CODEX BRETONNIA PDF

Named Characters[ edit ] Note: Under the current edition, named characters tend to be overpriced; you can pretty easily emulate most named characters from scratch and save yourself some points. That said, a few named characters do have abilities and wargear or wargear combos unique to them, so if you absolutely need to have them, go ahead. The Green Knight: An ethereal unit with M8, decently killy for price and with the ability to teleport. The issue with him is that he excells at killing things Bretonnia can usually handle well cavalry and monsters, basically: things without static combat resolution but sucks at killing the things that usually give you trouble massed infantry, tho his Terror may help. It is worth noting that he may have some use as a warmachine hunter also if there is a skullky wizard skulking around he can pop out of the nearest puddle murder them and then dash off into the nearest hedge. If you can pay for her unreasonable price of entry at say, points and up, she could easily be worthwhile.

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What is recognizable as the Warhammer World began with the expansion material to the first edition of the game Warhammer, but was formulated as a distinct setting with a world map in the second edition. The Warhammer World borrowed considerably from historical events and other fantasy fiction settings.

The Old World is recognisably Europe approximating to a variety of historical periods including the Renaissance - the Empire being set over what is modern Germany - medieval France, Roman Italy and Celtic Britain. Many events are lifted and modified directly from real-world history, including the Black Plague and the Moorish invasion of Spain , and others from original fantasy sources.

Of the races that inhabit the world, Rick Priestley identified their origins as being based on British themes, the dwarfs are like blunt-spoken Yorkshire men, Elves having a touch of Southern England and received pronunciation about them, and the Orcs speaking with a working class London accent.

Races and nations[ edit ] The fictional Warhammer races and events are described, below, using in-universe tone. There are numerous nations and races in the Warhammer World. Mankind, the most prominent, often proves to be the most susceptible to the corrupting influence of Chaos. Most of the featured human nations are based in the Old World analogous to real world Europe.

The Elves were the first truly civilized race to walk the world. Brought into creation by the Old Ones, the Elves showed a natural talent for magic and superlative skill at arms. The once glorious civilization of the Elves was torn asunder many thousands of years ago by a bitter civil war, resulting in the sundering of the race into three distinct kindreds: the evil, twisted Dark Elves , the proud, noble and magical High Elves who continue the ancient traditions from before the sundering, and a third group as the rustic, sylvan and mysterious Wood Elves.

The High Elves inhabit the magical island of Ulthuan analogous to Atlantis , while the Dark Elves inhabit the continent of Naggaroth correspondent to Canada and the north parts of North America in the real world , a desolate icy wilderness and the Wood Elves live in the forests of Athel Loren. Dwarfs are an ancient, grim, and determined race integral in the founding of the Empire. Dwarfs are the greatest craftsmen in the Warhammer World, a skill largely matched by the Chaos Dwarfs who split from their brothers after being corrupted by Chaos.

In the jungles of Lustria are the Lizardmen who were created by the Old Ones to aid in their great works. The Slann now lead the Lizardmen blindly, via ancient prophesies containing almost-incomprehensible instructions from their fallen gods. The culture and aesthetic of the Lizardmen are heavily inspired by those of the Aztec and Mayan cultures, and the New World continent Lustria which they inhabit corresponds to Central and South America in the real world.

Orcs and Goblins , and their kin also known as Greenskins , are relatively primitive and disorganized, but their instinctive belligerence threatens the various nations. Their violent nature can be noted to commonly cause all-out wars among their own kind.

They are found predominantly in the forests and mountains of the Old World, in the jungles to the south and stretched across the steppes to the East, but their kin can be found all over the world, inhabiting almost all continents and adapting to their environments. Many races have fallen to, or been engendered by Chaos. The barbaric Warriors of Chaos formerly called "Hordes of Chaos" invade the civilized nations from the far northern Chaos Wastes.

Beastmen , the half-man half-beast products of Chaos are found in the dark forests of the Old World. Also a product of Chaos are the shrewd and evil ratmen, the Skaven , whose vast, subterranean and labyrinthine "Under-empire" riddles the earth.

The Chaos Gods are the flaws of humankind personified; the inner literal daemons of living things come back through a magic medium to torment and kill.

The ultimate victory of these forces is often hinted at, highlighting a strong assumption that sentient beings are fundamentally flawed and will eventually bring about their own destruction via the forces of Chaos. This is especially tragic in light of the outside, non-Chaotic forces that threaten civilized beings, including rampaging Orcs, political strife, and general warfare. These Old Ones were brought low by the daemonic forces inadvertently unleashed by the collapse of their Warp Gates one at either pole , leaving their creations to fend for themselves.

This backstory also provides an easy explanation for the variety of familiar fantasy races, and provides a logical framework for them to fit in. Ogres and Halflings, for example, are closely related. Both are resistant to the mutating effects of Chaos energies fuelled by hearty appetites and efficient metabolisms , but have opposite physical templates. Besides these, there are the Undead , who are a result of the black sorceries devised by the first necromancer, Nagash in the long distant past.

Main article: Warhammer novels Outside of games, there have also been numerous novels and short stories by various authors set in the Warhammer world, the most famous of which are the Gotrek and Felix novels by William King. Warhammer Monthly was a comic book , published by Black Library , which ran for over 5 years. As well as the fantasy settings, it also included strips set in the other areas of the Warhammer Universe.

Generally running concurrently with Warhammer Monthly was Inferno! Recently Games Workshop licensed out the rights for comic books. Studios are currently working on a series of Warhammer and Warhammer 40, 40k comics, written by Dan Abnett and Ian Edginton. The first was the Warhammer 40k strip Damnation Crusade , but this was followed by one in the fantasy universe: Forge of War. When this was finished, they again started with a new series located in the Warhammer Fantasy universe.

Their newest project is called "Warhammer - Condemned by Fire". This series features a witch-hunter fighting the Chaos minions in the remote regions of the Empire. The Chaos Wastes are a vast warped, cold and barren wasteland to the north and probably also the south of the habitable areas of the world.

The Wastes are mentioned in many of the Warhammer sourcebooks. Norsca and the Eastern Steppes are considered to be part of the Wastes. The Chaos Wastes are inhabited by various mutated flora and fauna, Daemons, Chaos monsters including Beastmen , Greenskins and the barbaric human tribes of the Norse, Kurgan and Hung who worship Chaos gods whose influence is strong here.

A great Chaos Portal between the material world and the Realm of Chaos spews raw magical energy, the stuff of Chaos, into the world. Several other, lesser rifts also exist in the wastes. Unstable energies change the climate, radically causing mutations to anybody moving there. Champions of Chaos travel to the wastes to gain respect and rewards from their masters. The mightiest of these champions may even become a Daemon Prince. Followers of different Chaos gods constantly battle in the Wastes, until a powerful enough warlord unites the different tribes and starts a Chaos incursion to some location of the Warhammer World.

The Dark Elves also maintain a series of watchtowers in order to prevent incursions into Naggaroth by the denizens of the Chaos Wastes. Huge Chaos Monoliths are a common sight in the wastes. Dark Lands[ edit ] "Dark Lands" redirects here. For other uses, see Dark Lands disambiguation. The Dark Lands are a mountain-ringed region in the position intermediate between the Western Old World and Eastern human civilizations.

They are said to be ruled by warring tribes of Orcs and Goblins , except in the very north where the Chaos Dwarf Empire dominates. To the south west is the Plain of Bones where the remains of many dead dragons can be found. This area draws practitioners of necromancy and the Undead. To the south east are the Dragon Isles which are often cited as a desirable, if dangerous, location for voyages in search of riches to aim for. On its southern coastline in the river delta region lies the human frontier settlement Pigbarter.

The Dark lands also have a substantial population of Ogres and their goblinoid slaves, the Gnoblars. Eastern Realms[ edit ] The area of the Warhammer World equivalent to Asia is not greatly developed in the published games or fiction, but there are human civilizations there, specifically Ind, Cathay, and Nippon which are equivalents of India, China, and Japan respectively.

Estalia[ edit ] Estalia is the Warhammer equivalent of the Iberian peninsula. Estalia is located in the Southern Old World , a peninsula to the south-west of Bretonnia bordered by the Irrana and Abasko Mountains to the east, the Great Western Ocean to the north and west and the Southern Sea to the south. Far from the front lines in the wars against Chaos , Estalia has remained politically fractured, with rival kingdoms vying for power and influence between each other and against the neighboring city-states of Tilea, such as Tobaro, which lies across the Abaskos from Bilbali.

Estalia is dominated by two powerful port cities, Bilbali and Magritta. The rivalry between the two - and between each and their Tilean neighbors, for that matter - has endured for centuries.

Estalians take great offense at being referred to as Tileans, or at being addressed in the Tilean language by accident. The peninsula is renowned for its Diestros, skilled duelists who ply their skills across the Old World. While the old Black Library novel Zaragoz detailed the eponymous city in the peninsula, relatively little of Estalia has been published in recent years. It has most prominently included in the release of the Dogs of War army book in the 5th edition of Warhammer, as well as in the BL novel Fell Cargo.

It is culturally, technologically, and geographically based on early modern Germany, with its name being an allusion to the historical Holy Roman Empire. Sylvania[ edit ] Sylvania is a region of the Empire developed in the setting as a home to vampires, ghouls, and other beings. It is a cursed land plagued by the undead and suffers from warpstone meteorite falls. Once ruled openly by the vampire counts, the Von Carsteins, now it is ruled secretly by vampires of other lines.

Treaties between the vampires and human nobles have created an uneasy peace. Khemri[ edit ] An undead nation in the fictional world of the Warhammer Fantasy setting, Khemri is geographically isomorphic to Egypt, and culturally based on Ancient Egypt.

Its faction is known as the Tomb Kings , an army composed of skeletons and various decayed creatures. Nagash[ edit ] Eventually a young noble known as Nagash was born. He was the oldest son of the current king. Instead of becoming the heir as eldest sons other nations would, he was forced into the ranks of the Liche Priests as the Grand Heirophant, a living sacrifice to the Gods.

Later after becoming a high priest, he killed his younger brother and usurped the throne. His rule was terrible. He also began studies into an elixir of life using human blood.

Due to his dark nature combined with his tyrannical rule, the other kings rose up against him and he was forced to flee his homeland. The kingdom of Lahmia was eventually corrupted as well by vampirism, thus causing another series of wars culminating in the other kingdoms destroying Lahmia, causing the vampires to spread to all corners of the earth. Death of a Nation[ edit ] In time Nagash returned with vast armies of the dead he had perfected through his newly developed necromancy.

Although he was initially defeated by the armies of Khemri, he then unleashed plague which decimated the people of the land and when the Great Necromancer attacked again he committed mass genocide with little resistance, obliterating all remaining life from the land.

With this army he planned to rule the world and transform it into an eternal kingdom where only he ruled. Nagash was assassinated by the last living Khemrian King Alcadizaar, who Nagash had taken prisoner , with the help of the Skaven , who forged a mighty blade specifically to kill the Great Necromancer. However, Nagash completed his ritual before his death, awakening all the dead of Khemri from their tombs.

When they awoke they were less than pleased at the current turn of events, having expected to be reborn as gods in the afterlife, not dusty mummies. The enraged Tomb Kings then proceeded to re-establish control over their now dead subjects with mixed degrees of success. This state of affairs has remained the same into the modern day where they continually fight amongst themselves, other nations and the resurrected Nagash. The lesser Kings and Princes are more or less ruled over by Settra , first and greatest of the Priest-Kings.

He was called The Black because he used to chew on a root that turned his teeth black.

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Warhammer/Tactics/8th Edition/Bretonnia

History[ edit ] Long before the land now known as Bretonnia was founded, it was inhabited by the Lizardmen, but they were driven back by Chaos; later, the High Elves from Ulthuan created a vortex to keep the demons at bay, and the territory was taken by the High Elves from Ulthuan, as were most non-mountainous regions in the Old world. Some High Elves refused, and remained in a nearby "special" forest later known as Athel Loren and became the Wood Elves. With no elves in sight, humans began to settle the land. It was first inhabited by some pagan hippies who played with rocks, but they got their shit kicked by a badass nomadic human tribe called the Bretonni hence the name Bretonnia. Like every human tribe, the Bretonni were given an invitation by Sigmar to be united as a whole , but they refused and chose to keep to themselves, because they were pretty much a mockery of the real life French stereotype and believed through sheer arrogance that their culture was inherently superior. Unable to properly unite to face the threats, the Bretonnis were facing annihilation much thanks to the sheer arrogance towards Sigmar that led to their doom. Wandering wearily in the forest, Giles stopped to drink from a lake, and found himself watched over by a strange woman of ethereal form: the Lady of the Lake.

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What is recognizable as the Warhammer World began with the expansion material to the first edition of the game Warhammer, but was formulated as a distinct setting with a world map in the second edition. The Warhammer World borrowed considerably from historical events and other fantasy fiction settings. The Old World is recognisably Europe approximating to a variety of historical periods including the Renaissance - the Empire being set over what is modern Germany - medieval France, Roman Italy and Celtic Britain. Many events are lifted and modified directly from real-world history, including the Black Plague and the Moorish invasion of Spain , and others from original fantasy sources. Of the races that inhabit the world, Rick Priestley identified their origins as being based on British themes, the dwarfs are like blunt-spoken Yorkshire men, Elves having a touch of Southern England and received pronunciation about them, and the Orcs speaking with a working class London accent.

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Book Design: Mathias Eliasson. Special Thanks To: All the players that have contributed with feedback and ideas. This book is completely unofficial and in no way endorsed by Games Workshop Limited. Used without permission.

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