard weapons and armour for that unit. mounts. Options. including the points cost for each particular option.5. Many unit entries include the option to upgrade a unit member to a champion. Many troops have special rules that are fully described earlier in this book or in the Warhammer rulebook. This specifies the minimum size for each unit. . Some units may carry a magic standard or take magic items at a further points cost. 6. which is the smallest number of models needed to form that unit. or can even comprise just a single model. The names of these rules are listed here as a reminder. The cost of these items is included in the basic points value. Unit Size. Special Rules.

.........24 points SANTIAGO DE VIVAR 275 points Profile M WS BS S T W I A Ld Troop Type Santiago de Vivar 4 7 5 4 4 3 6 5 9 Cavalry (Special Character) Babieca 8 3 0 3 3 1 3 1 5 - Magic Items: Mount: Special Rules: Tizona & Colada Armour of the Champion Babieca (Barded Warhorse) Tactical Supremacy Champion of Estalia GRAND INQUISITOR DE HOJEDA 205 points Profile M WS BS S T W I A Ld Troop Type de Hojeda 4 5 5 4 4 3 5 3 9 Infantry (Special Character...... Inquisitor) Equipment: Special Rules: Options: Hand weapon Magic Items: Sacred Armour Book of Wisdom Tactical Supremacy Burn the Heretic Magical Attacks Magic Resistance (2) May take Inquisitorial Powers up to a total of...87 LORDS ISABELLA GIOVANNA LUCCELLI 390 points Profile M WS BS S T W I A Ld Troop Type Isabella 4 5 5 4 4 3 6 4 9 Infantry (Special Character) Magic Items: Special Rules: Sacred Sword of Vengeance Blessed Cuirass Light of Myrmidia Tactical Supremacy Fly Blessing of Myrmidia Divine Power Prayers of Myrmidia Living Saint JUAN FEDERICO 295 points Profile M WS BS S T W I A Ld Troop Type Juan Federico 4 6 5 4 4 3 6 4 9 Infantry (Special Character) Magic Items: Special Rules: Options: Sword of Retribution Armour of Virtue Eagle of Myrmidia Tactical Supremacy Hatred Stubborn Grand Master May be mounted on a barded Warhorse.......100 points ...........

........100 points EMINENT MAGUS 165 points Profile M WS BS S T W I A Ld Troop Type Eminent Magus 4 4 3 4 4 3 4 2 8 Infantry (Character) .............15 0 points May be upgraded to have Shrike Talons......................................................................................5 points May be mounted on one of the following: - Warhorse...................................................18 points May be upgraded to have barding...................3 points - Flail...............................3 points May upgrade heavy armour to full plate armour................ .............................5 points May carry a shield..20 points May take magic items up to a total of..........................4 points May take magic items and/or Inquisitor powers up to a total of...........................................Great weapon....................................7 points ...........................................................................................4 5 points - Griffon.......Morning star.................................................................................... ... ..................... ...............................................6 points May upgrade light armour to heavy armour................................................................................6 points - Pistol................................................................................6 points - Pegasus..........100 points HIGH INQUISITOR 120 points Profile M WS BS S T W I A Ld Troop Type High Inquisitor 4 5 3 4 4 3 5 3 9 Infantry (Character) Equipment: Special Rules: Options: Hand weapon Light armour Tactical Supremacy Magical Attacks Magic Resistance (2) Burn the Heretic May be armed with one of the following: ...15 points May be upgraded to have Razorbeak................................................................................................................Additional hand weapon...............................................3 points .88 LORDS GRAND COMMANDER 100 points Profile M WS BS S T W I A Ld Troop Type Grand Commander 4 6 5 4 4 3 6 4 9 Infantry (Character) Equipment: Special Rules: Options: Hand weapon Heavy armour Tactical Supremacy Estalian Steel May be armed with one of the following: - Lance.

........................................................................................................................ Hand weapon Special Rules: Restricted Practise May be upgraded to a Level 4 Wizard........... or Heavens..... Life................4 5 points May take magic items up to a total of.. Metal....6 points - Pegasus. He may use spells from the Lore of Fire...................100 points ........Magic: Equipment: Options: An Eminent Magus is a Level 3 Wizard.................35 points May be mounted on one of the following: - Warhorse.......18 points May be upgraded to have barding........................... Light............

.................. You Coward!' Duelling Techniques Beloved Captain MARIA DE SALVO 175 points Profile M WS BS S T W I A Ld Troop Type Maria de Salvo 4 8 6 4 3 2 7 3 9 Infantry (Special Character) Equipment: Magic Items: Special Rules: Throwing knives The Eradicators Seal of Myrmidia Tactical Supremacy Immune to Psychology Assassin Mark of Death ..12 points DON LOMENTE 130 points Profile M WS BS S T W I A Ld Troop Type Don Lomente 4 3 2 3 4 2 3 2 9 Cavalry (Special Character) Rocinante 7 2 0 3 3 1 2 1 4 - Equipment: Mount: Special Rules: Hand weapon Lance Heavy armour Shield Rocinante (Warhorse) Unbreakable 3+ Ward save Insane ALONSO DIAZ DE MIRAJO 125 points Profile M WS BS S T W I A Ld Troop Type Alonso Diaz 4 6 5 4 4 2 6 3 8 Infantry (Special Character) Equipment: Magic Items: Special Rules: Pistol Light armour Sword of the Duellist Tactical Supremacy 'Face Me...89 HEROES FRANCISCO CORTEZ 135 points Profile M WS BS S T W I A Ld Troop Type Francisco Cortez 4 5 5 4 4 2 5 3 8 Infantry (Special Character) Equipment: Special Rules: Options: Pistol Heavy armour Magic Items: Rapier of Quietude Amulet of Pahuax Tactical Supremacy Fusillade Conquistador Commander May be mounted on a Warhorse...................

.... ...............4 5 points May take magic items up to a total of.............................50 points BATTLE STANDARD BEARER Unless your army contains an Altar of Myrmidia.........3 points ...................... one Captain in the army may carry the Battle Standard for +25 points............................ The Battle Standard Bearer can have a ........ ............................................................................Additional hand weapon.......................................................2 points - Pistol...................Brace of Pistols..........50 points DIESTRO 80 points Profile M WS BS S T W I A Ld Troop Type Diestro 4 6 5 4 4 2 6 3 7 Infantry (Character) Note: A Diestro can never be the army's General....5 points May carry a shield.........2 points May upgrade heavy armour to full plate armour...............6 points - Pistol...........................5 points ..............................................................12 points May be upgraded to have barding....90 HEROES CAPTAIN 60 points Profile M WS BS S T W I A Ld Troop Type Captain 4 5 5 4 4 2 5 3 8 Infantry (Character) Equipment: Special Rules: Options: Hand weapon Heavy armour Tactical Supremacy Estalian Steel May be armed with one of the following: - Lance..3 points - Buckler...8 points May wear light armour............................ Equipment: Special Rules: Options: Hand weapon Tactical Supremacy Estalian Steel 'Face Me.....................................4 points May be mounted on one of the following: - Warhorse.........................................................Additional hand weapon................................................................................................2 points May take magic items up to a total of..................................................................................................... .................................................................................. ........... You Coward!' Duelling Techniques May be armed with one of the following: .............................................Great weapon......................4 points - Pegasus.......................7 points ...............................

A model carrying a magic standard cannot carry any other magic items.magic banner (no points limit). .

...................................................50 points INQUISITOR 65 points Profile M WS BS S T W I A Ld Troop Type Inquisitor 4 4 3 4 4 2 4 2 8 Infantry (Character) Equipment: Special Rules: Options: Hand weapon Light armour Tactical Supremacy Magical Attacks Magic Resistance (2) Burn the Heretic May be armed with one of the following: ................ Hand weapon Special Rules: Restricted Practise May be upgraded to a Level 2 Wizard.................................................................50 points CHARACTER MOUNTS Profile M WS BS S T W I A Ld Troop Type Warhorse 8 3 0 3 3 1 3 1 5 War Beast ............................................................................ or Heavens.............100 points May take magic items up to a total of.............. Metal...........12 points May be upgraded to have barding.. ............................................ Light........50 points PRIESTESS OF MYRMIDIA 70 points Profile M WS BS S T W I A Ld Troop Type Priestess 4 4 3 4 4 2 4 2 8 Infantry (Character) Equipment: Special Rules: Options: Spear Light armour Shield Tactical Supremacy Blessing of Myrmidia Divine Power Prayers of Myrmidia May upgrade light armour to heavy armour........................ ...... He may use spells from the Lore of Fire..................................................Morning star.4 points May take magic items up to a total of.....2 points May take magic items and/or Inquisitor powers up to a total of........ Life..............35 points May be mounted on one of the following: - Warhorse................................2 points - Flail....4 points May upgrade light armour to heavy armour.........................91 HEROES BATTLE MAGUS 65 points Profile M WS BS S T W I A Ld Troop Type Battle Magus 4 3 3 3 3 2 3 1 7 Infantry (Character) Magic: Equipment: Options: A Battle Magus is a Level 1 Wizard.....................2 points May be mounted on an Altar of Myrmidia.............................

3 1 .. Terror. Large Target ALTAR OF MYRMIDIA Profile M WS BS S T W I A Ld Troop Type Altar .Pegasus 8 3 0 4 4 3 4 2 6 Monstrous Beast Griffon 6 5 0 5 5 4 5 4 7 Monster Special Rules: Pegasus: Fly Griffon: Fly.Chariot (Armour save 5+) Bull 7 3 0 4 ...4 5 5 .- Drawn by: 2 bulls Special Rules: Altar ...

..............10 points One Crossbowmen may be upgraded to a musician.........10 points One Rodelero may be upgraded to a musician.10 points One Rodelero may be upgraded to a standard bearer....................................A unit of Aventuros may form a Tercio with Rodeleros..10 points One Crossbowmen may be upgraded to a standard bearer..........see below RODELEROS 8 points per model Profile M WS BS S T W I A Ld Troop Type Rodelero 4 4 3 3 3 1 4 1 7 Infantry Duellist 4 4 3 3 3 1 4 2 7 Infantry Unit Size: 10+ Special Rules: Options: Equipment: Hand weapon Light armour Buckler Tactical Supremacy Tercio Formation Estalian Steel One Rodelero may be upgraded to a Duellist..................2 points per model ..........10 points The entire unit may be upgraded to Aventuros............................10 points CROSSBOWMEN 9 points per model Profile M WS BS S T W I A Ld Troop Type Crossbowmen 4 3 3 3 3 1 3 1 7 Infantry Marksman 4 3 4 3 3 1 3 1 7 Infantry Unit Size: 10+ Special Rules: Options: Equipment: Hand weapon Crossbow Light armour Tactical Supremacy Tercio Formation One Crossbowmen may be upgraded to a Marksman.....................10 points HANDGUNNERS 9 points per model Profile M WS BS S T W I A Ld Troop Type Handgunner 4 3 3 3 3 1 3 1 7 Infantry Sharpshooter 4 3 4 3 3 1 3 1 7 Infantry Unit Size: 10+ Special Rules: Options: Equipment: Hand weapon Handgun Light armour Tactical Supremacy Tercio Formation ..................92 CORE UNITS PIKEMEN 6 points per model Profile M WS BS S T W I A Ld Troop Type Pikeman 4 3 3 3 3 1 3 1 7 Infantry Aventuro 4 4 3 3 3 1 4 1 7 Infantry Sergeant 4 3(4) 3 3 3 1 3(4) 2 7 Unit Size: 10+ Special Rules: Options: Equipment: Hand weapon Pike Light armour Tactical Supremacy Tercio Formation One Pikeman may be upgraded to a Sergeant........10 points One Pikeman may be upgraded to a standard bearer....10 points One Pikeman may be upgraded to a musician.

..........10 points ......10 points One Crossbowmen may be upgraded to a musician....One Crossbowmen may be upgraded to a Marksman..........10 points One Crossbowmen may be upgraded to a standard bearer......

...............................25 points The entire unit may be armed with any of the following: ...................93 CORE UNITS CABALLEROS 17 points per model Profile M WS BS S T W I A Ld Troop Type Caballero 4 4 3 3 3 1 3 1 8 Cavalry Knight 4 4 3 3 3 1 3 2 8 Cavalry Warhorse 8 3 0 3 3 1 3 1 5 - Unit Size: 5+ Special Rules: Options: Equipment: Hand weapon Spear Heavy armour Tactical Supremacy Estalian Steel One Caballero may be upgraded to a Knight.....2 points per model GENITORS 13 points per model Profile M WS BS S T W I A Ld Troop Type Genitor 4 3 3 3 3 1 3 1 7 Cavalry Outrider 4 3 4 3 3 1 3 1 7 Cavalry Warhorse 8 3 0 3 3 1 3 1 5 - Unit Size: 5+ Special Rules: Options: Equipment: Hand weapon Javelin Shield Tactical Supremacy Fast Cavalry One Genitor may be upgraded to an Outrider......10 points One Genitor may be upgraded to a musician.......................10 points One Caballero may be upgraded to a musician..................................10 points One Almogavar may be upgraded to a musician.........10 points One Caballero may be upgraded to a standard bearer....10 points One Genitor may be upgraded to a standard bearer................................................................Lance...........................10 points .............................................................10 points The entire unit may be armed with light armour*....Shield........1 point per model ......................................................A unit of Caballeros with a standard bearer may carry a magic standard worth up to.................................2 points per model ..........................1 point per model *If a unit of Genitors is equipped with light armour will lose their Fast Cavalry special rule....... ALMOGAVARS 7 points per model Profile M WS BS S T W I A Ld Troop Type Almogavar 4 3 3 3 3 1 3 1 7 Infantry Raid Leader 4 3 4 3 3 1 3 1 7 Infantry Unit Size: 10+ Special Rules: Options: Equipment: Hand weapon Javelin Light armour Tactical Supremacy Skirmishers One Almogavar may be upgraded to a Raid Leader.2 points per model The entire unit may wear barding.....................................Pistol........10 points .............

.. Unit Size: 5+ Equipment: Special Rules: Fangs Light armour Forest Strider ......1 point per model WAR DOGS 6 points per model Profile M WS BS S T W I A Ld Troop Type War Dog 7 3 0 3 3 1 3 1 5 War Beast Note: War Dogs do not count towards the minimum percentage of Core units in your army.. One Almogavar may be upgraded to a standard bearer................10 points The entire unit may be armed with shields...

..................10 points The entire unit may swap one hand weapon for a pistol........10 points ..............A unit of Royal Guards with a standard bearer may carry a magic standard worth up to..............10 points One Conquistador may be upgraded to a musician.......10 points One Royal Guard may be upgraded to a standard bearer....................10 points One Conquistador may be upgraded to a standard bearer................1 point per model ROYAL GUARD 15 points per model Profile M WS BS S T W I A Ld Troop Type Royal Guard 4 4 4 3 3 1 4 1 8 Infantry Guard Captain 4 4 4 3 3 1 4 2 8 Infantry Unit Size: 5+ Special Rules: Options: Equipment: Hand weapon Musket Heavy armour Tactical Supremacy Estalian Steel Stoic One Royal Guard may be upgraded to a Guard Captain.....A unit of Conquistador with a standard bearer may carry a magic standard worth up to..................2 points per model The entire unit may be armed with light armour..........94 SPECIAL UNITS MARINES 6 points per model Profile M WS BS S T W I A Ld Troop Type Marine 4 3 3 3 3 1 3 1 7 Infantry Marine Sergeant 4 3 3 3 3 1 3 2 7 Infantry Unit Size: 10+ Special Rules: Options: Equipment: Two hand weapons Tactical Supremacy Ambushers One Marine may be upgraded to a Marine Sergeant.............................10 points ..........................................10 points One Marine may be upgraded to a musician................10 points One Marine may be upgraded to a standard bearer...................10 points One Royal Guard may be upgraded to a musician............................50 ............................................... ..........50 points CONQUISTADORS 24 points per model Profile M WS BS S T W I A Ld Troop Type Conquistador 4 4 4 3 3 1 3 1 8 Cavalry Conquistador Captain 4 4 4 3 3 1 3 2 8 Cavalry Warhorse 8 3 0 3 3 1 3 1 5 - Unit Size: 5+ Special Rules: Options: Equipment: Hand weapon Pistol Handgun Heavy armour Tactical Supremacy Estalian Steel Fusillade One Conquistador may be upgraded to a Conquistador Captain.......A Guard Captain swap his musket for a brace of pistols...............................................................

................1 point per model .points GRENADIERS 12 points per model Profile M WS BS S T W I A Ld Troop Type Grenadier 4 3 3 3 3 1 3 1 7 Infantry Unit Size: 5-20 Special Rules: Options: Equipment: Hand weapon Grenades Light armour Tactical Supremacy Skirmishers The entire unit may be armed with pistols.........2 points per model The entire unit may wear heavy armour..........

.................2 points per model MOUNTAIN BANDITS 8 points per model Profile M WS BS S T W I A Ld Troop Type Mountain Bandit 4 3 3 3 3 1 3 1 6 Infantry Bandit Leader 4 3 4 3 3 1 3 1 6 Infantry Unit Size: 5-20 Special Rules: Options: Equipment: Hand weapon Bow Skirmishers Scouts Hill Strider Guerrilla Fighters ...............................50 points The entire unit may be armed with javelins.......................10 points One Knight may be upgraded to a musician.....50 points One unit of Knights may be upgraded to Inner Circle Knights*...........................10 points ................................A unit of Sisters of Fury with a standard bearer may carry a magic standard worth up to.10 points ..... Unit Size: 5+ Special Rules: Options: Equipment: Hand weapon Lance Full plate armour Shield Barding Tactical Supremacy Estalian Steel Righteous Charge or Blinding Light One Knight may be upgraded to a Preceptor.........A unit of Knights with a standard bearer may carry a magic standard worth up to..........10 points One Sister may be upgraded to a musician................................................................................95 SPECIAL UNITS KNIGHTS OF THE RIGHTEOUS SPEARS/BLAZING SUN 25 points per model Profile M WS BS S T W I A Ld Troop Type Knight 4 4 3 3 3 1 3 1 8 Cavalry Preceptor 4 4 3 3 3 1 3 2 8 Cavalry Warhorse 8 3 0 3 3 1 3 1 5 - Note: These rules apply to both Knights of the Righteous Spears and Knights of the Blazing sun. SISTERS OF FURY 9 points per model Profile M WS BS S T W I A Ld Troop Type Sister 4 4 4 3 3 1 4 1 8 Infantry Superior 4 4 4 3 3 1 4 2 8 Infantry Unit Size: 5+ Special Rules: Options: Equipment: Spear Heavy armour Shield Tactical Supremacy Myrmidia's Adepts One Sister may be upgraded to a Superior..........................................10 points One Knight may be upgraded to a standard bearer......................................10 points One Sister may be upgraded to a standard bearer.3 points per model *Inner Circle Knights have +1 Strength.....

.... One Mountain Bandit may be upgraded to a Bandit Leader...War Machine (Cannon) Crew 4 3 3 3 3 1 3 1 7 - Unit Size: 1 Equipment: Special Rules: Crew: 3 crewmen Hand weapon Small Calibre Scatter-shot .7 3 .10 points MOUNTAIN GUN 75 points Profile M WS BS S T W I A Ld Troop Type Mountain Gun ..

.............10 points One Watchman may be upgraded to a standard bearer......96 RARE UNITS BLACK WATCHMEN 13 points per model Profile M WS BS S T W I A Ld Troop Type Watchman 4 4 3 4 3 1 4 1 8 Infantry Watch Captain 4 4 3 4 3 1 4 2 8 Infantry Unit Size: 5+ Special Rules: Options: Equipment: Halberd Full plate armour Tactical Supremacy Stubborn Hatred (Undead...............7 3 ... Nehekharan Undead) Fearless One Watchman may be upgraded to a Watch Captain..75 points CULVERIN 110 points Profile M WS BS S T W I A Ld Troop Type Culverin .......................10 points ....War Machine (Cannon) Crew 4 3 3 3 3 1 3 1 7 - Unit Size: 1 Equipment: Crew: 3 crewmen Hand weapon FIRE BULLS 12 points per model Profile M WS BS S T W I A Ld Troop Type Bull 7 3 0 4 4 1 3 1 5 War Beast Herder 4 3 3 3 3 1 3 1 7 Cavalry Horse 8 3 0 3 3 1 3 1 5 - Unit Size: 2 Herders and 5-30 Bulls Equipment: Hand weapon Spear Shield Special Rules: Bull Run .A unit of Black Watchmen with a standard bearer may carry a magic standard worth up to........10 points One Watchman may be upgraded to a musician.............................

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Preceptor 4 4 3 3 3 1 3 2 8 Ca .Outrider 4 3 4 3 3 1 3 1 7 Ca ..Raid Leader 4 3 4 3 3 1 3 1 7 In Caballero 4 4 3 3 3 1 3 1 8 Ca 60 .Warhorse 8 3 0 3 3 1 3 1 5 - Handgunner 4 3 3 3 3 1 3 1 7 In 59 ...Sharpshooter 4 3 4 3 3 1 3 1 7 In Pikeman 4 3 3 3 3 1 3 1 7 In 57 Aventuro 4 4 3 3 3 1 4 1 7 In .Conquistador Cap.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 .Knight 4 4 3 3 3 1 3 2 8 Ca .Sergeant 4 3(4) 3 3 3 1 3(4) 2 7 In Rodelero 4 4 3 3 3 1 4 1 7 In 58 .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 3 3 1 3 1 8 Ca 68 .98 SUMMARY LORDS M WS BS S T W I A Ld Type Page de Hojeda 4 5 5 4 4 3 5 3 9 In 78 Eminent Magus 4 3 3 3 4 3 3 1 8 In 54 Grand Commander 4 6 5 4 4 3 6 4 9 In 52 High Inquisitor 4 5 3 4 4 3 5 3 9 In 53 Isabella 4 5 5 4 4 3 6 4 10 In 75 Juan Federico 4 6 5 4 4 3 6 4 9 In 76 Santiago de Vivar 4 7 5 4 4 3 6 5 9 Ca 77 .Superior 4 4 4 3 3 1 4 2 8 In .WM 71 . 4 4 4 3 3 1 3 2 8 Ca .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 ..Guard Captain 4 4 4 3 3 1 4 2 8 In Sister 4 4 4 3 3 1 4 1 8 In 69 .Warhorse 8 3 0 3 3 1 3 1 5 - Marine 4 3 3 3 3 1 3 1 7 In 63 ..Marine Sergeant 4 3 3 3 3 1 3 2 7 In Mountain Bandit 4 3 3 3 3 1 3 1 6 In 67 .Bandit Leader 4 3 4 3 3 1 3 1 6 In Mountain Gun .7 3 .Babieca 8 3 0 3 3 1 3 1 5 - HEROES M WS BS S T W I A Ld Type Page Alonso Diaz 4 6 5 4 4 2 6 3 8 In 81 Battle Magus 4 3 3 3 3 2 3 1 7 In 54 Captain 4 5 5 4 4 2 5 3 8 In 52 Diestro 4 6 5 4 4 2 6 3 7 In 56 Don Lomente 4 3 2 3 4 2 3 2 9 Ca 80 .Crew 4 3 3 3 3 1 3 1 7 - Royal Guard 4 4 4 3 3 1 4 1 8 In 64 .Marksman 4 3 4 3 3 1 3 1 7 In Genitor 4 3 3 3 3 1 3 1 7 Ca 61 .Warhorse 8 3 0 3 3 1 3 1 5 - Crossbowmen 4 3 3 3 3 1 3 1 7 In 59 .

Mo = Monster...... MI = Monstrous Infantry...Ch 55 . MB = Monstrous Beast. Troop Type Key: In = Infantry.Herder 4 3 3 3 3 1 3 1 7 Ca . Ch = Chariot.RARE UNITS M WS BS S T W I A Ld Type Page Bull 7 3 0 4 4 1 3 1 5 WB 72 . WM = War Machine. Sw = Swarms..Crew 4 3 3 3 3 1 3 1 7 - MOUNTS M WS BS S T W I A Ld Type Page Altar . MC = Monstrous Cavalry.Bull 7 3 0 4 . WB = War Beast. Ca = Cavalry.Horse 8 3 0 3 3 1 3 1 5 - Watchman 4 4 3 4 3 1 4 1 8 In 70 .3 1 .WM 71 .- Griffon 6 5 0 5 5 4 5 4 7 Mo 74 Pegasus 8 3 0 4 4 3 4 2 6 MB 73 Warhorse 8 3 0 3 3 1 3 1 5 WB Var. .Watch Captain 4 4 3 4 3 1 4 2 8 In Culverin .4 5 5 .7 3 . Un = Unique...

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Inside you will find: A bestiary describing every unit. Each book in the series describes in detail an army. An army list to arrange your collection of miniatures into a battle-ready force. . while those along the south coast are prosperous trading nations whose ships ply the Southern Sea to Araby. Warhammer: Estalia is one of a series of supplements for Warhammer. its history and its heroes. as well as against the Arabians. which are unified nations under a single ruler. tough hill-fighters. The threat of Chaos seems very remote here. the Bretonnians. Unlike Bretonnia and The Empire. hero and war machine in your army. far away from the Incursions and beyond the immediate threat of Chaos bands. The largest cities and towns war upon each other. monster.102 The Estalian Kingdoms lie in the south of the Old World. and the Tileans. the Estalian Kingdoms are many and of various sizes. The Kingdoms of the Irrana Mountains are home to fierce. their culture and their history. A comprehensive section that details the Estalians.