· 7 years ago · Jan 10, 2019, 08:06 PM
1Vermintide Characters
2#page_title: dlc1_3_lb_vt_characters_title
3Heroes
4#page_title: dlc1_3_lb_vt_characters_heroes_title
5#page_text: dlc1_3_lb_vt_characters_heroes
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7<No localized text>
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11#page_text: dlc1_3_lb_vt_characters_heroes_wh_1
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13Victor Saltzpyre was the son of a talented blacksmith who found work with the Holy Order of the Templars of Sigmar. While apprenticing for his father, a Witch Hunter captain recognised Victor's raw potential, and sought his father's leave to train the boy.
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15And so, with his father's permission, Victor underwent the gruelling Witch Hunter training and rituals, which many do not even survive, and embarked on a lifelong journey of battling the foul creatures that blight the Empire.
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18Twenty years later, Victor was hunting a Vampire's thrall. The girl had once been daughter to an influential burgher, whose great fortune had been built on mining. After a thorough investigation, Victor discovered his prey by a warpstone seam, deep in her father's mine. As he prepared to strike, a band of Skaven sprang from nowhere and attacked.
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20In the wake of a long and gruelling struggle, Victor emerged from the mine, sorely wounded, but alive. He'd lost an eye, but had gained a renewed purpose in life...
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23Soon after emerging from the vampire's mine, and bearing the scars of the furious battle, Victor learned that the owner had been well aware of the warpstone in his mine, and had profited greatly from it. Not content with a single act of treachery against his Emperor, the scoundrel had been covertly selling it to both the Skaven and the Vampire who controlled his daughter.
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25Working with the Skaven is always an incredibly foolhardy endeavour, and will sooner or later end in betrayal and death. Despite losing more than one messenger to the rapacious ratmen, the Burgomeister stuck with the profitable, yet highly dangerous plan.
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27After hanging the burgher, and those he deemed accomplices, Victor walked away as a changed man with grander priorities. He scoured the land for information about the Skaven, and persistently sought assignments that bore signs of ratmen involvement.
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31Victor Saltzpyre, Witch Hunter, Part I
32#page_title: dlc1_3_lb_vt_characters_heroes_wh_1_title
33Victor Saltzpyre, Witch Hunter, Part II
34#page_title: dlc1_3_lb_vt_characters_heroes_wh_2_title
35#page_text: dlc1_3_lb_vt_characters_heroes_wh_2
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37No one knows for sure what exactly happened in the Warpstone Mine and why this incident became such a life changing event for Saltzpyre. To this day, he has never divulged the details. Trust is not a coin a Witch Hunter deals in, but perhaps... just perhaps... a warrior strong enough to share the burdens of his quest will learn the secrets of Victor Saltzpyre, Witch Hunter of the Holy Order of the Templars of Sigmar.
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40In recent events, Saltzpyre has been dragging a prisoner, a highly-strung Bright Wizard, back to Ubersreik to answer charges of 'Murder by Immolation' made by the town magistrate. Victor wouldn't normally get himself embroiled in mundane concerns like prisoner escort, but he is using this task as cover to investigate fell rumours that the rat-men have infiltrated the Ubersreik nobility - including the Magistrate - in preparation for a full invasion.
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42Besides, Victor has no love for the Magic Colleges, and this fiery woman has been rubbing him the wrong way from the moment she was brought to him.
43Impressed by how effortlessly the Sergeant had dealt with a band of highwaymen, Saltzpyre enlisted Kruber for the journey ahead.
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45Saltzpyre had a strange feeling that something was about to happen. Ever since the incident in the vampire's warpstone mine, he had gained a strange new kind of sense, and could do nothing but heed the call.
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47There was holy work to be done in Ubersreik, and Saltzpyre was the man to do it. He would lead Kruber, and whatever other assets currently available, to victory.
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51#page_text: dlc1_3_lb_vt_characters_heroes_bw_1
52
53Sienna travelled to the Empire from her native Estalia when she was young. She was sent away from the village by her parents as vicious rumours whispered that their daughter was a witch. Sienna travelled with merchant caravans, slowly making her way across the Old World to Altdorf, where – she'd heard – wizards were forged.
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55With the help of a Grey Wizard, who Sienna grew to resent due to his treacherous nature, she finally arrived at the College of the Bright Order in Altdorf.
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58Sienna mastered the Lore of Fire in Altdorf, but it soon became abundantly clear that she lacked both passion and patience for scholarly pursuits. She could not stand the slow pace of College life, and instead, she felt a void inside her that could only be filled by the addictive rush of intense spell casting. Fire magic became Sienna's drug of choice, and she realised that she was unquestionably an addict. Accepting this fact, she decided to blaze her path through life, and has never looked back since.
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60At the College, fellow Bright Wizards were wary of Fuegonasus' temper and desire to always challenge herself to the extreme. She always strove to create the highest flame walls, the fiercest fireballs or to summon the most devastating Conflagrations of Doom. Her peers warned that the Wind of Aqshy was not something to play with, but Sienna saw it quite differently. She knew she needed the pyromaniacal rush of magic to not wither and die, so this was her way, and no other option would do.
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62Fuegonasus has since then wandered the world, always testing her powers, but has yet to find her limit and stave off her hunger for more.
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66Sienna Fuegonasus, Bright Wizard, Part I
67#page_title: dlc1_3_lb_vt_characters_heroes_bw_1_title
68Sienna Fuegonasus, Bright Wizard, Part II
69#page_title: dlc1_3_lb_vt_characters_heroes_bw_2_title
70#page_text: dlc1_3_lb_vt_characters_heroes_bw_2
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72Like many of the Bright College, Sienna has a fiery temper and is quick to anger, but there's still room in her heart for morality and compassion. However, her addiction to fire magic is what truly shapes her life.
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74She roams the land, offering her services as a battle wizard to anyone who can provide her with an opportunity to make things burn and get her adrenaline flowing. Sienna is forced to wear a mask of calmness and control to hide her addiction to Pyromancy.
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76In the midst of battle, however, her facade is frequently swept away by the powerful rush of magical power.
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78Sienna is acutely aware of this problem. To gain further attention from the Witch Hunters is the last thing she needs. Unfortunately, that is exactly what she got.
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80Arrested under the suspicion of having killed the son of the Burgomeister of Ubersreik and burning down his mill, she is now in the custody of Victor Saltzpyre, a veteran Witch Hunter.
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82Saltzpyre has hired the skilled and experienced State Trooper Markus Kruber to assist him in escorting the dangerous Bright Wizard to Ubersreik. Sienna now returns to the town as a prisoner, ready to stand trial before the eyes of the Magistrates.
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85Little did she now that the trio would be joined by a Wood Elf and a Dwarf, making the already conspicuous band of travellers stand out like a sore ogre thumb, and that the fate of Ubersreik, and perhaps the Empire, would rest on their shoulders.
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89#page_text: dlc1_3_lb_vt_characters_heroes_ww
90
91Waywatchers are charged with guarding the paths of Athel Loren. This was Kerillian's vocation, a duty she performed for hundreds of years, slaying trespassing Beastmen as well as curious Bretonnian peasant boys foolish enough to enter the woods in search of the Fey.
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93The inhabitants of Tirsyth are known for their melancholic disposition, and travelling the lands of men is steadily sinking Kerillian's gloominess into true misanthropy.
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96Why Kerillian is in exile from her homeland is still an unknown quantity, as she simply refuses to speak of it.
97The same goes for where her travels within the Empire took her, before meeting Bardin Goreksson. The Dwarf and Elf met in the rainy fields outside Stromdorf, and were within a hair's breadth from killing each other, when the unmistakable stink of rat-men reached their sensitive noses.
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99An advance scouting party of the Skaven army that would assault Ubersreik had emerged from below in the vicinity, and unlucky for them, right into the arms of two seasoned Skaven killers. After the following battle, standing amidst the bloody remains of the outmatched ratmen, an uneasy truce was established.
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102With both of them heading for Ubersreik, a mutual grudging respect started to develop with every Skaven slain.
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106Kerillian, Waywatcher
107#page_title: dlc1_3_lb_vt_characters_heroes_ww_title
108#page_text: dlc1_3_lb_vt_characters_heroes_dr_1
109
110Rangers are often seen as a strange sort even by other Dwarfs, who believe that the fresh air and open sky makes Rangers a little funny in the head.
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112Of this, Bardin is a prime example. In general, Dwarfs are social, gregarious folk, prideful and not afraid to offend, but even clan-brothers of Goreksson refer to him as ‘chatty' and over-familiar.
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114But Bardin is not a vindictive type or cruel - he has a habit of offending and belittling his comrades but through ignorance and his robust attitude rather than any cruel or malicious intent. Oblivious is another word that oft describes Bardin, he will speak loudly, when maybe the situation and his comrades require quiet.
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116If negotiation is required, Bardin would be the first with his axe out and swinging. That's not to say the Dwarf is inept or unwanted within a fighting group, the Ranger is a trained killer, and an expert of getting what he wants, which is often information from those unwilling to give it!
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119As a Ranger of the Grey Mountains, Bardin keeps the holds of Karak Ziflin and Karak Norn safe from overground attacks. Rangers rove far and wide, always on the lookout for enemy activity.
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121It was on one such expedition that Bardin came across an abandoned mine entrance. The mine was clearly Dwarfen but, having spent countless decades ranging across the Grey Mountains, it was not one Bardin was familiar with. The mine entrance must have been hidden until recently, perhaps revealed by a rock slide.
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123Without a moment's thought Goreksson entered, only pausing to bring out his trusty axe. The mine itself was much as he expected - long since exhausted of any precious ore. Further in, the Ranger came across something of interest, four Dwarf bodies clothed in now-rotten rags, but rags that may once have suggested a lengthy journey was imminent.
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125Next to the Dwarf bodies was a mound of long-dead rats and the unmistakable corpse of a ratman. In its clawed, skeletal hands was a small tattered piece of parchment, the Dwarven letters of the Klinkarhun inscribed on it.
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129Bardin Goreksson, Dwarf Ranger, Part 1
130#page_title: dlc1_3_lb_vt_characters_heroes_dr_1_title
131Bardin Goreksson, Dwarf Ranger, Part II
132#page_title: dlc1_3_lb_vt_characters_heroes_dr_2_title
133#page_text: dlc1_3_lb_vt_characters_heroes_dr_2
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135Within the backpack of one of the Dwarfs Bardin had found in the mine, there was another torn piece of the same parchment. Bardin put the parts together and discovered, to his quickening heart, that he held an ancient map in his hands. What excited him so was the map's destination, that of Karak Zorn - the infamous lost hold of the Dwarfs, supposedly located somewhere in the Southlands. The map was of little use yet though, as the map keys and riddlespeak was in an unfamiliar variant of Klinkarhun.
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138Upon return, Bardin made several attempts to find funding and clan-backing for an exploration party but found was laughed and scorned from every Hold in the Grey Mountains, a humiliating fact which only steadied his resolve in the matter.
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141Far from giving up on his quest, Bardin set out for Ubersreik, as word had reached him from the town's Dwarf community, that a shop of antiquities on the edge of the Marktplatz held a large Dwarfish tome.
142According to the rumour-smith he paid honest Dwarf gold to, the book's page were covered in faded runes written in a long-disused version of the Klinkarhun, and could very well be the key to understanding the map to the lost hold. Bardin means to purchase this tome, after having negotiated a fair price.
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144Of course, what Bardin considers a fair price maybe totality different to the shopkeeper, but the Dwarf's skills of negotiating - shouting very loudly until he gets his way - are formidable.
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146Outside Stromdorf, Bardin ran in to Kerillian, and later the unlikely duo met three humans at the Thunderwater Inn in Stromdorf, waiting for the ride to Ubersreik.
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148Together, the five of them boarded the coach and set off into the rain, starting a most unusual journey...
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152#page_text: dlc1_3_lb_vt_characters_heroes_es_1
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154Having fled farm life outside Ubersreik, a young Markus Kruber found himself in the Grunburg local militia. He quickly rose through the ranks until a schism with an inept superior eventually spiralled out of control and he was promptly relegated to Ostland.
155Being sent from the richest province of the Empire to one of the poorest and most war-ravaged was clearly a punishment, but Kruber welcomed the change. He hoped that competent leadership and a steady stream of excitement and purpose would await him at his new post.
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158Leading the 8th Ostland Swordsmen, Markus drilled his troops until perfection, not content until their swords and shields felt like natural extensions of their own bodies. His leadership style was somewhat unconventional (for the times), inspiring confidence and loyalty not only through his prowess, but also with his innate charisma and wit, making him immensely popular with his men.
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160His unit was distinguished in several battles, whether it was breaking through Greenskin lines, repulsing marauding beast-men, or hacking down ravaging northmen.
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164Markus Kruber, Empire Soldier, Part I
165#page_title: dlc1_3_lb_vt_characters_heroes_es_1_title
166Markus Kruber, Empire Soldier, Part II
167#page_title: dlc1_3_lb_vt_characters_heroes_es_2_title
168#page_text: dlc1_3_lb_vt_characters_heroes_es_2
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170It was a Necromancer that came to be Kruber's undoing.
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172The Undead marched on a grand muster of Imperial might, and Kruber's regiment was on the east flank, forming an impenetrable barrier against the skeletal forces they opposed. The Ostlanders stood firm, brutally dismantling ranks upon ranks of relentless undead charging their position.
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174In the midst of battle, the Sergeant caught sight of a wizened old man in the distance. In a freak moment their eyes locked, the Necromancer grinned, and dourly went about casting his death-magic. Moments later, a colossal orb of purple-edged darkness swept through the Swordsmen, killing all it touched while sucking the souls from hapless bodies. One of the men pushed Kruber out of the way, his own soul selflessly sacrificed.
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176At the end of the battle, the Undead had dissipated and the Empire was victorious, but it was a pyrrhic victory for Markus. His regiment had been destroyed, and so had his spirit. As the quintessential traumatized lone survivor, Markus now yearned to quit military life and simply head for home.
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179His salvation came in the unlikely form of a Witch Hunter bound for Kruber's hometown of Ubersreik. The Witch Hunter offered him the seemingly simple job of escorting a prisoner, and the weary veteran signed on immediately. Finally, Kruber would be able to see his family again.
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183NPC's
184#page_title: dlc1_3_lb_vt_characters_npc_title
185#page_text: dlc1_3_lb_vt_characters_npc
186
187<No localized text>
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191Franz Lohner, Innkeeper, Part I
192#page_title: dlc1_3_lb_vt_characters_npc_nik_1_title
193#page_text: dlc1_3_lb_vt_characters_npc_nik_1
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195Franz Lohner is the innkeeper of the Red Moon Inn, famous for his ready welcome and generous measures.
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197He arrived to take over the landlordship of the tavern over a decade ago, but little is known of his previous career.
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199Ubersreik's rumour-smiths swear he is an old soldier, pointing out his unflappable and practical nature as proof. Certainly, the Red Moon is run with an almost military precision, rendering it one of the most profitable establishments in the city.
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202But it is not just ale that draws visitors to the Red Moon. By hook or by crook, Lohner manages to keep abreast of events unfolding for many leagues around.
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204An upsurge of brigandry on the Mannschott road? Lohner can divulge the name of their chieftain.
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206Rumours of a forbidden cult operating out of the city's sewers? Lohner knows where.
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208A shortage of grain? Lohner can tell you which nearby towns have a surplus to sell.
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210Is there more than meets the eye to Franz Lohner, the simple Innkeeper of the Red Moon Inn?
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214Franz Lohner, Innkeeper, Part II
215#page_title: dlc1_3_lb_vt_characters_npc_nik_2_title
216#page_text: dlc1_3_lb_vt_characters_npc_nik_2
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218Such is Lohner's reputation that most of Ubersreik's inhabitants, from the wealthiest of merchants to the lowliest of beggars, go to great effort to remain in his good graces.
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220Each of them has a theory as to why the innkeeper is so well-connected, ranging from the sublime (he's actually the legendary blackmailer Rudolph Gestromm, living out his retirement) to the ridiculous (he's the displaced Graf von Jungfreud, meddling from the side-lines following his removal from power).
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223It's all conjecture, stuff that Lohner laughs off if ever it's repeated in earshot, and some of his customers suspect that the innkeeper goes to some effort to feed the most outlandish stories. Of course, Lohner has his detractors, but direct accusations are seldom levelled.
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225Otto Mechrig was the last to openly question Lohner's loyalties, but no one cares much about Otto's opinions any longer, not since details of his personal and financial misconduct inexplicably surfaced during a council meeting.
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227In his own words, he is just a humble Innkeeper, and that's all there is to it.
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231Olesya Pimenova, the Handler
232#page_title: dlc1_3_lb_vt_characters_npc_nfl_title
233#page_text: dlc1_3_lb_vt_characters_npc_nfl
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235As her name implies, Olesya Pimenova hails from Kislev - the land of the horsemasters that lies across the River Lynsk.
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237She is one of the dockside's familiar sights, a seemingly indestructible and age-worn woman. Everyone knows of Old Olesya, but few know anything about her. Her accent gives her away as a foreigner, but strange accents are far from rare in bustling Ubersreik.
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239Rumours are as always rife, however, and far-fetched tales have been spreading across town, claiming that Olesya's either a hedge wizard, a noble on the run, a chaos cultist or even all of the above.
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242To most in Ubersreik, Olesya is simply the woman who'll get you safe across the river, provided that you're careful with your manners and ready with your coin. To a select few, she is a valuable contact, reputed to know every bolt-hole, hidden waterway, and poorly-guarded watch gate on both sides of the river.
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246Cristoph Engel, Grey Wizard
247#page_title: dlc1_3_lb_vt_characters_npc_ntw_title
248#page_text: dlc1_3_lb_vt_characters_npc_ntw
249
250Christoph Engel is the acknowledged leader of Ubersreik's magical community and has been a citizen as long as anyone can remember.
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252He is a small, wiry man with intense dark eyes and changeable moods, but recognized by all to be a very skilled Grey Wizard.
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255The people of Ubersreik has learnt to stay away when Engel is bored, as he can resort to outright dangerous practical jokes if time passes too slowly for the wizard's liking.
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257A nobleman was nearly killed when the Wizard animated a stuffed boar at the famous masquerade ball, and although questions of his suitability as the foremost wizard of Ubersreik has been raised, none have dared to push the issue further.
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261Rasknitt
262#page_title: dlc1_3_lb_vt_skaven_characters_rasknitt_title
263#page_text: dlc1_3_lb_vt_skaven_characters_rasknitt
264
265Rasknitt is the malicious Grey Seer in charge of the Skaven Assault on Ubersreik.
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267He is even more paranoid than most of his peers and constantly seeks to gain favour and standing with his fellow Skaven and the Horned Rat with his schemes.
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269Of course, Rasknitt considers himself a genius, and has always been fuming with anger inside as his brilliance has been continually gone unrecognised by the world.
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272Some time ago, he personally machinated a devious plot to poison and mutate the gathered leadership of Ubersreik at the annual Grand Masquerade. His plan was thwarted by adventurers, and the backlash was severe. Rasknitt had to relocate and start his world domination scheme all over.
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275But the Horned Rat must have favoured Rasknitt, because an opportunity of a lifetime stumbled his way when he made contact with the weakened Clan Fester. Rasknitt threw himself head over hind-paw into a game of trickery and deceit, and wound up as the commander of the assault on Ubersreik.
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277Fester is a weakened clan, ravaged by disease and out of favour with the mighty Clan Pestilens. Rasknitt has convinced the Warlord of Clan Fester that only he can deliver a cure for the sickness ravaging Clan Fester. The disease has been named the Brood Blight, and it's crippling the clan by afflicting the clan's Breeders, reducing their fertility rates and quality of their offspring.
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279The first step to provide the cure for the Brood Blight, claims Rasknitt, is to conquer and enslave the man-thing nest of Ubersreik.
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283#page_text: dlc1_3_lb_vt_characters
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285<No localized text>
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289Skaven
290#page_title: dlc1_3_lb_vt_skaven_title
291#page_text: dlc1_3_lb_vt_skaven_overview
292
293An evil force unlike any other is watching and waiting.
294They are impatient, yet they bide their time.
295They are scheming, their nefarious plots stretch unseen across all lands.
296They are everywhere, yet they remain hidden.
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298From the Worlds Edge Mountains to the jungles of the Southlands, from the arid dunes to the barbaric Northlands, no kingdom remains untouched. They are a heinous race that over the long centuries has brought low ancient Dwarf holds, grinding down that proud race to but a fraction of its former glory.
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300In the past they have contaminated the temple-cities of the cold-blooded creatures of Lustria, and reduced the Empire, the greatest human nation of the Old World, to total starvation and near ruin. And they are planning for worse to come...
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303Across the surface of the world alliances are severed, plagues are spread and wars are started - all orchestrated by a shrouded and impalpable menace that lurks undetected under the very feet of those they conspire to destroy. They are the Skaven and they seek nothing short of complete mastery of the world.
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307Overview
308#page_title: dlc1_3_lb_vt_skaven_overview_title
309Bestiary
310#page_title: dlc1_3_lb_vt_skaven_beastiary_title
311#page_text: dlc1_3_lb_vt_skaven_beastiary
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313<No localized text>
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317#page_text: dlc1_3_lb_vt_skaven_beastiary_core_skavenslave
318
319The Under-Empire is run by slave labour.
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321Skavenslaves perform all menial tasks, including mining, tunnelling, and food production. In lean times, they themselves become the food.
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323The majority of slaves are Skaven born into bondage of the lowest class of a hierarchical society. Their ranks swell as rival clans are captured during internecine wars. Even non-Skaven become slaves, although few other races last long under the whips of the ratmen overseers.
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326The life of a Skavenslave is cruel, but mercifully short. Food is so rare that cannibalism is the way of life and each day is a battle for survival. A slave with the slightest injury is hungrily marked by his pack.
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329In warfare Skavenslaves are used en masse to absorb missile fire and to overwhelm the enemy with numbers. A common Warlord tactic is to whip Skavenslaves to the fore of an assault. Many are butchered, but the loss is acceptable if the slaves bear the brunt of the incoming arrows or tire the foe for the next attack wave. Slaves who break in battle are shown no mercy and are simply trampled underfoot by the next oncoming wave
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331
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333Skavenslave
334#page_title: dlc1_3_lb_vt_skaven_beastiary_core_skavenslave_title
335#page_text: dlc1_3_lb_vt_skaven_beastiary_core_clanrat
336
337The mainstay of a clan's warriors, Clanrats are poorly equipped with crudely manufactured or scavenged weapons and improvised pieces of armour.
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339A lone Clanrat is rarely a threat to any but the least experienced opponent.
340However, in numbers, Clanrats swarm their enemies in a chittering horde stabbing, biting, and clawing their enemies to a swift and brutal death.
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342Mainly due to cowardice and lack of discipline, lone Clanrats are not formidable opponents except when they are attacking a weakened or crippled enemy, preferably from the shadows.
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344Banded together in large numbers, however, they are ferocious warriors, attacking without hesitation even against obviously superior enemies.
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347The Clanrats do their part to ensure the Skaven hierarchy is maintained, keeping down the class below them (namely the Skavenslaves), while profusely humbling themselves before those of the ranks above them.
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349
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351Clanrat
352#page_title: dlc1_3_lb_vt_skaven_beastiary_core_clanrat_title
353#page_text: dlc1_3_lb_vt_skaven_beastiary_special_stormvermin
354
355In the brutal hierarchy of the Under-Empire, might makes right, and the largest and fittest Skaven can easily bully their way into positions of power.
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357Many such Skaven have darker fur than their smaller littermates, and black fur is seen as the mark of a born killer in Skavendom.
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359These Skaven often make up a military elite called the Stormvermin. During their recruitment and training they receive better food, equipment and training, creating superior warriors who are bigger, stronger, tougher and braver than the typical Clanrat warriors.
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362The Stormvermin are important assets to their Warlord, who will provide them with preferential treatment to the rank-and-file Clanrats (typically by ensuring that they are firstfed after battle).
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364While Clanrats carry spears, rotten shields and wear scraps of metal, Stormvermin are commonly equipped with better armour and wield heavy-bladed halberds.
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366The Stormvermin are commonly employed as guards by their leaders, watching over important Skaven or securing private areas of their warrens.
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368In war, Stormvermin regiments provide the Warlords with crack troops, well-equipped to spearhead assaults.
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371
372Stormvermin
373#page_title: dlc1_3_lb_vt_skaven_beastiary_special_stormvermin_title
374#page_text: dlc1_3_lb_vt_skaven_beastiary_special_ratling_gunner
375
376The multi-barrelled whirling death-dealing machine known as the Ratling Gun is a relatively modern invention. Nonetheless it has proven so successful that Clan Skryre simply cannot make enough to satisfy the greedy demands of the Warlord clans.
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378Powered by warp steam and kicked into gear by the prodigious working of a hand crank, the six barrels of the Ratling Gun spin and whir, emitting a fusillade of warp-laced bullets that streak through the air, leaving faint greenish traces.
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380The standard configuration of the Ratling Gun requires a weapon team of at least two clanrats, but the weapons bought by Clan Fester for the assault on Ubersreik are of an experimental lightweight design, capable of being wielded by a single Stormvermin-sized specimen.
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384Ratling Gunner
385#page_title: dlc1_3_lb_vt_skaven_beastiary_special_ratling_gunner_title
386#page_text: dlc1_3_lb_vt_skaven_beastiary_special_gutter_runner
387
388These secretive and highly-trained agents of Clan Eshin are masters in the art of stealth and deception.
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390Gutter runners rely on surprise and stealth to kill and survive. Wearing no armour, they are shrouded in large black cloaks that all but conceal them from sight when still.
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392Most gutter runners carry various throwing weapons and long stabbing knives, and their weapons are often coated in deadly poison.
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395Gutter Runners are skilled at infiltrating behind enemy lines, scouting ahead of the main Skaven force and hiding in a position that will allow them to jump out at the right moment to ambush the crew of enemy war machines, or to cut down wizards and officers.
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398
399Gutter Runner
400#page_title: dlc1_3_lb_vt_skaven_beastiary_special_gutter_runner_title
401#page_text: dlc1_3_lb_vt_skaven_beastiary_special_pack_master
402
403The horrific creations of Clan Moulder are goaded into battle by their Packmasters, who applying the lash in order to guide the truculent beasts.
404
405It is common practice for Clan Moulder to sell both beasts and Packmasters to the highest bidder, and in this way Clan Moulder Packmasters can be found throughout the Under-Empire.
406
407Other clans are sometimes suspicious of this, though the desire to possess packs of specially-trained war beasts is usually enough to overcome any qualms.
408
409
410Skaven Packmasters drive ravening packs of beasts into battle, using whips and intimidation in order to spur their charges into a fury of teeth and claws, These beasts includes swarms of rats, mutated Giant rats, and horrific Rat-Ogres of every description.
411
412The Packmaster displays no fear of the beasts they control, for to do so is to invite the beasts to turn on them. Even so, no beast is entirely predictable and even a veteran Packmaster runs the constant risk of dying beneath his charges' teeth and claws.
413------------------------------------------------------------------------------------------------------------
414
415
416Packmaster
417#page_title: dlc1_3_lb_vt_skaven_beastiary_special_pack_master_title
418#page_text: dlc1_3_lb_vt_skaven_beastiary_special_globadier
419
420Many of the rank-and-file Skaven soldiers of Clan Skryre are trained in the use of their technological devices.
421
422The most common of these weapons are the spheres of glass or crystal filled with warpstone gas known as Poison Wind Globes.
423
424When thrown, the sphere shatters, releasing billowing clouds so lethal that mere skin contact can cause severe pain or even death.
425
426Globadiers wear elaborate masks, goggles, and cumbersome breathing apparatuses in order to protect themselves from their own gas, and Clan Skryre are rich enough to equip them with heavier armour than that worn by clanrats.
427
428On the battlefield, Poisoned Wind Globadiers lurk between Skaven formations and await an opportunity to dart forward and lob their deadly missiles.
429------------------------------------------------------------------------------------------------------------
430
431
432Poison Wind Globadier
433#page_title: dlc1_3_lb_vt_skaven_beastiary_special_globadier_title
434#page_text: dlc1_3_lb_vt_skaven_beastiary_loot_rat
435
436Among the Clawpacks of warrior vermin assaulting Ubersreik, there are reportedly Skaven agents carrying large sacks. These Skaven seem to act independently of the invading force.
437
438They scour the town for valuables, most likely on orders from an enterprising chieftain or warlord who looks to fill their coffers and expand their influence.
439
440
441'Should such a Skaven, or 'Sack Rat' as the troops have dubbed the blasphemous thing, be cornered and killed, a resourceful citizen may lawfully procure the contents of it's filthy sack, if said contents are put to use against the invading force'.
442
443- Sergeant Schenker, remnants of Ubersreik's Halberdiers, holding out in The Emperor's Rest hotel, The Hill, Ubersreik
444------------------------------------------------------------------------------------------------------------
445
446
447Sack Rat
448#page_title: dlc1_3_lb_vt_skaven_beastiary_loot_rat_title
449#page_text: dlc1_3_lb_vt_skaven_beastiary_rare_rat_ogre
450
451Rat Ogres are the masterpiece of Clan Moulder's mad research. They are a combination of various different creatures mixed together in a strange warped mix and commonly sold by Clan Moulder as bodyguards to wealthy Skaven leaders.
452
453Raised by Packmasters and kept in terrible conditions, Rat Ogres are forced to fight for food against each other right from the very beginning of their lives, ensuring that only the strongest and most vicious survive.
454
455Being rather stupid they largely depend on their Packmaster for guidance who direct the monsters and unleash their devastating charges when the time is ripe.
456------------------------------------------------------------------------------------------------------------
457
458
459Rat Ogre
460#page_title: dlc1_3_lb_vt_skaven_beastiary_rare_rat_ogre_title
461#page_text: dlc1_3_lb_vt_skaven_beastiary_rare_grey_seer
462
463Grey Seers make up their own small but highly positioned clan. It is possible they are a unique sub-species and this is a view that the Grey Seers themselves help to propagate.
464
465The mage-rats also claim many titles, including Prophets of the Great Horned Rat, and also the Grand Intermediaries to the Council of Thirteen, the shrouded high rulers of the chaotic Skaven society.
466
467
468Pure white or grey fur and distinctive horns mark Grey Seers, who are perhaps the most powerful and mysterious individuals in the whole of a Skaven army.
469
470The potent mage-rats travel the Under-Empire seeking to coordinate and unite the bickering clans, as well as, furthering their own sinister plans of advancement.
471
472The solitary Grey Seers are the mysterious binders of the Skaven race, always seeking to pull the feuding clans along in some interwoven, but never fully revealed, scheme.
473
474Many Warlords fear, quite rightfully, that they and their clans are just pawns in the subtle manipulations of the horned sorcerer-rats.
475------------------------------------------------------------------------------------------------------------
476
477
478Grey Seer
479#page_title: dlc1_3_lb_vt_skaven_beastiary_rare_grey_seer_title
480History
481#page_title: dlc1_3_lb_vt_skaven_history_title
482#page_text: dlc1_3_lb_vt_skaven_history
483
484<No localized text>
485------------------------------------------------------------------------------------------------------------
486
487
488Early History
489#page_title: dlc1_3_lb_vt_skaven_history_early_history_title
490#page_text: dlc1_3_lb_vt_skaven_history_early_history
491
492<No localized text>
493------------------------------------------------------------------------------------------------------------
494
495
496Origins
497#page_title: dlc1_3_lb_vt_skaven_history_origins_title
498#page_text: dlc1_3_lb_vt_skaven_history_origins
499
500A few radical scholars and academics argue endlessly over the origins of the children of Chaos known as the Skaven (estimated -2500 to -2000 IC).
501
502Some maintain they are simply a variant form of Beastman, others insist that they are an entirely separate race mutated not from men, as it is surmised Beastmen arose, but from true rats. Most, however, simply refuse to acknowledge the existence of Skaven at all.
503
504
505Determining anything about Skaven is notoriously difficult; they are primarily a subterranean race, and usually only come to the surface during their violent and inexplicable wars, after which they mysteriously disappear.
506
507Perhaps the best clue to the creation of the Skaven lies in the ancient Tilean folk tale known as the Doom of Kavzar.
508------------------------------------------------------------------------------------------------------------
509
510
511The Doom of Kavzar
512#page_title: dlc1_3_lb_vt_skaven_history_kazvar_title
513#page_text: dlc1_3_lb_vt_skaven_history_kazvar
514
515<No localized text>
516------------------------------------------------------------------------------------------------------------
517
518
519The Doom of Kavzar, Part I
520#page_title: dlc1_3_lb_vt_skaven_history_kazvar_1_title
521#page_text: dlc1_3_lb_vt_skaven_history_kazvar_1
522
523Once upon a time, long ago, Men and Dwarfs lived together beneath the roofs of one great city. Some said it was the oldest and greatest city in the world and had existed before the time of the longbeards and manlings, built by older and wiser hands in the dawn of the world.
524
525The city lay both above and below the earth, in keeping with the nature of the populace that dwelt there. The Dwarfs ruled in their great halls of stone below ground and wrestled the fruits of the rock free with their day-long toil, while the manlings reaped the fields of swaying corn that surrounded the city with a patchwork blanket of gold. The sun smiled, men laughed, and everyone was happy.
526
527
528One day the men of the city decided that they should give praise to their gods for their good fortune. They planned a temple such as the world had never seen before. In the central square a colossal hall would be built and topped with a single, cloud-piercing tower. A tower so tall it would touch the very heart of heaven. After much planning, with the help of the longbeards they set about their monumental task
529------------------------------------------------------------------------------------------------------------
530
531
532The Doom of Kavzar, Part II
533#page_title: dlc1_3_lb_vt_skaven_history_kazvar_2_title
534#page_text: dlc1_3_lb_vt_skaven_history_kazvar_2
535
536Weeks became months and months became years and still the manlings built. Men grew old and grey working on that great temple, their sons continuing their work through summer sun and winter rain.
537
538At last, after many generations, work began on the great spire. Years passed and the tower reached such a height that the manlings found it ever more difficult to take the stone up to the top. Eventually the work slowed to a crawl and finishing the tower seemed impossible.
539
540Then one came among the men of the city who offered his help in their great scheme. He asked a single boon of them in return and claimed that if they would grant it he would complete the tower in a single night.
541
542The manlings said to themselves, “What have we to lose?†and offered to make a bargain with the grey-clad stranger. All he wished was to add his own dedication to the gods onto the temple structure. The manlings agreed and the bargain was struck
543------------------------------------------------------------------------------------------------------------
544
545
546The Doom of Kavzar, Part III
547#page_title: dlc1_3_lb_vt_skaven_history_kazvar_3_title
548#page_text: dlc1_3_lb_vt_skaven_history_kazvar_3
549
550At dusk the stranger entered the unfinished temple and bade the manlings to return at midnight. Clouds swept over the moons, cloaking the temple in darkness as the manlings left.
551
552
553All over the city, men watched and waited as the hours slipped past until, near midnight, by ones and twos, they gathered again in the temple square. The wind blew and the clouds parted as they gazed up at the temple. It rose like an unbroken lance against the sky, pure and white.
554
555At its very peak a great horned bell hung gleaming coldly in the moonlight. The stranger's dedication to the gods was there but of the stranger there was no sign.
556
557The manlings rejoiced that their fathers' fathers' work was done, and surged forward to enter the temple..
558------------------------------------------------------------------------------------------------------------
559
560
561The Doom of Kavzar, Part IV
562#page_title: dlc1_3_lb_vt_skaven_history_kazvar_4_title
563#page_text: dlc1_3_lb_vt_skaven_history_kazvar_4
564
565Then, at the stroke of midnight, the great bell began to toll, once... twice... thrice. Slow, heavy waves of sound rolled across the city. Four... five.... six times the bell rang, like the torpid pulse of a bronze giant.
566
567Seven... eight... nine, the tolling of the bell grew louder with each ring, and the manlings staggered back from the temple steps clutching their ears.
568
569Ten... eleven ... twelve... thirteen. At the thirteenth stroke lightning split the skies and thunder echoed the sound. High above, the dark circle of Morrslieb was lit by a bright flash and all fell ominously silent.
570
571
572The manlings fled to their beds, frightened and puzzled by the portents they had seen. Next morning they arose to find that darkness had come to their city
573
574Brooding storm clouds reared above the rooftops and such rain fell as had never been seen before. Black, like ash, the rain fell and puddled in the streets, slicking the cobbles with darkly iridescent colours
575------------------------------------------------------------------------------------------------------------
576
577
578The Doom of Kavzar Part V
579#page_title: dlc1_3_lb_vt_skaven_history_kazvar_5_title
580#page_text: dlc1_3_lb_vt_skaven_history_kazvar_5
581
582At first some of the manlings did not worry, they waited for the rains to stop so that they might resume their work. But the rains did not stop, the winds blew stronger and lightning shook the high tower.
583
584
585Days stretched into weeks and still the rain did not stop. Each night the bell tolled thirteen times and each morning the darkness lay across the city. The manlings became fearful and prayed to their gods. Still the rains did not stop and the black clouds hung like a shroud over the fields of flattened corn.
586
587The Manlings went to the Dwarfs and beseeched their help. The longbeards were unconcerned - what matter a little rain on the surface? In the bosom of the earth all was warm and dry.
588
589
590Now the manlings huddled in their dwelling, fear gnawing at their hearts. They sent some of their number to faraway places to seek help but none of them returned.
591
592Some went to the temple to pray and sacrifice their dwindling food to the gods but they found the temple door closed to them. The rain grew heavier. Dark hailstones fell from the sky and crushed the sodden crops. The great bell tolled a death knell over the terrified city
593------------------------------------------------------------------------------------------------------------
594
595
596The Doom of Kavzar, Part VI
597#page_title: dlc1_3_lb_vt_skaven_history_kazvar_6_title
598#page_text: dlc1_3_lb_vt_skaven_history_kazvar_6
599
600Soon great stones cleft the heavens, rushing down like dark meteors to smash the homes of the manlings. Many sickened and died from no apparent cause, and the new-born babies of the manlings were hideously twisted. Skulking vermin devoured what little stored corn there was left and the manlings began to starve.
601
602The manling elders went to see the Dwarfs again and this time demanded their help. They wanted to bring their folk below ground to safety, they wanted food.
603
604The longbeards grew angry, and told the manlings that the lower workings were flooded and their food had also been devoured by rats. There remained barely enough food and shelter for them and their kinsmen. They cast the manlings out of their halls and closed their doors once more.
605
606
607In the ruins of the city above, each day become more deadly then the last. The manlings despaired and called for succour from the dark gods, whispered the names of forgotten Daemon Princes in the hope of salvation. But none came - instead the vermin returned, bigger and bolder then ever.
608------------------------------------------------------------------------------------------------------------
609
610
611The Doom of Kavzar, Part VII
612#page_title: dlc1_3_lb_vt_skaven_history_kazvar_7_title
613#page_text: dlc1_3_lb_vt_skaven_history_kazvar_7
614
615Their slinking, furred shapes infested the broken city, feasting on the fallen and pulling down the weak.
616
617Each midnight the bell tolled thirteen times on high, seeming now brazen and triumphant. The manlings lived as hunted creatures in their own city as great rats packs roamed the streets in search of them.
618
619
620At last the desperate manlings took up such weapons as they had and beat upon the Dwarfs door, threatening that if they did not emerge they would drag them out by their beards.
621
622No reply came from within. The manlings took up beams and battered down the doors to reveal the tunnels below, dark and empty..
623------------------------------------------------------------------------------------------------------------
624
625
626The Doom of Kavzar, Part VIII
627#page_title: dlc1_3_lb_vt_skaven_history_kazvar_8_title
628#page_text: dlc1_3_lb_vt_skaven_history_kazvar_8
629
630Steeling themselves, the pitiful remnants of the cities once proud populace descended. In the ancient hall of kingship they found the Dwarfs, now naught but gnawed bones and scrapes of cloth.
631
632And there they saw by the dying light of their torches the myriad eyes about them, glittering like liquid midnight as the rats closed in for the kill.
633
634The manlings stood back to back and fought for their lives, but against such implacable ferocity and countless numbers of the verminous horde, their weapons were useless.
635
636The tide of monstrous rats flowed over them one by one, dragging them down to be torn apart, the yellow chisel-teeth sinking into their soft-flesh, the dark tufted mass drowning their pitiful screams with their hideous chittering....
637------------------------------------------------------------------------------------------------------------
638
639
640Rise and Fall of Skavenblight
641#page_title: dlc1_3_lb_vt_skaven_history_rise_and_fall_skavenblight_title
642#page_text: dlc1_3_lb_vt_skaven_history_rise_and_fall_skavenblight
643
644<No localized text>
645------------------------------------------------------------------------------------------------------------
646
647
648Rise and Fall of Skavenblight, Part I
649#page_title: dlc1_3_lb_vt_skaven_history_rise_and_fall_skavenblight_1_title
650#page_text: dlc1_3_lb_vt_skaven_history_rise_and_fall_skavenblight_1
651
652Little is known about the earliest Skaven after they overran the city (maybe was it Kazvar?) that was to become Skavenblight. Perhaps they warred amongst themselves until only the strongest survived?
653
654Certainly they bred and began seeking more sources of warpstone. Regardless, it wasn't until around 1600 years before the coming of Sigmar that the first true Skaven began to emerge out of the black pit of madness beneath the ruined city.
655
656
657The numbers of Skaven grew rapidly, despite the starvation and disease already rife in Skavenblight. Pressure mounted to expand the tunnels, as the surface world was too dangerous, being full of beasts, Orcs and Goblins, and barbarous human tribes.
658
659The nascent Skaven sorcerers gathered in a grandiose scheme to open great rifts beneath the surface where the ratmen could rule supreme. All their considerable quantities of warpstone were gathered to power a crude machine.
660
661It was hoped (and positively assured) that this arcane device would magnify the spell of the cabal of horned seers. The power to split rock, boulder, or mountain was to be at their command.
662------------------------------------------------------------------------------------------------------------
663
664
665Rise and Fall of Skavenblight, Part II
666#page_title: dlc1_3_lb_vt_skaven_history_rise_and_fall_skavenblight_2_title
667#page_text: dlc1_3_lb_vt_skaven_history_rise_and_fall_skavenblight_2
668
669Estimated around the year of -1500 IC. deep beneath Skavenblight, the invocation began...
670
671The diabolical device of spinning wheels, whirring gears, and makeshift power accumulators throbbed and smoked as it absorbed and magnified raw magic. The ground shook and the groans of shifting rock almost drowned out the shrill climax of the chanting seers.
672
673High above, the Great Bell of the indomitable tower of the Great Horned Rat tolled as the structure swayed and creaked like the mast of a ship at sea. Then, for the first time, but far from the last, the great device of the Skaven failed them.
674
675Some unknown part of the ingenious, yet imperfect device failed. Catastrophically. With a blinding flash a tidal wave of raw magical power was unleashed upon the world.
676
677Tunnels collapsed, buildings fell, and the land heaved and convulsed. The entire undermined plain sank as geysers of flame erupted from the tortured ground.
678
679The damage was even more devastating as the energy emanated outwards. As great tidal waves swept across the seas to the west, in the east the surging energy crashed against the underspines of the Worlds Edge Mountains...
680------------------------------------------------------------------------------------------------------------
681
682
683The Lords of Decay
684#page_title: dlc1_3_lb_vt_skaven_history_lords_of_decay_title
685#page_text: dlc1_3_lb_vt_skaven_history_lords_of_decay
686
687<No localized text>
688------------------------------------------------------------------------------------------------------------
689
690
691The Lords of Decay, Part I
692#page_title: dlc1_3_lb_vt_skaven_history_lords_of_decay_1_title
693#page_text: dlc1_3_lb_vt_skaven_history_lords_of_decay_1
694
695After the disaster at Skavenblight, the remains of the city lay under a pall of dust. No building stood undamaged, save for the indomitable Temple of the Great Horned Rat, which still towered over the ruins.
696
697
698Slowly, small knots of Skaven dug their way out and emerged to stare at the devastation they had wrought. A great mass gathered around the temple, none daring to enter, although all knew they must seek the guidance of the Great Horned Rat.
699
700Even as they squabbled before the towering edifice, the great doors creaked open and twelve figures emerged, eerily backlit by the mystical lights within the temple.
701------------------------------------------------------------------------------------------------------------
702
703
704The Lords of Decay, Part II
705#page_title: dlc1_3_lb_vt_skaven_history_lords_of_decay_2_title
706#page_text: dlc1_3_lb_vt_skaven_history_lords_of_decay_2
707
708The twelve grey-clad rat lords emerging from the Temple of the Great Horned Rat, still standing among the ruins of Skavenblight, spoke with one voice to the assembled multitude.
709
710The time had come for the Children of the Horned Rat to spread across the world, to multiply in the dark places, to gather strength. The Great Horned Rat had whispered his plan and it was the Lords of Decay, as they named themselves, who were to lead.
711
712The twelve grey-clad rat lords spoke with one voice to the assembled multitude. The time had come for the Children of the Horned Rat to spread across the world, to multiply in the dark places, to gather strength. The Great Horned Rat had whispered his plan and it was the Lords of Decay, as they named themselves, who were to lead.
713
714
715It took weeks to excavate back to the tunnels below, but when they reached the chamber of the machine, they discovered the seers had (at least partially) succeeded. Great cracks led away to blackness, into countless miles of dank, lightless passages that had been forgotten since the world was young.
716------------------------------------------------------------------------------------------------------------
717
718
719The Great Migration
720#page_title: dlc1_3_lb_vt_skaven_history_great_migration_title
721#page_text: dlc1_3_lb_vt_skaven_history_great_migration
722
723After the Skavenblight catastrophe, the surviving Skaven were divided into twelve parts, each under one of the grey clad Lords of Decay. Some remained in Skavenblight, a few led their followers across the oozing plains, but most descended into the roots of the world.
724
725So the Children of the Horned Rat spread from the depths of the Under-city like a cancer. Never again could a single disaster wipe out the Skaven.
726
727
728Some decades after the Great Migration, the Lords of Decay formally created the Council of Thirteen to rule over the Skaven. The majority of the Council seats were occupied by the surviving Lords (now exceptionally old and wicked, even by Skaven standards), however the remaining places were allocated to any clan leader who was powerful enough to fight his way into the Council, disposing of a current ruler.
729
730Thus the leaders of the greatest lairs of the ratmen strove against one another. The Lords of Decay were always twelve in number, being completed symbolically by the Horned Rat.
731
732The first order of the Council of Thirteen was to prohibit the study of magic, so only Clan Skryre and the Grey Seers could pursue its use.
733------------------------------------------------------------------------------------------------------------
734
735
736The Long War of Cripple Peak
737#page_title: dlc1_3_lb_vt_skaven_history_cripple_peak_title
738#page_text: dlc1_3_lb_vt_skaven_history_cripple_peak
739
740The Skaven became a widespread race over the next hundred years after the Great Migration, but most clans regularly sent operatives back to Skavenblight.
741
742So it was that word of the discovery of a great supply of warpstone travelled throughout the newly formed Under-way. The shattered mountain, known as Cripple Peak, still housed a motherlode of the darkly magical rock deep within its sundered core.
743
744It was at Cripple Peak that Nagash, the father of necromancy, had chosen to settle. Over long years Nagashizzar, the Cursed Pit, largest and most evil of fortresses, was constructed.
745
746Legions of Undead mined the warpstone below Cripple Peak to fuel the Great Necromancer's power, while surviving human tribes on the surface worshipped Nagash as a god and willingly did his foul biddings.
747
748Initially each Skaven clan greedily attacked Nagashizzar separately, barely denting the formidable fortress. Then the newly formed Council of Thirteen took over, jointly planning the attack. But no matter how they tried, the Skaven could not wear down their foe.
749
750Nagash exerted his will and the Skaven spells briefly flickered then died. A war of attrition stretched from months to years to decades, having started roughly around -1300 IC
751------------------------------------------------------------------------------------------------------------
752
753
754The Death of Nagash
755#page_title: dlc1_3_lb_vt_skaven_history_death_of_nagash_title
756#page_text: dlc1_3_lb_vt_skaven_history_death_of_nagash
757
758<No localized text>
759------------------------------------------------------------------------------------------------------------
760
761
762The Death of Nagash, Part I
763#page_title: dlc1_3_lb_vt_skaven_history_death_of_nagash_1_title
764#page_text: dlc1_3_lb_vt_skaven_history_death_of_nagash_1
765
766Some time after claw-marking the war-ending pact with Nagash, a great and terrible gathering of dark power could be felt over Cripple Peak. Mounting storm clouds of energy heralded a mighty spell intended to reshape the world.
767
768Nightmares stalked the surface world and portents of doom abounded. The Grey Seers were struck by visions and hurriedly the Council convened at Skavenblight. Using all the assets available to them, the Council scried far and wide for clues to Nagash's intentions.
769
770To their shock, far to the south they found it flowing like a dusty river of bone. Literally millions upon millions of restless dead were on the march, answering their summons to Nagashizzar.
771
772It was already the mightiest army the world had ever seen and more dead were rising to join. Before such a host the living world would be snuffed out like a candle before a black whirlwind.
773
774The Council realised they must destroy Nagash before his rotting legions arrived, but how to confront such power? No Skaven could be trusted to master his fear.
775------------------------------------------------------------------------------------------------------------
776
777
778The Death of Nagash, Part II
779#page_title: dlc1_3_lb_vt_skaven_history_death_of_nagash_2_title
780#page_text: dlc1_3_lb_vt_skaven_history_death_of_nagash_2
781
782To destroy Nagash, a scheme was suggested to the Council of Thirteen. In the dungeons of Nagash languished a mysterious king, who had suffered unspeakable torment.
783
784It was doubtless that he would relish an opportunity to destroy his captor. The man-thing would need a weapon mighty enough to harm the Liche Lord. The weapon would be so lethal that to wield it assured certain death.
785
786It mattered not, as the unwitting user would be unaware that his own life was sapping away. The Council unanimously agreed on the plan (a first).
787
788The Council forged a blade made of warpstone from Cripple Peak. The Grey Seers wove spells of doom into it and Clan Skryre Warlocks added dire-runes so deadly that to read them was death.
789
790
791Using secret tunnels to gain access to Nagashizza, Skaven agents supplied the human with the sword and set the plan in motion. A mighty battle ensued, ending with the iron-hard bones of the Liche Lord laying in a thousand pieces.
792
793Waiting Skaven emerged and cast Nagash's remains into warpforges, destroying them utterly. With his death the Undead legions crumbled. The threat to all life was averted and the most powerful necromancer the world has ever known was slain by treachery.
794------------------------------------------------------------------------------------------------------------
795
796
797The Fall of Fortress Rikek
798#page_title: dlc1_3_lb_vt_skaven_history_rikek_title
799#page_text: dlc1_3_lb_vt_skaven_history_rikek
800
801After the death of Nagash, The Council of Thirteen appointed Clan Rikek to control the warpstone mines of Nagashizzar. The clan, led by Warlord Graskk, a rising member of the Council, quickly established itself.
802
803The humans of Nagash's empire were enslaved and over the following centuries never-before-seen amounts of warpstone flowed back to Skavenblight. Centuries later, a cowled stranger brashly approached the gates of Nagashizzar, now Fortress Rikek, demanding entry.
804
805The Clanrats eagerly swarmed out to seize the fool, but before they could close they froze in fear. The figure gestured to the gates and the impenetrable doors swung open. Removing his hood, the skeletal face and glowing eyes of the Liche Lord were revealed. Nagash had returned from certain death and Clan Rikek was crushed in a single night.
806
807
808When the handful of survivors reached Skavenblight the Council dispatched an army and the fruitless long war was reborn anew. Nagash was still mighty, but not as before. However, the warpstone was nearly exhausted, so the Skaven withdrew. Nagash remained in his stronghold, unassailable, but too weak to venture out. So it remained for many long centuries.
809------------------------------------------------------------------------------------------------------------
810
811
812The Rise of Clan Pestilens
813#page_title: dlc1_3_lb_vt_skaven_history_rise_of_clan_pestlens_title
814#page_text: dlc1_3_lb_vt_skaven_history_rise_of_clan_pestlens
815
816<No localized text>
817------------------------------------------------------------------------------------------------------------
818
819
820The Rise of Clan Pestilens, Part I
821#page_title: dlc1_3_lb_vt_skaven_history_rise_of_clan_pestlens_1_title
822#page_text: dlc1_3_lb_vt_skaven_history_rise_of_clan_pestlens_1
823
824Around -300 IC, a new power arose from the jungles of Lustria. The clan was long forgotten and much changed since leaving Skavenblight. They had passed beyond the knowledge of the Council of Thirteen, but would one day return, eager for power.
825
826
827The name of the clan that went south during the Great Migration is no longer remembered. How they found the tunnels beneath the Great Ocean to the jungle land of the cold-blooded ones is unrecorded.
828
829Yet the Skaven arose under a temple-city in deepest Lustria. Although the ratmen were accustomed to insect-filled swamps, the virulent tropical diseases began to take their toll.
830
831When the clan was reduced to only a few hundred surviving members, their fur soaked in cold sweat and their fevered brains wracked by insane visions, the clan was visited by an epiphany.
832
833If they dedicated their lives to the Great Horned Rat, they would be spared. If they grew to revere the very diseases that were killing them, they might be born anew. And so out of darkest desperation, a new breed of Skaven emerged - the zealous Plague Monks of Clan Pestilens.
834------------------------------------------------------------------------------------------------------------
835
836
837The Rise of Clan Pestilens, Part II
838#page_title: dlc1_3_lb_vt_skaven_history_rise_of_clan_pestlens_2_title
839#page_text: dlc1_3_lb_vt_skaven_history_rise_of_clan_pestlens_2
840
841The Skaven of Clan Pestilens were hideous, covered in weeping buboes, their pox-ridden bodies toughened by the very diseases they carried. Methodically, Clan Pestilens grew, plundering arcane secrets from the ruins over the centuries.
842
843Many of the cold-blooded reptilian creatures that sought to protect the jungle were sacrificed in the name of the Great Horned Rat. And always Clan Pestilens sought new ways to devote themselves to corruption.
844
845
846The clan had grown strong and now Lord Nurglitch, the traditional name for the mightiest of the Plague Lords, deemed it was time for his brood to return. The pestilent host spent a decade fighting their way out of the jungle to the coast.
847
848From there, a hastily built fleet of ramshackle ships was constructed to carry the greater part of Clan Pestilens to the Southlands where several fortress lairs were established.
849
850Emissaries were sent to Skavenblight where the Lords of Decay convened. Clan Pestilens demanded breeding rights, tithes of warpstone, and positions on the Council.
851
852As expected, the emissaries were summarily butchered and the remains cast out of the city.
853------------------------------------------------------------------------------------------------------------
854
855
856First Civil War
857#page_title: dlc1_3_lb_vt_skaven_history_first_civil_war_title
858#page_text: dlc1_3_lb_vt_skaven_history_first_civil_war
859
860<No localized text>
861------------------------------------------------------------------------------------------------------------
862
863
864First Civil War, Part I
865#page_title: dlc1_3_lb_vt_skaven_history_first_civil_war_1_title
866#page_text: dlc1_3_lb_vt_skaven_history_first_civil_war_1
867
868Around the year of 50 IC, Clan Pestilens opened its long-planned offensive against the Council of Thirteen, after their demands for a position on the Council had been refused.
869
870Strongholds and lair-nests of clans loyal to the Council were destroyed. Clan Merkit was flooded by great cauldrons filled with warpstone mixed with offal and putrescence. The Plague Monks used great bellows to ensure all the caverns were filled with the noxious fumes. Only Lord Merkit and his bodyguard escaped hideous death or enslavement.
871
872The Council responded with armies of Clanrats, supported by some of the newly developed weaponry of Clan Skryre. Several Southland clans capitulated after the ruthless demonstration of the Plague Monks' power and this provided Clan Pestilens the numbers to resist.
873
874As years passed and the Council of Thirteen proved incapable of bringing the Plague Monks to heel, other Warlord clans split away. The rogue clans either joined the Plague Monks or made war for their own gain.
875
876Soon the Council of Thirteen lost all control of the Southlands and the Under-Empire was slipping away.
877------------------------------------------------------------------------------------------------------------
878
879
880First Civil War, Part II
881#page_title: dlc1_3_lb_vt_skaven_history_first_civil_war_2_title
882#page_text: dlc1_3_lb_vt_skaven_history_first_civil_war_2
883
884For nearly four hundred years the Skaven remained divided and at war: the north faction, led by the Council of Thirteen and the south, by the Plague Lords.
885
886The war was locked in a stalemate, and not broken until the reappearance of another long-lost clan, the assassin-adepts of Clan Eshin, who finally returned from the mysterious Far East.
887
888
889When the black-clad assassins of Clan Eshin pledged allegiance to the Council of Thirteen, the heads of Warlords, rebellious Chieftains, and Plague Lords themselves began to regularly disappear and the Plague Lords requested a parley.
890
891Clan Pestilens representative, Nurglitch, abased himself at the Great Temple of the Horned Rat and unreservedly placed the resources of his clan at the disposal of the Council of Thirteen. Furthermore, he informed them all that he was carrying a vial of Yellow Skull Fever and attempts on his life would leave him no option but to release the contagion there in the very heart of Skavenblight.
892
893Thus were Clan Pestilens welcomed back and Nurglitch earned the right to a trial by combat. The Plague Lord was victorious and Pestilens joined the Council as the seventh seat, placing its resources at the disposal of the Lords of Decay.
894------------------------------------------------------------------------------------------------------------
895
896
897Later History
898#page_title: dlc1_3_lb_vt_skaven_history_later_history_title
899#page_text: dlc1_3_lb_vt_skaven_history_later_history
900
901<No localized text>
902------------------------------------------------------------------------------------------------------------
903
904
905The Black Plague
906#page_title: dlc1_3_lb_vt_skaven_history_black_plague_title
907#page_text: dlc1_3_lb_vt_skaven_history_black_plague
908
909<No localized text>
910------------------------------------------------------------------------------------------------------------
911
912
913The Black Plague, Part I
914#page_title: dlc1_3_lb_vt_skaven_history_black_plague_1_title
915#page_text: dlc1_3_lb_vt_skaven_history_black_plague_1
916
917In the winter of the year 1111 IC a new strain of disease developed by Clan Pestilens was delivered by Clan Eshin into the wells and sewers of many cities of the Empire.
918
919The scourge spread like wildfire. The first signs of infection were ominous blotches on the skin, followed by swelling of joints and agonising fever. The lucky died quickly, and in death the corpse turned a dark ashen grey.
920
921The plague began simultaneously in the cities of Nuln, Altdorf, and Talabheim. The trade routes, the roads and rivers, helped the illness to spread swiftly.
922
923Towns shut their gates against the many refugees. Middenheim closed its viaducts and avoided the plague, but others did not. Entire villages were lost at once and soon the dead outnumbered the living.
924
925In the spring, the Black Plague's grip abated somewhat and the Council of Thirteen unleashed the Warlord clans. The tottering remnants of the Empire could not stand before the chittering hordes.
926
927The depopulated regions of the Empire were overrun as the depleted Imperial Army was helpless against the onslaught. Only the largest of cities in the south - Altdorf, Nuln, and Averheim - were still standing, while the plague still ran rampant in the north.
928------------------------------------------------------------------------------------------------------------
929
930
931The Black Plague, Part II
932#page_title: dlc1_3_lb_vt_skaven_history_black_plague_2_title
933#page_text: dlc1_3_lb_vt_skaven_history_black_plague_2
934
935In 1115 IC, the incompetent Emperor Boris Goldgather fell to the plague. Ironically, the little-loved leader was one of the last human victims, the disease having run its course.
936
937Yet over three-quarters of the population was destroyed. Skaven armies marched openly across Reikland, Averland, Wissenland and Talabecland. The few surviving cities were now faced with starvation.
938
939
940Over the next seven years the Skaven began systematically enslaving the human settlements. Swarms of Clanrats would surround a farm or village, set fire to it, and capture any who fled.
941
942Long, shuffling columns were led to slave-pits constructed amidst the ruins of Ubersreik and Pfeildorf in Wissenland. The fortunate worked above ground growing food for the ratmen, but most were sent below to the mines of the Under-Empire, doomed never to see the sun again.
943
944As slaves and booty were stripped from the Empire, the status of Clan Pestilens rose. Even the other Lords of Decay, try as they might, could not deny the potency of the Black Plague.
945
946The Plague Lords pressed their advantage and supplanted two of the Lords of Decay. Thus Clan Pestilens secured an unprecedented (and worrisome) three positions on the Council of Thirteen
947------------------------------------------------------------------------------------------------------------
948
949
950The Black Plague, Part III
951#page_title: dlc1_3_lb_vt_skaven_history_black_plague_3_title
952#page_text: dlc1_3_lb_vt_skaven_history_black_plague_3
953
954Bolstered by their victories in the rest of the Empire, Skaven armies marched into the untouched province of Sylvania, searching for meteors that had been seen to land in that benighted land.
955
956To their dismay, the ratmen encountered plague-slain Zombies and packs of Ghouls. After several major battles for little gain, the Skaven withdrew from Sylvania to find easier prey.
957
958
959In 1118, Middenheim came under siege. The fortress-city atop the rock of Ulricsberg proved difficult to crack. Although Jezzail teams relentlessly picked off defenders from the walls and raiding parties infiltrated the sewers and broke into the city several times, all the Skaven advances were destroyed before they could be exploited.
960
961It was Elector Count Mandred who championed the defence, leading from atop the battlements or down in the labyrinth sewers, wherever the fighting was fiercest.
962
963Before the defenders could be worn down, disaster struck. The Skaven were struck with their own pestilence, their numbers rapidly dwindling. The ratmen established a hidden stronghold deep under Middenheim before withdrawing
964------------------------------------------------------------------------------------------------------------
965
966
967The Black Plague, Part IV
968#page_title: dlc1_3_lb_vt_skaven_history_black_plague_4_title
969#page_text: dlc1_3_lb_vt_skaven_history_black_plague_4
970
971When the Skaven plague turned on its creators, a turning point was reached, for across the Empire the unbeatable verminous multitudes now transformed into a bedraggled mass.
972
973Mandred rallied the surviving Elector Counts and led the anti-Skaven crusade. Weakened by plague, the ratmen were defeated in battle after battle. A Skaven counter-attack, known as the Battle of the Howling Hills, was their last-ditch effort. The ploy almost worked until Mandred beheaded the Great Warlord Vrrmik of Clan Mors (a member of the Council of Thirteen).
974
975All Skaven hope of victory was lost. By 1124 IC the ratmen were driven below ground and Count Mandred Skaven Slayer, who wore Vrrmik's skull on his helm, was proclaimed Emperor.
976
977
978The Skaven were too depleted by disease and war to continue fighting. They had captured so many slaves during the campaign that the Lords of Decay feared a revolt. So the Council decided to build up their strength before another assault, but it was not to be.
979
980Over the next 25 years the man-things recovered more rapidly than the Lords of Decay thought possible. Under Emperor Mandred's dynamic rule, towns were rebuilt, land was resettled, and refugees returned
981------------------------------------------------------------------------------------------------------------
982
983
984The Red Pox
985#page_title: dlc1_3_lb_vt_skaven_history_red_pox_title
986#page_text: dlc1_3_lb_vt_skaven_history_red_pox
987
988For years the Plague Lords on the Council of Thirteen were outmanoeuvred and forced to adopt a different approach. In place of direct attack, the Lords of Decay chose to rebuild their strength while using Clan Eshin agents to bring anarchy through assassination and political manipulation.
989
990The human crusades to Araby and the Tilean upheavals were examples of such campaigns instigated behind the scenes by nefarious plotting. Alas, no lasting victories were achieved using such insidious methods, and so it was that Clan Pestilens prevailed in persuading the Council to again attempt another invasion into the human realms.
991
992
993Aiming to repeat the early success wrought upon the Empire, the Red Pox was delivered into the sewers of the Bretonnian city of Bordeleaux. The scourge slew a third of the population, but Baron Giscard Du'ponte ordered the poor quarter to be burnt. This act, for its deplorable lack of humanity, halted the contagion.
994------------------------------------------------------------------------------------------------------------
995
996
997The Second Civil War
998#page_title: dlc1_3_lb_vt_skaven_history_second_civil_war_title
999#page_text: dlc1_3_lb_vt_skaven_history_second_civil_war
1000
1001<No localized text>
1002------------------------------------------------------------------------------------------------------------
1003
1004
1005The Second Civil War, Part I
1006#page_title: dlc1_3_lb_vt_skaven_history_second_civil_war_title_1
1007#page_text: dlc1_3_lb_vt_skaven_history_second_civil_war_1
1008
1009After the disastrous failure of the Red Pox, many of the Lords of Decay demanded the Plague Lords be ousted from the Council of Thirteen. After months of intense political manoeuvring, blackmail, bribery, threats and assassination, a vote of the full Council was ordered.
1010
1011On the day of the vote, Clan Pestilens attempted to seize control, declaring the existing Lords of Decay to be heretics. Many Warlord clans rose up with them. Fighting broke out between the albino guards of the Temple of the Horned Rat, the Plague Monks and countless clans throughout Skavenblight.
1012
1013Anarchy ruled as factions gained and subsequently lost control.
1014
1015
1016Clan Skryre had long foreseen such an uprising and unleashed their own offensive. Technological wizardry confronted the rabid Plague Monks in the sprawling tunnels and ruins.
1017------------------------------------------------------------------------------------------------------------
1018
1019
1020The Second Civil War, Part II
1021#page_title: dlc1_3_lb_vt_skaven_history_second_civil_war_title_2
1022#page_text: dlc1_3_lb_vt_skaven_history_second_civil_war_2
1023
1024Ikit Claw was promoted to Chief Warlock and it was he who led the charge against the rebellious Pestilens, ostensibly to restore order. Within weeks Clan Skryre took command of the Temple of the Horned Rat.
1025
1026Lord Morskittar declared himself ruler of Skavenblight and sought to re-establish a Council (beneath his mighty rule) but it was too late. Fighting had spread through the Under-Empire and none could stop it.
1027
1028
1029So it went for 400 years. Dozens of factions existed and the war was marked by constant shifts of allegiance. Clan Pestilens, Skryre, and Moulder each headed a powerful faction with Clan Eshin remaining neutral and hiring out its deadly expertise to the highest bidder.
1030
1031It was during these centuries that Clan Skryre transformed their nest-lair in Skavenblight. Infernal devices and engines of destruction were assembled on a level previously undreamt.
1032
1033It was with this newly developed apparatus that Ikit Claw detected the rising tide of Dark Magic that preceded the Great Chaos Invasion. So it was that Lord Morskittar was prepared when the Grey Seers declared their intentions.
1034------------------------------------------------------------------------------------------------------------
1035
1036
1037The Horned Rat Walks Among Us
1038#page_title: dlc1_3_lb_vt_skaven_history_horned_rat_walks_among_us_title
1039#page_text: dlc1_3_lb_vt_skaven_history_horned_rat_walks_among_us
1040
1041<No localized text>
1042------------------------------------------------------------------------------------------------------------
1043
1044
1045The Horned Rat Walks Among Us, Part I
1046#page_title: dlc1_3_lb_vt_skaven_history_horned_rat_walks_among_us_1_title
1047#page_text: dlc1_3_lb_vt_skaven_history_horned_rat_walks_among_us_1
1048
1049As vast Chaos armies built up in the north, portents abounded - Morrslieb hung low and showers of meteors rained from the skies. The Grey Seers visited every Skaven stronghold up and down the Under-way. They gave a single ultimatum - be at the annual feast of Vermintide or suffer the wrath of the Great Horned Rat.
1050
1051The Grey Seers planned to invoke the Great Horned One himself in an effort to end the war between clans.
1052
1053
1054Some clans feared a trap and so sent representatives, but none dared to stay away altogether. On the eve of Vermintide each lord or agent arrived in Skavenblight. For only the second time in their history a member of each clan gathered at the foot of the Temple of the Great Horned Rat.
1055
1056An atmosphere of fearful expectation could be smelt upon the assembly as the temple doors swung open and the full order of 169 Grey Seers filed out. The Seerlord Kritislik was last of the thirteen thirteens and carried with him a great skin-bound book, which he set upon an iron lectern.
1057
1058As he squeaked, leading the incantation, the very air seemed to twist and a distant ominous cracking could be heard.
1059------------------------------------------------------------------------------------------------------------
1060
1061
1062The Horned Rat Walks Among Us, Part II
1063#page_title: dlc1_3_lb_vt_skaven_history_horned_rat_walks_among_us_2_title
1064#page_text: dlc1_3_lb_vt_skaven_history_horned_rat_walks_among_us_2
1065
1066The Grey Seers picked up the chant of Seerlord Kritislik and amplified the sound. The intensity rose as they began the sacrifices.
1067
1068One by one, 169 slaves died in increasing agony, the last dying to the torments of the Seerlord himself. Their squeals of fear and pain reached out to the bowels of creation where the Horned Rat gnawed on the roots of reason.
1069
1070The Great Bell tolled as the brooding skies lashed chains of lightning to illuminate the scene. Again and again rang the unholy bell, so impossibly loud that it drowned out the sound of chanting and thunder alike.
1071
1072After the thirteenth toll the bell stopped, but its hellish reverberations could still be felt.
1073
1074In the sudden quiet the Seerlord opened his jaws and screeched, emitting a cloud of dark vapour that poured endlessly up until it plumed to the height of the tower itself.
1075
1076A great claw reached out and ripped the very curtain of reality. Now a shape, blacker than black, could be seen amidst the vapours.
1077
1078Two blood-red eyes as wide as castle gates stared out. As one the Skaven fell prostrate, pressing their muzzles to the dirt. Some dropped dead as their hearts burst.
1079------------------------------------------------------------------------------------------------------------
1080
1081
1082The Horned Rat Walks Among Us, Part III
1083#page_title: dlc1_3_lb_vt_skaven_history_horned_rat_walks_among_us_3_title
1084#page_text: dlc1_3_lb_vt_skaven_history_horned_rat_walks_among_us_3
1085
1086The silhouette of curving horns could be seen as the great claw reached out and leisurely scooped up a score of squealing Skaven. Yellow-fanged jaws flashed as the Great Horned Rat consumed them.
1087
1088The gaze of the Horned One swept over his quailing children and he reached out again and again. When the paw last withdrew, a glowing pillar of purest warpstone was revealed. It had 13 sides, each marked by 13 blocks of glowing runes.
1089
1090These runes contained the unholy verminous commandments of ruination and the dictates of rulership, along with prophecies of the Great Ascendancy.
1091
1092
1093Then the Horned Rat whispered to the assembled horde with the voice of a million scratching and gnawing rats. He told them their wars amused him, but they must cease.
1094
1095The Skaven must spread corruption in order to inherit the world and assure his full return. He demanded the reformation of the Council of Thirteen and promised that all must obey their commands or feel his wrath.
1096
1097Only his favoured could touch the pillar and thus only his chosen ones could join the Council. With that the awesome presence withdrew into the netherworld, the crack narrowing and sealing behind it.
1098------------------------------------------------------------------------------------------------------------
1099
1100
1101The Horned Rat Walks Among Us, Part IV
1102#page_title: dlc1_3_lb_vt_skaven_history_horned_rat_walks_among_us_4_title
1103#page_text: dlc1_3_lb_vt_skaven_history_horned_rat_walks_among_us_4
1104
1105The musk of fear hung heavy over the survivors as they blinked at the black pillar and reassured themselves that the Horned One had really been there and was really gone.
1106
1107Lord Rakin was the first to touch the pillar. He burned with black fire until only ashes remained. Over the long night no few relinquished their claims to the Council rather than face the test, but many more touched the pillar.
1108
1109Only twelve lived. Each of the Lords of Decay was imbued with an aura of dark power, truly the blessing of the Great Horned Rat. From that day, the Council of Thirteen has remained unchanged. Many Skaven have touched the pillar, some have survived, but none have defeated the existing Lords of Decay
1110------------------------------------------------------------------------------------------------------------
1111
1112
1113War With the Dwarf-Things
1114#page_title: dlc1_3_lb_vt_skaven_history_war_with_dwarf_things_title
1115#page_text: dlc1_3_lb_vt_skaven_history_war_with_dwarf_things
1116
1117<No localized text>
1118------------------------------------------------------------------------------------------------------------
1119
1120
1121War With the Dwarf-Things, Part I
1122#page_title: dlc1_3_lb_vt_skaven_history_war_with_dwarf_things_1_title
1123#page_text: dlc1_3_lb_vt_skaven_history_war_with_dwarf_things_1
1124
1125The Skaven have fought with the Dwarf-things since their passageways first intersected each other deep underground. What the first Skaven thought when their crude picks broke into the ornately hewn Dwarf holds is not recorded, but the races have been at war ever since.
1126
1127
1128The Dwarfs of old established an everlasting realm, carved out of living rock and connected via the Ungdrin, their remarkable underground highway.
1129
1130This golden age of Dwarfs has long since ended, shattered in large part by the unrelenting attacks of the Skaven. Soon after unprecedented earthquakes and volcanic eruptions, the Skaven assaults began.
1131
1132The first major hold to be lost was Karak Varn.
1133------------------------------------------------------------------------------------------------------------
1134
1135
1136War With the Dwarf-Things, Part II
1137#page_title: dlc1_3_lb_vt_skaven_history_war_with_dwarf_things_2_title
1138#page_text: dlc1_3_lb_vt_skaven_history_war_with_dwarf_things_2
1139
1140With the lower levels already flooding due to the many earthquakes and volcanic eruptions, Karak Varn came under attack by Night Goblins.
1141
1142The bearded-things were tenaciously holding their own until a new foe entered the fray. Using the element of complete surprise, the Skaven erupted from the lower mine workings.
1143
1144Dwarfs were used to fighting the sneaky Night Goblins, but the rapid-tunnelling numberless hordes of ratmen came as a nasty shock.
1145
1146
1147In the cramped underground corridors, the superior Skaven numbers could not be fully employed. Instead, waves of frontal attacks swarmed hallways, literally crawling over each other to strike at the foe.
1148
1149In the meantime, other troops excavated new tunnels, seeking to burst behind or beneath the already sore-pressed defenders. The Skaven timed their attacks to coincide with above ground assaults by Orcs and Goblins, often luring the greenskins into attacking at the right place or time to aid the ratmen.
1150
1151Beset from above and below, the Dwarfs lost mine after mine, hold after hold.
1152------------------------------------------------------------------------------------------------------------
1153
1154
1155The Fall of Karak Eight Peaks
1156#page_title: dlc1_3_lb_vt_skaven_history_fall_of_karak_eight_peaks_title
1157#page_text: dlc1_3_lb_vt_skaven_history_fall_of_karak_eight_peaks
1158
1159<No localized text>
1160------------------------------------------------------------------------------------------------------------
1161
1162
1163The Fall of Karak Eight Peaks, Part I
1164#page_title: dlc1_3_lb_vt_skaven_history_fall_of_karak_eight_peaks_1_title
1165#page_text: dlc1_3_lb_vt_skaven_history_fall_of_karak_eight_peaks_1
1166
1167Although forced to relinquish many settlements, no Dwarf ever imagined losing the glorious and powerful Karak Eight Peaks - a city and stronghold with a vast network of mines. By the time Skaven tunnels were found deep underneath the lowest mine workings of Karak Eight Peaks, underground warfare had changed.
1168
1169The Dwarfs were now fully aware of the Skaven and moved to counter each new threat. Sturdy resistance was no longer enough and invasions, even from below, were now met with countermines, well-conceived death traps, and matchless Runesmith-produced arms and armour.
1170
1171With typical Dwarfen precision, Miners gave way to gromril-encased Ironbreakers that steadfastly guarded the narrow points. The circuitous tunnels of the ratmen broke open to face firing lines of stalwart Dwarfs with handguns.
1172
1173A vast amount of Skaven blood was spent for every gain and yet around each new bend could be found another well-protected defence.
1174
1175
1176It was then that the embattled Warlord clans sought the guidance of the Council of Thirteen. The Council's plan estimated ten generations before completion, but it guaranteed success...
1177------------------------------------------------------------------------------------------------------------
1178
1179
1180The Fall of Karak Eight Peaks, Part II
1181#page_title: dlc1_3_lb_vt_skaven_history_fall_of_karak_eight_peaks_2_title
1182#page_text: dlc1_3_lb_vt_skaven_history_fall_of_karak_eight_peaks_2
1183
1184The first step of the Council's plan to conquer Karak Eight Peak was convincing local Orc tribes to stop fighting one another long enough to assault the Dwarfs on the surface.
1185
1186The next step involved slowly poisoning Dwarf wells with warpstone. This took time to build up toxins slowly, but over the months the Dwarfs began to weaken, their bodies straining to fight the corruption.
1187
1188Giant Rats, purchased from Clan Moulder, could squirm through cracks to launch sudden attacks, but it was the weaponry of Clan Skryre that made the largest difference.
1189
1190The powerful but portable Warpfire Thrower could melt through gromril-reinforced gates, so it had no problems blasting the Dwarf shield walls that formed in front of such barriers. The bearded-things gave ground, but still grimly held on.
1191
1192It was then that the Warlock Engineers first deployed the poisoned wind, a deadly gas attack that proved highly lethal. Neither armour nor stoic determination could combat the fumes. Level by level, hall by hall, the hold fell to the ratmen. Many Dwarfs died agonising deaths in the pitch black beneath the world.
1193------------------------------------------------------------------------------------------------------------
1194
1195
1196The Fall of Karak Eight Peaks, Part III
1197#page_title: dlc1_3_lb_vt_skaven_history_fall_of_karak_eight_peaks_3_title
1198#page_text: dlc1_3_lb_vt_skaven_history_fall_of_karak_eight_peaks_3
1199
1200After well over a century and a half of bitter warfare, the last Dwarfs fled Karak Eight Peaks.
1201
1202In the uppermost levels of the Dwarf hold and in the ruins of the abandoned city on the surface, the Skaven now battled the Orcs and Goblins that they themselves had first coerced into attacking.
1203
1204In a climactic battle in the ceremonial halls of the west quarter, Clan Mors collapsed the vaulted roof, sealing out the greenskins from the desirable levels and simultaneously crushing several rival clans (who were not told of the plan).
1205
1206Shortly after, the Council of Thirteen approved the claim of Clan Mors to make the City of Pillars their stronghold.
1207
1208
1209Currently, Lord of the City of Pillars is the dreaded Queek Headtaker, right-claw of Lord Gnawdwell, supreme leader of Clan Mors.
1210------------------------------------------------------------------------------------------------------------
1211
1212
1213War With the Green-Things
1214#page_title: dlc1_3_lb_vt_skaven_history_war_with_green_things_title
1215#page_text: dlc1_3_lb_vt_skaven_history_war_with_green_things
1216
1217Skaven and greenskins often benefit from the spoils of the same Dwarf hold, but not in the wildest of warpdreams could the two races be called allies.
1218
1219Battles between the Children of the Horned Rat and greenskins are common, with both sides seeking to wipe the other out by any means possible.
1220
1221However, as neither side has anything resembling scruples, alliances of convenience can happen when both sides see an advantage. When they can, Skaven manipulate any slow-witted Orc leaders (which is just about all of them) into doing all of the dirty work.
1222
1223Such pacts are always broken and the only real question is which side turns betrayer first.
1224
1225
1226Night Goblins, although less brutish than their Orcish cousins, are shrewd, and therefore much tougher opponents in a prolonged war.
1227
1228Night Goblins in particular compete with Skaven for the best lairs Goblins in particular compete with Skaven for the best lairs (often old Dwarf holds) and so any Warlord worth his sharp, pointy incisors will do his upmost to slay or enslave any Night Goblin tribes that get within striking distance of his clan!
1229------------------------------------------------------------------------------------------------------------
1230
1231
1232The Attack on Nuln
1233#page_title: dlc1_3_lb_vt_skaven_history_attack_on_nuln_title
1234#page_text: dlc1_3_lb_vt_skaven_history_attack_on_nuln
1235
1236<No localized text>
1237------------------------------------------------------------------------------------------------------------
1238
1239
1240The Attack on Nuln, Part I
1241#page_title: dlc1_3_lb_vt_skaven_history_attack_on_nuln_1_title
1242#page_text: dlc1_3_lb_vt_skaven_history_attack_on_nuln_1
1243
1244In 2499, after long years of building up strength underneath the cities of the Empire, the Skaven once again brought full-scale war to Imperial lands. A campaign of manipulation and bribery culminated in open war in Nuln.
1245
1246It had long ago been discovered that man-things could be bribed or blackmailed into aiding the Skaven. Many key individuals, the most important of which was the Chief Magistrate of Nuln, had been involved in a Skaven scheme that hoped to spark another civil war in the Empire.
1247
1248Unfortunate interference led to the plot's untimely unravelling and, in an impetuous rage, a vengeance-attack was launched against the city.
1249
1250
1251Grey Seer Thanquol masterminded the Skaven battle plan, which included troops from the four Greater clans and several Warlord clans. The attackers infiltrated through the sewers and succeeded in destroying close to half the city.
1252
1253Clanrats emerged in a nigh-unstoppable surge, packs of savage Rat Ogres rampaged through the cobblestone streets and Stormvermin almost captured the Countess Emmanuelle.
1254
1255Several of the Council of Thirteen were furious with the attack, feeling it was launched prematurely to the Great Plan.
1256------------------------------------------------------------------------------------------------------------
1257
1258
1259The Attack on Nuln, Part II
1260#page_title: dlc1_3_lb_vt_skaven_history_attack_on_nuln_2_title
1261#page_text: dlc1_3_lb_vt_skaven_history_attack_on_nuln_2
1262
1263The attack on Nuln ultimately failed, and many Skaven leaders were upset. Seerlord Kritislik was quick to point out that during the action a rebellious Warlord clan was all but eradicated.
1264
1265
1266The attack also showed that the veil of secrecy was having some effect over the lands of the Empire. Despite a proportion of the city in smoking ruin and many casualties, the majority of the population still refused to believe that Skaven existed.
1267
1268Even Imperial soldiers who fought the ratmen in close quarters were persuaded that it was a mutant uprising or another Beastmen attack.
1269
1270By retrieving their dead and other cover-up actions by Clan Eshin, the Skaven ensured they remain a shadowy threat to all but the keenest of minds.
1271------------------------------------------------------------------------------------------------------------
1272
1273
1274War With the Elf-Things
1275#page_title: dlc1_3_lb_vt_skaven_history_war_with_elf_things_title
1276#page_text: dlc1_3_lb_vt_skaven_history_war_with_elf_things
1277
1278<No localized text>
1279------------------------------------------------------------------------------------------------------------
1280
1281
1282War With the Elf-Things, Part I
1283#page_title: dlc1_3_lb_vt_skaven_history_war_with_elf_things_1_title
1284#page_text: dlc1_3_lb_vt_skaven_history_war_with_elf_things_1
1285
1286Although there were setbacks and chittering debate over policies and timings, everything was going according to the Great Plan. The Dwarfs were dying; the cold-blooded things were no threat, having been almost beaten once by just a single clan.
1287
1288The Skaven held the green-things in too much contempt to give them any concern. The lands of the man-things were riddled beneath with a growing horde of verminkin awaiting the orders to attack. The man-beasts were unworthy of attention.
1289
1290The men of the north that worshipped the Dark Gods were fearsome, but the Council knew how to deal with their kind. Who then would dare to stand before the Great Ascension?
1291
1292
1293But Lord Verminkin, the Packlord of Clan Moulder and he-who-is-eleventh accused Clan Eshin and the rest of the Council of cowardice and avoidance against the Elf-things.
1294
1295The Nightlord of Clan Eshin, Lord Sneek, spoke, his reedy whisper-squeak menacing and cold. He spoke of failures that were not the fault of his clan. He told of the inability to penetrate magical defences, of creatures that could feel the presence of Clan Eshin's best. He spoke of a lone sea-fortress on the southern tip of Cathay.
1296------------------------------------------------------------------------------------------------------------
1297
1298
1299War With the Elf-Things, Part II
1300#page_title: dlc1_3_lb_vt_skaven_history_war_with_elf_things_2_title
1301#page_text: dlc1_3_lb_vt_skaven_history_war_with_elf_things_2
1302
1303So it was that the Council ordered many Skaven to begin the long trek to the far side of the world. Gutter Runners led no less than seven Warlord clans through winding and seldom-used passageways far past the Dark Lands.
1304
1305The Lords of Decay commissioned a new Skaven fleet and the rotting dockyards of the Spineport heaved with toiling slaves.
1306
1307It took years to plan, scout out, and build up a large enough force, but at long last the High Elf fortress at the Gates of Calith was attacked from both land and sea. Issuing out of tunnels a seething mass of Skaven advanced on a wide front towards the indomitable Elven fortress.
1308
1309The Skaven were led by the Grey Seer Lurkwoal, mounted atop a Screaming Bell, which was already causing the walls to splinter and crack.
1310
1311The ramshackle fleet included perhaps half of the Skaven's total vessels, and many of the ships housed complex machineries of destruction on their superstructures.
1312------------------------------------------------------------------------------------------------------------
1313
1314
1315War With the Elf-Things, Part III
1316#page_title: dlc1_3_lb_vt_skaven_history_war_with_elf_things_3_title
1317#page_text: dlc1_3_lb_vt_skaven_history_war_with_elf_things_3
1318
1319For their part, the High Elf garrison guarding the Gates of Calith were totally surprised - but they were highly trained warriors far from their home, and well-used to the lightning raids of their own twisted kin.
1320
1321They had been caught unawares, but not unprepared. To an Elf, they defended the walls. Their fleet, not waiting to be blockaded and besieged, sailed out from under arched gates to meet the foe upon the seas.
1322
1323The fortress walls were breached and through these gaps Lurkwoal ordered his Hell Pit Abominations.
1324The lurching horrors had caused untold casualties and eaten many slaves on the long trip through the Under-way, but now they were unleashed in their fury.
1325
1326Mighty fists swept the Elf-things aside and the mutated beasts crushed many more underneath their formidable bulk. Despite the hail of arrows that rained from the battlements, thousands of Clanrat warriors followed through the gaping holes.
1327
1328There they were pitted against the steel-eyed martial prowess of the Elves. Locking shields, a thin white line of warriors advanced to hold the swarming Skaven from the final gates guarding the innermost fortress.
1329------------------------------------------------------------------------------------------------------------
1330
1331
1332War With the Elf-Things, Part IV
1333#page_title: dlc1_3_lb_vt_skaven_history_war_with_elf_things_4_title
1334#page_text: dlc1_3_lb_vt_skaven_history_war_with_elf_things_4
1335
1336It was then disaster struck the Verminous Host.
1337
1338The Elf fleet, having sunk the entirety of its ramshackle adversary, returned to pour broadsides of bolt fire into the massing Skaven. The last Abomination fell twitching spasmodically to the ground. The Skaven, so close to a victorious feast, instead began to melt away, wavering and breaking from the storm of bolts and arrows piercing their ranks.
1339
1340The resolute Elven Spearmen charged and Grey Seer Lurkwoal only escaped thanks to the timely resurrection of a Hell Pit Abomination, which staggered back up, roared with a thousand voices, and crashed into the rear of the High Elves. Only a trail of splintered gear and dead was left behind.
1341
1342
1343Although the message was broken up by static interference, Lurkwoal reported by Farsqueaker his 'near success' to the disappointed Council before beginning the long trek home to Skavenblight.
1344------------------------------------------------------------------------------------------------------------
1345
1346
1347Skaven Clans
1348#page_title: dlc1_3_lb_vt_skaven_clans_title
1349#page_text: dlc1_3_lb_vt_skaven_clans
1350
1351<No localized text>
1352------------------------------------------------------------------------------------------------------------
1353
1354
1355Clan Eshin
1356#page_title: dlc1_3_lb_vt_skaven_clans_the_great_clans_eshin_title
1357#page_text: dlc1_3_lb_vt_skaven_clans_the_great_clans_eshin
1358
1359Shrouded in shadow and mystery, Clan Eshin, is by far the most nefarious of the Skaven clans. They are feared as murderers and the art of stealthy death is one that they have mastered.
1360
1361They are silent stalkers more than capable of infiltrating past any number of guards or traps. At their disposal are a range of troops trained to kill, from the solitary Assassins, to whole death squads known as Gutter Runners.
1362
1363
1364For the right price Clan Eshin will slay any rival, steal any information, or commit any act of sabotage required.
1365No Warlord wants to be targeted by a Clan Eshin contract and the mere mention of the black-clad killers is enough to make any ratman look over his shoulder.
1366
1367There are Clan Eshin agents scattered throughout the strongholds of many Warlord clans and even hidden within the cities of the surface dwellers. Clan Eshin is one of the four Great Clans of the Skaven.
1368------------------------------------------------------------------------------------------------------------
1369
1370
1371Clan Moulder
1372#page_title: dlc1_3_lb_vt_skaven_clans_the_great_clans_moulder_title
1373#page_text: dlc1_3_lb_vt_skaven_clans_the_great_clans_moulder
1374
1375One of the four Great Clans of the Skaven, Clan Moulder rose to infamy by mastering the art of breeding, mutating, and surgically creating monstrous fighting-beasts.
1376
1377It is unknown how they stitch together disparate parts of mutated creatures, for they jealously guard their methods.
1378
1379
1380It is no secret that Clan Moulder is one of the wealthiest of all clans, for the heinous creations are sold to the Warlord clans, who are eager to boost their fighting prowess by adding swarms of Giant Rats, packs of towering Rat Ogres, or perhaps something even more bizarre.
1381
1382A portion of many Warlord clan's military strength was birthed in Hell Pit, the loathsome stronghold of Clan Moulder.
1383------------------------------------------------------------------------------------------------------------
1384
1385
1386Clan Pestilens
1387#page_title: dlc1_3_lb_vt_skaven_clans_the_great_clans_pestilens_title
1388#page_text: dlc1_3_lb_vt_skaven_clans_the_great_clans_pestilens
1389
1390Perhaps the most ill-regarded of all Skaven clans in Clan Pestilens. Being one of the Great Clans, they are known as the Plague Monks, for they are the disciples of disease and decay. Members of Clan Pestilens dedicate themselves with insane fervour to spreading pestilence and corruption in the name of the Skaven god, the Great Horned Rat.
1391
1392Their warriors are recognisable not just by their distinctive chanting, but by the horrible poxes they bear, for it is Clan Pestilens doctrine that to spread disease one must bear the contagion within.
1393
1394Rather than sicken and die themselves, however, these infectious ratmen instead grow tougher, their hides thickened by the endless weeping sores and buboes. In battle the zealous Plague Monks charge recklessly into the fray, eager to unleash their rabid hate.
1395
1396Clan Pestilens does not sell the fighting services of their brethren for mere profit; however, they do lend their warriors to any cause likely to aid their own. They often negotiate hard-driven alliances or promises of future support from Warlord clans who are desperate for their backing.
1397
1398For major battles, Clan Pestilens has even been known to deploy some of its own specially created diseases, spreading such vileness upon the world as the Black Plague, the Red Pox and the Oozing Eye Death.
1399------------------------------------------------------------------------------------------------------------
1400
1401
1402Clan Skryre
1403#page_title: dlc1_3_lb_vt_skaven_clans_the_great_clans_skryre_title
1404#page_text: dlc1_3_lb_vt_skaven_clans_the_great_clans_skryre
1405
1406Clan Skryre is one of the four Great Clans of the Skaven and specialises in the insane blending of sorcery and arcane technology.
1407
1408Its members, known as Warlock Engineers, are inventors that build infernal devices capable of fiendish destruction. Many are sorcerers in their own right, able to manipulate the Winds of Magic to cast spells and intertwine enchantments into mechanical form.
1409
1410From their warpforges under the verminous capital of Skavenblight, Clan Skryre has produced untold weaponry, including the poisoned wind globe, the Warpfire Thrower, and the deadly Warp Lightning Cannon.
1411
1412
1413Clan Skryre has risen to become, arguably, the most influential of all clans. By selling their weird arsenal of devastation to the Warlord clans as quickly as slaves can churn them off the assembly.
1414------------------------------------------------------------------------------------------------------------
1415
1416
1417Clan Fester
1418#page_title: dlc1_3_lb_vt_skaven_clans_clan_fester_title
1419#page_text: dlc1_3_lb_vt_skaven_clans_clan_fester
1420
1421Fester is a clan clinging to a distant glorious past, having once held a seat on the Council of Thirteen at the time of the Black Plague. To their dismay, the last millennium has provided nothing but ample misfortune and a steady decline, but compared to recent events, most of their historical setbacks pale in comparison.
1422
1423
1424The breeders of Clan Fester have recently somehow contracted a mysterious disease dubbed 'the Brood Blight' causing infertility among their breeders. The loss of breeders would be a deadly blow to the power base of any Clan, but to make matters worse, the contagion alienated Clan Fester from their superiors: Clan Pestilens.
1425
1426When not even the plague merchants of Pestilens could remedy Fester's affliction, the weakened clan was cut off like an infected limb as soon as the Pestilens Deacons had learned as much as they could about the disease.
1427
1428Clan Fester was left to either slowly dwindle to extinction, or to be sacrificed in suicidal offensives in an attempt to spread their disease to the enemies of Clan Pestilens. Either option spelled nothing but doom for the stricken clan.
1429
1430
1431In these desperate times entered Grey Seer Rasknitt, who with wily trickery and devious scheming gained influence over the Warlord of Clan Fester, having persuaded him that only Rasknitt has the cure for the malady affecting them.
1432'Move north, to the lands of the man-things, and take Ubersreik-den, and the magnificent Rasknitt shall deliver Clan Fester from their misery.'
1433------------------------------------------------------------------------------------------------------------
1434
1435
1436Warlord Clans
1437#page_title: dlc1_3_lb_vt_skaven_clans_warlord_clans_title
1438#page_text: dlc1_3_lb_vt_skaven_clans_warlord_clans
1439
1440A treacherous hierarchy of clans dominates Skaven society, with what are known as Warlord clans making up the bulk of the bulging population.
1441At the top of the pyramid of clan power is the Warlord (hence the term) who must embody a kill-or-be-killed maxim.
1442
1443A Skaven Warlord is often physically larger and more imposing than his brethren, but he must also be a devious tactician to stay ahead of any would-be usurpers. As it is the Skaven cut-throat way to rise by any means possible, a Warlord is right to suspect anyone and everyone.
1444
1445
1446Beneath the Warlord, and therefore most likely to attempt a takeover, are any number of lesser commanders, Chieftains and pack leaders. The warrior class follows, and is largely formed of Clanrats as well as the elite Stormvermin.
1447
1448At the base, the bedrock on which the ratmen society is built upon, is the worker-class, the lowly and readily disposable Skavenslaves. Their miserable lives are freely expended on toil, dangerous experiments, or as cannon fodder in battle.
1449
1450The Warlord Clans contain the bulk of the Skaven population. Although it is unknown exactly how many clans exist, they certainly number in the thousands.
1451------------------------------------------------------------------------------------------------------------
1452
1453
1454Psychology
1455#page_title: dlc1_3_lb_vt_skaven_psychology_title
1456#page_text: dlc1_3_lb_vt_skaven_psychology
1457
1458<No localized text>
1459------------------------------------------------------------------------------------------------------------
1460
1461
1462Skaven Psychology, Part I
1463#page_title: dlc1_3_lb_vt_skaven_psychology_1_title
1464#page_text: dlc1_3_lb_vt_skaven_psychology_1
1465
1466Skaven are inherently selfish creatures, raised in a turbulent society exposing survival above all things. "Better him than I" is a heart-felt Skaven vow, enriched by millennia of active observance.
1467
1468Life and individual freedom are next to worthless in Skaven society. As survival is paramount, the weak are rarely suffered to live unless they provide some tangible benefit to their superiors.
1469
1470While life is cheap to the Skaven, each one still struggles to survive at all odds. A cornered Skaven gladly fights to the last of his kind, so long as he is the last of his kind.
1471
1472
1473Though they rarely admit it, the Skaven view all clanmates as potential enemies.
1474Skaven who occupy positions of authority are envied for their power, while the ratmen who serve in lesser roles are constantly suspected of sedition.
1475
1476Skaven motivations are never pure, and they never accept blame for their failures, preferring instead to implicate others. The truthfulness of these accusations is irrelevant to the accuser, accused and the superior who must judge them. All that matters to any of the involved parties is the strength of the case.
1477------------------------------------------------------------------------------------------------------------
1478
1479
1480Skaven Psychology, Part II
1481#page_title: dlc1_3_lb_vt_skaven_psychology_2_title
1482#page_text: dlc1_3_lb_vt_skaven_psychology_2
1483
1484Skaven who are unable to successfully shift blame from themselves onto others rarely live for very long.
1485Interestingly, this habit has after centuries of breeding grown from one of mere survival and trickery into one of actual belief.
1486
1487Almost all Skaven seem to be psychologically predisposed that their own failures must be the result of a subordinate's incompetence, sabotage of a jealous rival, or the poor planning of a superior.
1488
1489
1490A Skaven's single most driving goal beyond simple survival is to rise in status beyond his peers, yet the more powerful you become, the more enemies you earn. Even the canniest of Skaven never see peace in their lifetimes, and to die from natural causes is unheard of.
1491------------------------------------------------------------------------------------------------------------
1492
1493
1494Physiology
1495#page_title: dlc1_3_lb_vt_skaven_physiology_title
1496#page_text: dlc1_3_lb_vt_skaven_physiology
1497
1498The Skaven are a race of bipedal ratmen that are so rarely seen that many deny their very existence. The majority of the man-sized vermin are slight of build and, if they abandoned their slinking hunched gait, stand between four to five feet in height, with the largest specimens reaching over six feet.
1499
1500Skaven are covered in close fur, save for their ears, muzzle, hands, and fleshy, worm-like tails. The eyes of the ratmen gleam red in torchlight and their mouths are lined with wicked teeth, particularly their yellowed incisors, which are razor-sharp for ripping and tearing.
1501
1502
1503Skaven move in rapid stop-start scurries. They exude nervous energy in twitchy, hurried bursts and always seem to be in an agitated state.
1504
1505Skaven metabolism burns at a ferocious rate, peaking with a spike of adrenaline if they feel angry or threatened. This hyper vitality gives rise to the quick reflexes, endless haste and the legendary speed of the Skaven.
1506
1507The drawback to such velocity is that the ratmen need to gorge themselves after a long march or battle to refuel their drained bodies. Amongst Skaven this phenomenon is known as the Black Hunger and goes some way to explaining their propensity for feasting upon the fallen (of either side) after combat. Larger individuals have been known to devour an entire Skaven after a battle.
1508
1509A Skaven suffering the pangs of the Black Hunger and unable to replenish himself will visibly weaken and soon after die. This is why personal challenges so often end with the loser being eaten by the victor.
1510
1511Under the influence of the Black Hunger, Skaven can be driven to a ferocity unmatched by any of the other races, a fact exploited by shrewd Skaven commanders by starving their slaves before a battle.
1512------------------------------------------------------------------------------------------------------------
1513
1514
1515The Horned Rat
1516#page_title: dlc1_3_lb_vt_skaven_horned_rat_title
1517#page_text: dlc1_3_lb_vt_skaven_horned_rat
1518
1519The Horned Rat is the malevolent god of the ratmen, forever scratching at the fabric separating the material world from the great beyond. He is worshipped exclusively by the Skaven, and represents characteristics inherent to their race, like corruption, deceit, backstabbing and disease.
1520
1521The Horned Rat is typically depicted in icons as a large rat's head with four horns, two of them long goatlike horns, and two curled horns similar to those on a ram.
1522
1523Undying and eternally scheming, he patiently awaits the day of the Great Ascendancy, when his children will swarm across the face of the world, devouring it from within.
1524
1525All Skaven revere the Horned Rat. None questions his existence. Such respect is a product of fear, for the Horned Rat's eternal hunger does not discriminate between his vermin children and the dwellers of the surface world. A devout Skaven utters small prayers to the Horned Rat throughout the day, each prayer being a verbal slice of hate, envy or malice.
1526
1527Religious services are constantly held by Grey Seers, the Horned Rat's chosen prophets, and all Skaven are expected to be present at a mass at least once a day, even though no formal records of attendance is kept. Those who do not attend services open themselves up to all manner of criticism, including accusations of heresy, treason and atheism.
1528------------------------------------------------------------------------------------------------------------
1529
1530
1531Council of Thirteen
1532#page_title: dlc1_3_lb_vt_skaven_council_of_thirteen_title
1533#page_text: dlc1_3_lb_vt_skaven_council_of_thirteen
1534
1535The Council of Thirteen is the ruling body that overseers all matters pertaining to the Skaven, from hatching terrible plots, to initiating an offensive against one of the hated human cities on the surface.
1536
1537The Council consists of the Warlords of the four Great Clans plus seven other lesser Warlords. The Seer Lord, leader of the Grey Seers. claims the twelfth seat and the Council reserves the thirteenth seat for the Horned Rat.
1538
1539Council members are known as the Lords of Decay, and act as a force to unite the various Great and Lesser Clans under a single banner.
1540
1541While the Council holds sway over the entirety of the Under-Empire, the reality of a unified Skaven nation has yet to be realized. Constant squabbling, fighting and scheming has always been the norm.
1542
1543Of the lesser Clans that hold positions on the council, Clan Mors and Clan Skab are the most powerful. The remaining lesser clans of the council know all too well that there are dozens, if not hundreds, of other lesser clans who would take any risk to gain a seat on the Council of Thirteen, and make sure to follow the party line of the major players.
1544------------------------------------------------------------------------------------------------------------
1545
1546
1547Technology and Magic
1548#page_title: dlc1_3_lb_vt_skaven_technology_and_magic_title
1549Doomwheel
1550#page_title: dlc1_3_lb_vt_skaven_technology_and_magic_doomwheel_title
1551#page_text: dlc1_3_lb_vt_skaven_technology_and_magic_doomwheel
1552
1553Few devices sum up the blend of science and sorcery, the sheer inhuman ingenuity of the Skaven, than the infernal war engine known as the Doomwheel.
1554
1555At first sight the Doomwheel might seem an oddity, perhaps even comical to opponents that have not faced one before.
1556
1557The Dwarfs, who have suffered many wars against the Skaven, know full well the Doomwheel's measure and will direct every war machine at their disposal to blast the deadly wheel apart before it can churn close enough to pulverise the Dwarf battle lines.
1558
1559Indeed, Dwarf cannons will allow themselves to be overrun by the foe, willingly sacrificing themselves for their hold, in order to get off a single shot at the infernal Skaven device.
1560
1561
1562The Doomwheel was invented by perhaps the most insanely talented of all Warlock Engineers, Ikit Claw. The design is so simple and yet so complex, so utterly Skaven in its inception that it is well beyond the ken of even the top minds of the Imperial School of Engineers in Nuln to comprehend.
1563
1564Rats scampering in twin treadmills inside an enormous wheel provide the primary motive power. This, in turn, sparks the warpstone generator, which, if all goes well, powers bolts of lethal warp lightning.
1565
1566If the green or purplish bolts that arc out from the warp-conduits do not slay the foe, then it will be up to the great iron reinforced wheel to crush all who dare to stand before its creaking but mighty track.
1567
1568When it works correctly, the Doomwheel whirs quickly across the battlefield, blasting the enemy to shrivelled blackness, but it is not unusual to see one ploughing back into its own lines, due to one of many, many possible malfunctions.
1569
1570Random, cruel, and undeserved death is not something new for Skaven and the power to break enemy battle lines or destroy large monsters more than compensates for some squashed Clanrats or Skavenslaves.
1571------------------------------------------------------------------------------------------------------------
1572
1573
1574#page_text: dlc1_3_lb_vt_skaven_technology_and_magic_screaming_bell
1575
1576Of all the diabolical wonder weapons of the Skaven, none is as notorious as the Screaming bell. The bell is an ever-present symbol in the creation legends of the Skaven, and its mighty toll strikes deep inside the black hearts of the evil ratmen, inspiring awe and the closest thing to devotion a Skaven can achieve.
1577
1578It is from these unholy altars that the Grey Seers preach their plans of total domination in the name of the Great Horned Rat. Screaming Bells are cast in the hellish warpforges beneath Skavenblight, the Skaven capital, using bronze, laced with pure warpstone.
1579
1580Rumour has it that some piece of the great tower of Kazvar is incorporated into each Screaming Bell.
1581
1582In battle, the ominous tolling of the bell resounds above the clamour of the fighting, not only a message of death to foes, but a declaration of supremacy reverberates inside the children of the Horned Rat. The deadly peal drives Skaven recklessly forward in a fury that will be assuaged by nothing short of the total annihilation of the enemy.
1583
1584The thunderous 'BONNNNNNNNG' is magically amplified and those that hear it and survive cannot find the words to describe the cacophony of the horrible sounds that emit from the unholy bell. The relentless aural assault causes stone to split and buildings to crumble.
1585
1586Doom, doom, doom it seems to endlessly say... all will fall, all will be ruinous...
1587------------------------------------------------------------------------------------------------------------
1588
1589
1590Screaming Bell
1591#page_title: dlc1_3_lb_vt_skaven_technology_and_magic_screaming_bell_title
1592Warp Lightning Cannon
1593#page_title: dlc1_3_lb_vt_skaven_technology_and_magic_warp_lightning_cannon_title
1594#page_text: dlc1_3_lb_vt_skaven_technology_and_magic_warp_lightning_cannon
1595
1596The Warp Lightning Cannon is a contraption built by the fiendishly clever Warlock Engineers and powered by an enormous hunk of raw warpstone. This wonder weapon generates unearthly energy, which is directed along a rune-etched barrel forged and enchanted to channel such destructive fury.
1597
1598
1599When fired, the Warp Lightning Cannon emits a sizzling ball of warp energy and any near the shot are rocked in its wake, fur standing on end, with a sickly green light burnt into their mind's eye. The bolt arcs earthwards, punching through anything in its path and then erupts in a crackling cloud of pure warp lightning.
1600
1601The shot flashes too quickly to follow, but its trail, once it lands on the ground, is easily marked - scorch signs follow its path and anything in the way will have a gaping hole in the exact shape of the beam.
1602
1603At first glance this puncture is impossibly clean cut, but closer inspection reveals warp energies eating outward from the circle - destroying all matter in the way fire blackens and crumbles.
1604------------------------------------------------------------------------------------------------------------
1605
1606
1607Tunnelling
1608#page_title: dlc1_3_lb_vt_skaven_technology_and_magic_tunneling_title
1609#page_text: dlc1_3_lb_vt_skaven_technology_and_magic_tunneling
1610
1611The Skaven are masters of speed when it comes to tunnelling. Drawfs dig slow and methodically, creating passageways built to last for millennia. Skaven on the other hand, doesn't care if half of the tunnels in construction collapse, squashing hundreds of verminous lives in the process, as long as someone, somehow, comes through to the desired target.
1612
1613
1614To tunnel more quickly than typical slave labour, the Skaven deploy specially devised Clan Skryre machines. Some of the massive constructs are larger than the grandest ships of the Empire's navy.
1615
1616These huge devices combine great drills with warp energies to vaporise the broken debris as the machine bores. These rare machines are seldom, if ever, seen, but a portable version can often be found on the battlefield.
1617------------------------------------------------------------------------------------------------------------
1618
1619
1620Skaven Magic
1621#page_title: dlc1_3_lb_vt_skaven_technology_and_magic_magic_title
1622#page_text: dlc1_3_lb_vt_skaven_technology_and_magic_magic
1623
1624<No localized text>
1625------------------------------------------------------------------------------------------------------------
1626
1627
1628Skaven Magic Overview
1629#page_title: dlc1_3_lb_vt_skaven_technology_and_magic_magic_overview_title
1630#page_text: dlc1_3_lb_vt_skaven_technology_and_magic_magic_overview
1631
1632There are three fundamental types of Skaven magic:
1633
1634The Grey Seers foul blend of arcane sorcery and divine inspiration make them powerful and unpredictable in their black arts.
1635
1636The Plague Priests of Clan Pestilens have developed their own breed of horrid spells.
1637
1638Warlock Engineers of Clan Skryre have learned to draw the Warp energy contained within Warpstone and channel it into their perverse arcane devices.
1639
1640
1641To the Skaven, all magic originates from the Horned Rat, but dogma aside, the truth is that Skaven magic involves the manipulation of the arcane energies blowing south from the turbulent polar regions, just like the magic of most other races.
1642------------------------------------------------------------------------------------------------------------
1643
1644
1645Eye Witness Reports
1646#page_title: dlc1_3_lb_vt_skaven_technology_and_magic_magic_reports_title
1647#page_text: dlc1_3_lb_vt_skaven_technology_and_magic_magic_reports
1648
1649Excerpts from 'An Esoteric Primer For Apprentices of the Fourth Grade' by Master Wizard Emmanuel Vaunt:
1650
1651
1652'As an amusing diversion, I present here a collection of ‘eye-witness' accounts that purport to describe the magical powers of these creatures. How easy it is for the human mind to be derailed by the heat of battle!'
1653
1654
1655'The rat-thing was weighed down by hissing, whirring contraptions of bronze, like nightmarish versions of the inventions of the Engineers' Guild. The creature's left eye-socket glowed green, where a lump of black rock had been hammered in.
1656It raised a clanking mechanical arm that ended in a nozzle, and fired a blast of greenish-black lightning that fried Sergeant Knopf to a charred corpse.'
1657
1658- Merkel Trenkner, Militiaman
1659
1660
1661'Its stinking, bloated body was covered in rags, and its rat-like head was wrapped in bandages, stained yellow, through which a pair of beady eyes stared out, weeping pus.
1662
1663The thing hobbled forward, dragging its scabbed tail behind it. It rang the rusty bell in its left paw, its other hand pointing at me with a filth-encrusted dagger. The deep tolling of the bell sickened my soul.
1664
1665The flesh on my fingers withered and I dropped my sword. The wasting disease crept up my arms and my skin tightened across my ribs and stretched across my skull, my hair falling out in clumps. I fell unconscious and cannot tell how I survived.. I was but a youth of sixteen at the start of the battle, but ended it a man of eighty.'
1666
1667- Gotwin Gruber, Former Watchman
1668
1669
1670'It appeared with a puff of noxious smoke in front of us, cackling hysterically. It looked like no mutant I'd ever seen before - nothing human about it at all, and its eyes glittered with an evil intelligence I've never known a beastman to have.
1671
1672It was man-sized, dressed in a tattered robe, and covered in grubby white fur, except for its rat-like snout and horrible pink tail. Great ram's horns curled from its brow, and strange amulets hung round its neck. A swarm of black sewer rats chittered around its feet. It stamped the staff of twisted wood it held in its hands, and grinned.
1673
1674I heard their screams behind me, and spun around. My men were contorted in agony, their limbs twisting unnaturally, their bodies shrinking and sprouting growths of fur.
1675
1676Their eyes pleaded with me in anguish as their jaws stretched out into muzzles, and worm-like tails coiled behind them. The horned sorcerer vanished with a laugh and the stink of brimstone, leaving me to bloody my sword on my former comrades as they leaped at me with scratching rat claws.'
1677
1678- Viktor Kuhn, Roadwarden Captain
1679
1680
1681'So there we have it - the ravings of a fantasist, the delusions of a senile man, and the blatherings of a man whose mind had succumbed to the horrors of war (Captain Kuhn later hanged himself in his cell at the Shallyan hospice in Frederheim).
1682
1683If there was magic being utilised by the enemy at Nuln, it was clearly the magic of deception!'
1684
1685- An Esoteric Primer For Apprentices of the Fourth Grade by Master Wizard Emmanuel Vaunt
1686------------------------------------------------------------------------------------------------------------
1687
1688
1689#page_text: dlc1_3_lb_vt_skaven_technology_and_magic
1690
1691<No localized text>
1692------------------------------------------------------------------------------------------------------------
1693
1694
1695Settlements
1696#page_title: dlc1_3_lb_vt_skaven_settlements_title
1697#page_text: dlc1_3_lb_vt_skaven_settlements
1698
1699<No localized text>
1700------------------------------------------------------------------------------------------------------------
1701
1702
1703Skavenblight
1704#page_title: dlc1_3_lb_vt_skaven_settlements_skavenblight_title
1705#page_text: dlc1_3_lb_vt_skaven_settlements_skavenblight
1706
1707Through magics more powerful than the unsuspecting world can imagine, the largest and most densely populated city in the world is kept secret, its location only guessed at by the very wisest.
1708
1709Deep in the rotting heart of the Blighted Marshes festers the vile capital of the ratmen, the decay-ridden nexus of all Skaven. This shell of a once-great city of mankind lies more than half sunken in the morass, a testimony to the corruption and ruin spread by the Children of the Horned Rat.
1710
1711
1712This is Skavenblight, a sprawling metropolis of endless caverns; a multi-layered under-city of twisting corridors, and nightmare squalor on an unimaginable scale. This evil capital of a nefarious race is the veiled lair from which rule the mighty Lords of Decay, the ruthless leaders of the Skaven who sit upon the Council of Thirteen.
1713
1714It is from here, amidst labyrinthine darkness, that the Skaven scheme for supremacy, gnawing over plots for the final apocalypse.
1715------------------------------------------------------------------------------------------------------------
1716
1717
1718Under-Empire
1719#page_title: dlc1_3_lb_vt_skaven_settlements_under_empire_title
1720#page_text: dlc1_3_lb_vt_skaven_settlements_under_empire
1721
1722The Under-Empire stretches across the world, spreading outward from the decay-ridden nexus of Skavenblight.
1723
1724It is a complex spider's web of tunnels that spans the globe. The Under-Empire is unbound by oceans or mountain ranges and, in sprawling size, is inarguably the single largest and most expansive of known realms.
1725realms.
1726
1727
1728Despite its immensity, the majority of nations and races do not acknowledge that Skaven exist, or if they do, have little appreciation of the magnitude of the threat beneath their feet.
1729
1730Many Skaven cities are built directly under the unsuspecting cities of human realms. The deepest sewers and wells of men meet the uppermost workings of the Under-Empire. This easy access allows Skaven spies and saboteurs to slink to the surface.
1731
1732Indeed, the eyes and ears of the ratmen are everywhere.
1733------------------------------------------------------------------------------------------------------------
1734
1735
1736Hell Pit
1737#page_title: dlc1_3_lb_vt_skaven_settlements_hell_pit_title
1738#page_text: dlc1_3_lb_vt_skaven_settlements_hell_pit
1739
1740To the north, in the blasted wasteland known as the Troll Country, lie the infernal breeding pits of Clan Moulder. This bulgingly overpopulated stronghold is burrowed into the walls and floor of a ragged chasm in a snowy mountainside on the northern spur of the Worlds Edge Mountains.
1741
1742Volcanic pools at the bottom of the ravine raise a greyish plume of noxious steam and the foul stench is legendary. Worse than the olfactory assault, however, is the dreadful cacophony of howls, screams, snarls, and shrieks that clamour out of the frozen chasm. Not without good reason is this place known as Hell Pit.
1743
1744The great labyrinthine tunnels of Hell Pit spiral in nine expansive circles, each worming and twisting like a great intestinal tract, each overburdened with numbers of preposterous proportions, and each full of mutated beasts that defy description.
1745
1746To perpetuate their crossbreeding, flesh-bonding crimes against nature, Clan Moulder requires constantly toiling slaves and captured creatures in staggering multitudes.
1747
1748The great circles of Hell Pit are riddled with unholy laboratories, breeding pits, flesh distilleries, gladiatorial arenas, and skin forges that allow Clan Moulder to continue seeking new, more stable breeds of fighting beasts to sell or hire out to the other clans.
1749------------------------------------------------------------------------------------------------------------
1750
1751
1752City of Pillars
1753#page_title: dlc1_3_lb_vt_skaven_settlements_city_of_pillars_title
1754#page_text: dlc1_3_lb_vt_skaven_settlements_city_of_pillars
1755
1756The City of Pillars is the Skaven name for the ancient Dwarf hold of Karak Eight Peaks. High in the Worlds Edge Mountains, the Dwarfs built a city and fastness in the deep valley beneath eight majestic snow-capped peaks.
1757
1758As large as the surface city was, the true glory of Karak Eight Peaks lay underneath. It was these endless miles of colonnaded halls and arched passages that made an impression on the Skaven. After centuries of bitter warfare, the hold was wrested from the doughty Dwarfs.
1759
1760
1761The once grand mansion of the bearded-ones is now the fortress-lair of Clan Mors, one of the largest and most influential of the Warlord clans. In addition to being a controlling hub for many passageways of the Under-way, the City of Pillars holds many riches.
1762
1763Such was the size and grandeur of the Dwarf-city that even many centuries after its fall to the Skaven, the ratmen are still finding sealed treasuries, untapped mines or never-discovered vaulted hallways to befoul and despoil. All of this has assured Clan Mors continued wealth.
1764
1765
1766The current leader of Clan Mors, the domineering Warlord Gnawdwell, has used this well-established base to launch many wars up and down the Worlds Edge Mountains and secure himself a membership on the Council of Thirteen.
1767------------------------------------------------------------------------------------------------------------
1768
1769
1770#page_text: dlc1_3_lb_vt_skaven
1771
1772<No localized text>
1773------------------------------------------------------------------------------------------------------------
1774
1775
1776Ubersreik
1777#page_title: dlc1_3_lb_vt_ubersreik_title
1778Overview
1779#page_title: dlc1_3_lb_vt_ubersreik_overview_title
1780#page_text: dlc1_3_lb_vt_ubersreik_overview
1781
1782Ubersreik is a free town of medium size, situated on the River Teufel a little downstream from the Grey Mountains. The town sits astride an important bridge where the road from Bögenhafen to Dunkelberg crosses the river and trade flows along the road as well as downriver to Auerswald, Grünburg, Kemperbad and Altdorf.
1783
1784In the mountains to the south-west of the town sits the infamous Castle Drachenfels, and to the south-east is the recently founded small dwarf hold of Karak Azgaraz. The town is strategically positioned to be a base to protect the Grey Lady Pass.
1785
1786Its proximity to the Grey Mountains means that it has a thriving dwarf community, which has grown in recent years due to the prosperous trade with Karak Azgaraz.
1787
1788Human prospectors and hunters use Ubersreik as a base of operations for expeditions into the Grey Mountains, and the weekly market brings in livestock and produce from half a dozen surrounding villages. Luxury goods such as Bretonnian wine and brandy flow in through the Grey Lady Pass.
1789
1790The town watch is augmented by a small garrison based around the Magnus' Tower.
1791------------------------------------------------------------------------------------------------------------
1792
1793
1794History of Ubersreik
1795#page_title: dlc1_3_lb_vt_ubersreik_history_title
1796#page_text: dlc1_3_lb_vt_ubersreik_history
1797
1798<No localized text>
1799------------------------------------------------------------------------------------------------------------
1800
1801
1802Origins
1803#page_title: dlc1_3_lb_vt_ubersreik_history_origins_title
1804#page_text: dlc1_3_lb_vt_ubersreik_history_origins
1805
1806According to local tradition, Ubersreik began as a fortified settlement of the Unberogen tribe. It is one of several Reikland towns that claim to be the birthplace of Sigmar, though the Cult of Sigmar has made no pronouncement on the various claims and only the most enthusiastic purveyors of civic pride treat it seriously.
1807
1808Ubersreik grew after the founding of the Empire, especially after a treaty with the king of Bretonnia allowed Bretonnian trade goods to flow more or less safely through the Grey Lady Pass. This treaty also augmented trade with the Dwarfs of the Grey Mountains.
1809
1810The town was razed to the ground by roving bands of orcs when Gorbad Ironclaw devastated the province of Solland to the south east in 1707, but enjoyed relative peace during the division of the Empire because of its location far away from the border skirmishes between competing Emperors.
1811
1812During the Wars of the Vampire Counts there were several incidents of undead rising from the graveyard of Morr's Field, but the town was never attacked.
1813------------------------------------------------------------------------------------------------------------
1814
1815
1816Great War of Chaos
1817#page_title: dlc1_3_lb_vt_ubersreik_history_great_war_of_chaos_title
1818#page_text: dlc1_3_lb_vt_ubersreik_history_great_war_of_chaos
1819
1820During the Great War of Chaos, greenskins flowed out of the Grey Mountains and besieged Ubersreik, while the armies of the Old World were busy fighting chaos in Kislev.
1821
1822To add insult to injury, a chaos cult festered among the nobility of Ubersreik, and the town was thrown into utter confusion as several of its prominent citizens suddenly transformed into daemons of Slaanesh.
1823
1824The daemons of the Dark Prince attacked the beleaguered garrison, and some even managed to break out of the town, resulting in fierce fighting between greenskins and daemons.
1825
1826With Ubersreik in a much weakened state, following the assaults of the orcs and the daemons, the opportunistic Skaven rose from beneath. The survivors spoke of 'rats that walked like men emerging from the sewers, and wreaking havoc with strange-looking weapons that fired lightning, or spread poisonous, miasmic gases'.
1827
1828The accounts of these witnesses were later dismissed by scholars and political and religious leaders alike.
1829------------------------------------------------------------------------------------------------------------
1830
1831
1832Freistadt
1833#page_title: dlc1_3_lb_vt_ubersreik_history_freistadt_title
1834#page_text: dlc1_3_lb_vt_ubersreik_history_freistadt
1835
1836Ubersreik was traditionally ruled by the von Jungfreud family, but became a freistadt several years ago as the result of a dispute between Graf Sigismund von Jungfreud and the crown.
1837
1838Suspecting that von Jungfreud had covetous eyes on the Handbrand silver mine in the nearby hills, the Emperor dispatched an Imperial judge to Auerswald to report on the situation.
1839
1840The judge immediately began levying punitive taxes on vessels using the River Teufel, severely impacting the economies of Ubersreik and the surrounding area. The Graf responded by raising more troops and issuing veiled threats against Auerswald.
1841
1842Skirmishes broke out, and for a while it seemed that civil war was inevitable. A last-minute deal between the Emperor and Ubersreik's town council saw the town become a freistadt, while the von Jungfreuds were ostensibly relieved of the corresponding lands and titles.
1843
1844Some speculate that the von Jungfreuds merely shifted their attention elsewhere, hoping a lighter hand in Ubersreik's affairs would help cultivate an ambitious, competent leader in the city.
1845------------------------------------------------------------------------------------------------------------
1846
1847
1848Recent Events
1849#page_title: dlc1_3_lb_vt_ubersreik_history_recent_event_title
1850#page_text: dlc1_3_lb_vt_ubersreik_history_recent_events
1851
1852A few years ago, Ubersreik became a freistadt, or free city, as the ruling Graf Sigismund von Jungfreud was removed from power by the Emperor. Tensions had been growing between Ubersreik and the town of Auerswald downstream, and von Jungfreud was accused of fomenting civil war.
1853
1854A masquerade ball was held where the new rulers of Ubersreik were to be consolidated, and rumours say there was a mutant ratman plot to cripple the leadership of Ubersreik during the festivity. The nefarious scheme was supposedly averted by a band of roving adventurers.
1855
1856For once, the rumours are absolutely true, and the Grey Seer Rasknitt, who masterminded the failed assassinations, is now back for bloody revenge.
1857
1858After his defeat, Rasknitt somehow schemed his way to influence the Warlord of Clan Fester, and set his sights on Ubersreik. On the same night a company of five persons, consisting of a highly unusual mix of characters and races arrived in Ubersreik, his nefarious invasion plan was set in motion.
1859
1860Skaven emerged from the sewers and caught the Ubersreik garrison off guard. Ubersreik's defences, consisting of twelve detachments of halberdiers, eight units of crossbowmen, and three engineer units, took heavy losses in the initial assault, but some of the defenders managed to escape to the Dwarfen Quarter or the upscale district known as The Hill.
1861
1862The rest of Ubersreik suffered the ravages of the ratmen. Facing impossible odds, the newly arrived company of five had no choice but to stay and fight.
1863------------------------------------------------------------------------------------------------------------
1864
1865
1866The Red Moon Inn
1867#page_title: dlc1_3_lb_vt_ubersreik_red_moon_inn_title
1868#page_text: dlc1_3_lb_vt_ubersreik_red_moon_inn
1869
1870The Red Moon Inn is an almost legendary institution in Ubersreik. Formerly located on the Eastern Waterfront of the Docks, the original Red Moon Inn burnt down under mysterious circumstances some years ago, but the establishment was re-opened later at a new location on Löwenstrasse.
1871
1872The Red Moon Inn was always cleaner and more respectable than the other dockers' inns in the area, but with the opening of the new and improved version, they even got rid of the worst of the fish smell.
1873
1874The owner is Franz Lohner, a man who people for some reason think twice about messing with.
1875------------------------------------------------------------------------------------------------------------
1876
1877
1878Prologue Areas
1879#page_title: dlc1_3_lb_vt_ubersreik_prologue_title
1880#page_text: dlc1_3_lb_vt_ubersreik_prologue
1881
1882<No localized text>
1883------------------------------------------------------------------------------------------------------------
1884
1885
1886The Precinct
1887#page_title: dlc1_3_lb_vt_ubersreik_prologue_precinct_title
1888#page_text: dlc1_3_lb_vt_ubersreik_prologue_precinct
1889
1890The Precinct, as it is universally known, is Ubersreik's military district. Centred on Magnus' Tower, it includes a number of buildings associated with the town's garrison and watch, as well as a staging post for roadwardens passing through the town.
1891
1892A number of surroundings businesses manufacture or repair uniforms, flags, weapons and armour, although the most prestigious armourers and weaponsmiths are to be found in the Metalworkers Quarter.
1893------------------------------------------------------------------------------------------------------------
1894
1895
1896Magnus' Tower
1897#page_title: dlc1_3_lb_vt_ubersreik_prologue_magnus_tower_title
1898#page_text: dlc1_3_lb_vt_ubersreik_prologue_magnus_tower
1899
1900The tallest structure in Ubersreik was reputedly commissioned by Magnus the Pious himself, as a stone-carved relief by the main door details.
1901
1902The five storey tower after which the complex is named has a commanding view over the town's surroundings and is equipped with a great bellows-operated horn for raising the alarm in the event of an attack.
1903
1904The horn itself is more than six feet long and is said to have been cut from the head of a daemon slain during the Great War Against Chaos.
1905------------------------------------------------------------------------------------------------------------
1906
1907
1908Act 1 Areas
1909#page_title: dlc1_3_lb_vt_ubersreik_act_1_areas_title
1910#page_text: dlc1_3_lb_vt_ubersreik_act_1_areas
1911
1912<No localized text>
1913------------------------------------------------------------------------------------------------------------
1914
1915
1916Merchant Quarter
1917#page_title: dlc1_3_lb_vt_ubersreik_act_1_areas_merchant_quarter_title
1918#page_text: dlc1_3_lb_vt_ubersreik_act_1_areas_merchant_quarter
1919
1920The Merchant Quarter extends for several streets from the eastern side of the market square.
1921
1922In addition to the Merchant's Guild and the offices of the major trading families, there are several small traders dealing in a variety of goods from coal to horses.
1923------------------------------------------------------------------------------------------------------------
1924
1925
1926Market Square
1927#page_title: dlc1_3_lb_vt_ubersreik_act_1_areas_market_square_title
1928#page_text: dlc1_3_lb_vt_ubersreik_act_1_areas_market_square
1929
1930The Market Square stands at the heart of the town, and every Marktag, farmers bring their livestock and produce from the surrounding villages.
1931
1932In the middle of the Square is a large statue of Magnus the Pious, commemorating his role in rebuilding Ubersreik after the Great War Against Chaos.
1933
1934On the north side stands the town hall, while the south side of the market square is dominated by the temple of Sigmar.
1935------------------------------------------------------------------------------------------------------------
1936
1937
1938Wizard's Way
1939#page_title: dlc1_3_lb_vt_ubersreik_act_1_areas_wizards_way_title
1940#page_text: dlc1_3_lb_vt_ubersreik_act_1_areas_wizards_way
1941
1942A street at the eastern end of the Artisan Quarter, officially called Graf Otto Strasse, is better known as Wizard's Way, and is home to a small Grey Wizard's Tower, shrouded in swirling shadows, as well as a number of shoppes dealing in magical ingredients and other esoteric goods.
1943
1944
1945The Grey Wizard tower visible along the road is not the actual Wizard's Tower - it is a ruse to keep the curious perplexed. The entrance to the actual tower is within the apothecary's shoppe along the Wizard's Way.
1946------------------------------------------------------------------------------------------------------------
1947
1948
1949The Sewers
1950#page_title: dlc1_3_lb_vt_ubersreik_act_1_areas_sewers_title
1951#page_text: dlc1_3_lb_vt_ubersreik_act_1_areas_sewers
1952
1953Ubersreik's sewers discharge into the River Teufel through two iron grated stone culverts set into the riverbank about a hundred yards downstream of town.
1954
1955The arterial sewers run beneath the Bögenhafen and Dunkelberg roads, making a dog-leg after they pass under the town walls. Smaller sewers branch off to left and right into different neighbourhoods.
1956------------------------------------------------------------------------------------------------------------
1957
1958
1959The Bridge
1960#page_title: dlc1_3_lb_vt_ubersreik_act_1_areas_bridge_title
1961#page_text: dlc1_3_lb_vt_ubersreik_act_1_areas_bridge
1962
1963The bridge over the River Teufel is a solid stone structure, built during the time of Magnus the Pious like the town walls. It is wide enough to accommodate two streams of carts or coaches and inscribed with dwarf runes of strength and stability.
1964
1965
1966Beggars tend to congregate under the bridge at night or in bad weather. The town watch normally leaves them alone, but moves them out from time to time in the interest of public health.
1967------------------------------------------------------------------------------------------------------------
1968
1969
1970Act 2 Areas
1971#page_title: dlc1_3_lb_vt_ubersreik_act_2_areas_title
1972#page_text: dlc1_3_lb_vt_ubersreik_act_2_areas
1973
1974<No localized text>
1975------------------------------------------------------------------------------------------------------------
1976
1977
1978Reikwald
1979#page_title: dlc1_3_lb_vt_ubersreik_act_2_areas_reikwald_title
1980#page_text: dlc1_3_lb_vt_ubersreik_act_2_areas_reikwald
1981
1982Most of Reikland is covered by the Reikwald Forest. Tamed areas provide timber for the province's boat builders, but most of the forest is tangled underwood, a haven for outlaws. Reiklanders rejoice when the Emperor declares war, because these brigands leave their haunts to march with his armies as mercenaries.
1983
1984
1985Intrepid Reiklanders have hacked out living space from the forest. Settlements huddle behind palisades shielding them from the horrors that stalk the woods. A man might leave his village and return a few weeks later to find it razed, its inhabitants missing.
1986
1987
1988Deep within the Reikwald, like grey islands in a sea of green, are the flinty Hagercrybs and Skaag Hills, home only to a few shepherds and their fierce dogs. The Hagercrybs are notable for their ancient tombs, remnants of a forgotten age when Unberogen tribesmen laid their chiefs to rest under mounds protected by guardian spirits. The lure of treasure tempts many would-be tomb robbers, but very few return.
1989------------------------------------------------------------------------------------------------------------
1990
1991
1992Morr's Field
1993#page_title: dlc1_3_lb_vt_ubersreik_act_2_areas_morrs_field_title
1994#page_text: dlc1_3_lb_vt_ubersreik_act_2_areas_morrs_field
1995
1996The town's graveyard stands outside the walls to the south-west, surrounded by tall and aged walls of its own.
1997
1998
1999In addition to rows of graves, it is home to a drab stone-built shrine of Morr with a side building used by the Mourners' Society - a loose organisation of locals seeking solace after a loved one passes away.
2000------------------------------------------------------------------------------------------------------------
2001
2002
2003The Walls
2004#page_title: dlc1_3_lb_vt_ubersreik_act_2_areas_walls_title
2005#page_text: dlc1_3_lb_vt_ubersreik_act_2_areas_walls
2006
2007Ubersreik is surrounded by a crenelated stone wall featuring battlements and archer platforms at regular intervals. The wall was built during the time of Magnus the Pious and is manned by troops from the town's garrison.
2008
2009
2010Towers defend the two gates and sit on either side of the river as it enters and leaves the town.
2011------------------------------------------------------------------------------------------------------------
2012
2013
2014Act 3 Areas
2015#page_title: dlc1_3_lb_vt_ubersreik_act_3_areas_title
2016#page_text: dlc1_3_lb_vt_ubersreik_act_3_areas
2017
2018<No localized text>
2019------------------------------------------------------------------------------------------------------------
2020
2021
2022The Docks
2023#page_title: dlc1_3_lb_vt_ubersreik_act_3_areas_docks_title
2024#page_text: dlc1_3_lb_vt_ubersreik_act_3_areas_docks
2025
2026The docks are lined with wharves and warehouses interspersed with boatbuilders' workshops.
2027
2028
2029The streets behind the docks consist of lower-class housing, cheap inns and taverns and a few shoppes.
2030
2031The neighbourhoods to either side of the bridge are somewhat more salubrious that the rest, as are the establishments along the Bögenhafen and Dunkelberg roads.
2032------------------------------------------------------------------------------------------------------------
2033
2034
2035The Hill
2036#page_title: dlc1_3_lb_vt_ubersreik_the_hill_title
2037#page_text: dlc1_3_lb_vt_ubersreik_the_hill
2038
2039The homes of Ubersreik's great and good stand on a river terrace known as 'The Hill' on the eastern side of the town. The mansions of the town's two noble families, the von Brüners and the Aschaffenbergs, stand above those of the four merchant families and other wealthy citizens.
2040
2041Lower down on the fashionable Osterstrasse are the shoppes of high-class tailors, dressmakers, jewellers and other suppliers of luxury goods, as well as fine banqueting halls and taverns.
2042
2043
2044Remnants of Ubersreik's garrison have ensconced themselves in this area, holding out against the Skaven onslaught alongside the liverymen of the nobles.
2045------------------------------------------------------------------------------------------------------------
2046
2047
2048Dwarfen Quarter
2049#page_title: dlc1_3_lb_vt_ubersreik_dwarfen_quarter_title
2050#page_text: dlc1_3_lb_vt_ubersreik_dwarfen_quarter
2051
2052Ubersreik has been home to a small community of Dwarfs since the days of Magnus the Pious, when the Emperor appealed to the Dwarfs of the Grey Mountains to help rebuild the town after the Great War Against Chaos. There has always been a good downriver trade in metal ores and high quality stone from the Grey Mountains and a shared interest in protecting the trade route through the Grey Lady pass to the south of the town.
2053
2054
2055The 'real' Dwarf Quarter is actually below ground, underneath the Axe and Hammer Inn, and only Dwarfs are usually allowed entrance to this level. There a smaller version of a Dwarf's hold has been built, including a temple to Grungni and Valaya and the guildhouse of the Engineers' Guild. A network of tunnels lead to the cellars of the surface homes of prominent Dwarfs.
2056
2057
2058Located behind the Axe and Hammer Inn, Borgun's Brewery is a small but busy establishment run by Borgun Foambeard, who claims to be a distant cousin of the renowned Dwarf brewer Joseph Bugman. Borgun's Brewery supplies many of the better taverns in town with its signature brew, Old Subterranean. Its more powerful Skull Splitter Ale is also popular in the Axe and Hammer and a few smaller taverns frequented by Dwarfs.
2059------------------------------------------------------------------------------------------------------------
2060
2061
2062#page_text: dlc1_3_lb_vt_ubersreik
2063
2064<No localized text>
2065------------------------------------------------------------------------------------------------------------
2066
2067
2068Castle Drachenfels
2069#page_title: dlc1_3_lb_vt_drachenfels_title
2070#page_text: dlc1_3_lb_vt_drachenfels
2071
2072<No localized text>
2073------------------------------------------------------------------------------------------------------------
2074
2075
2076Castle Drachenfels
2077#page_title: dlc1_3_lb_vt_drachenfels_castle_drachenfels_title
2078#page_text: dlc1_3_lb_vt_drachenfels_castle_drachenfels
2079
2080The first recorded observations of Castle Drachenfels, the accursed house of hell, were brought to us by Oskar Lefevre and Jean-Pierre Lafontaine of the city of Quenelles in the year 184 IC. Their sketches show the castle fully formed with several towers and high battlements, the stone appearing slightly worn and aged. Yet the accounts of the explorers Armand and Meichaela Menise, who travelled the land only a season earlier, say nothing of such an edifice. The evil monster brought his abattoir from the mountain fully-formed in a matter of weeks or less.'
2081
2082- Archelogia Maledicta, or, A Compendium od Places Wicked and Vile, Gunther Laubrich, Annals of Sigmar (Nuln 613 IC)
2083
2084
2085Although Drachenfels, The Great Enchanter is gone, Castle Drachenfels still stands, shunned by even by most desperate and corrupt inhabitants of the Grey Mountains. Many have wondered why the Castle has not been destroyed. At times, it has seemed that it was, but always the Castle has reappeared, a tumour that cannot be cut out of the landscape.
2086
2087It has been theorized that the Castle has a will and personality all of it's own, undoubtedly connected to, but still capable of functioning without, its master.
2088------------------------------------------------------------------------------------------------------------
2089
2090
2091Constant Drachenfels
2092#page_title: dlc1_3_lb_vt_drachenfels_constant_drachenfels_title
2093#page_text: dlc1_3_lb_vt_drachenfels_constant_drachenfels
2094
2095'Drachenfels. The Great Enchanter. A devil in human form, who cheated death for centuries unknown; a man with appetites so base they lay beneath station; a necromancer, torturer of the dead, dismemberer of spirits, a vileness made flesh; a wizard, a scholar, a monster. Untold are the reaches of his barbarities, uncounted the number of his treacheries, beyond belief the depravity of his practices. Was ever such vileness born of mortal flesh'
2096
2097- Lives of the Depraved, by Konrad Steinhoff (Talabheim, Shnuffler & Son Publishers, 2099 IC)
2098
2099
2100Constant Drachenfels, the Great Enchanter, was an extremely powerful and necromancer and daemonlogist. For thousands of years, he was considered as one of the major powers of the Old World.
2101
2102According to Drachenfels' own recollections, he was born into a semi-human tribe "in the time of the rivers of ice, before the toad men came from the stars", which would have been approximately 15000 years ago. At some point, Drachenfels discovered his aptitude for magic and later on, an effective way to extend his own life.
2103
2104He would wear a body, assembled from the corpses of chosen victims until it wore out, and then select a new body, repeating the whole process again and again. Through this process he would survive generation after generation, while constantly developing his magical abilities, growing all the more powerful.
2105
2106Drachenfels paid a certain amount of respect to the gods of Chaos but never pledged his allegiance to any of them. It is said he considered himself somewhat superior to them, and even referring to the Lords of Ruin as 'undisciplined amateurs'.
2107
2108He established himself at Castle Drachenfels, an all but impregnable fortress high in the Grey Mountains, at an unknown date. He maintained numerous hidden spies and infiltrated agents in a multitude of cities, palaces and courts of the Old World.
2109
2110Drachenfels remained quiet for long periods, but recurrently emerged to terrorize the Old World, entertaining himself by releasing plagues, unleashing daemons and even sacking whole kingdoms. His boundless evil instilled fear into everyone from the simplest peasant to the highest royalty, as he was known to imprison the souls of his victims and keep them as playthings to torture at his pleasure.
2111
2112It was during the time of Sigmar's reign that Drachenfels first entered Imperial recorded history. It was also the first of his major defeats. Drachenfels army of goblins was crushed by Sigmar's forces and the Great Enchanter was slain by Sigmar himself. It would take over a thousand years for Drachenfels to regenerate and through unknown methods find a new body and return to life
2113------------------------------------------------------------------------------------------------------------
2114
2115
2116The Poison Feast
2117#page_title: dlc1_3_lb_vt_drachenfels_poison_feast_title
2118#page_text: dlc1_3_lb_vt_drachenfels_poison_feast
2119
2120Having found a new body and returned back to life after his defeat at the hand of Sigmar, Drachenfels regained his position as a power in the Old World, manipulating and ensnaring the nations and races of the Old World.
2121
2122In 1854 IC Drachenfels marched on the Bretonnian city of Parravon. His army of undead and daemons routed the city's defenders and after extracting a suitable tribute, he had the local ruling noble family executed together with their chief ministers and officials.
2123
2124Some time after the massacre at Parravon, Drachenfels unexpectedly renounced his evil ways. The Great Enchanter publicly repented his crimes and paid generous reparations to his victims fortunate enough to be alive, while abasing himself at the graves of prominent figures he had slain.
2125
2126Drachenfels was so successful in his campaign, that he managed to gain the trust of Emperor Carolus himself.
2127
2128The Great Enchanter invited the whole imperial court for a feast at Castle Drachenfels. The event would forever live in infamy, known as the Poison Feast.
2129
2130Drachenfels paralysed his guests with poison, effectively turning the Imperial elite into living statues. Helpless, they could only watch as the Great Enchanter tortured their children, which they had brought with them.
2131
2132All that remained for the immobilised Emperor and dignitaries were to suffer an agonizing death by starvation while staring at a steady stream of fresh feasts served before them on the table.
2133------------------------------------------------------------------------------------------------------------
2134
2135
2136The Final Performance
2137#page_title: dlc1_3_lb_vt_drachenfels_drachenfels_final_performance_title
2138#page_text: dlc1_3_lb_vt_drachenfels_drachenfels_final_performance
2139
2140In 2480 IC, a group of adventurers, led by Prince Oswald von Konigswald, son of the Elector Count of Ostland, set out on the seemingly suicidal mission of infiltrating Castle Drachenfels. Prince Oswald was certain that the Great Enchanter was laying dormant, in preparation to once again unleash his evil on the Empire.
2141
2142Now was the time to end his reign of terror once and for all. One by one, Oswald's party succumbed to the Castle's traps and inhabitants until Oswald alone stood face to face with the Great Enchanter. Miraculously, Prince Oswald defeated Drachenfels, whose death caused a magical backlash which killed or revealed most of his hidden agents throughout the Old World.
2143
2144The castle's garrison was later put to the sword by an army sent by Emperor Luitpold, while the castle itself was left all but undamaged at Oswald's request.
2145
2146
2147In 2505 IC, Oswald, the celebrated hero, bought the abandoned Castle Drachenfels and hired the actor-manager Detlef Sierck to write and direct a theatre play based upon Oswald's heroic feat, to be performed in Castle Drachenfels itself. Emperor Karl Franz, his son and heir-apparent Luitpold, all the Electors and other high-ranking officials of The Empire were the invited audience of the play's premier.
2148
2149During the play, Drachenfels re-appeared and it became clear that Oswald was a traitor, who instead of killing Drachenfels during his famed expedition, had made a deal with him and set the Great Enchanter's elaborate scheme in motion.
2150
2151Drachenfels plan was to resurrect in front of the Emperor and the assembled nobles, kill them and usurp the throne of the Empire. The plan failed as Drachenfels was slain (with help from Sigmar himself) by the unlikely couple of Detlef Sierck, the playwright, and Genevieve, survivor of Oswald's first expedition.
2152------------------------------------------------------------------------------------------------------------
2153
2154
2155Drachengral
2156#page_title: dlc1_3_lb_vt_drachenfels_drachengral_title
2157#page_text: dlc1_3_lb_vt_drachenfels_drachengral
2158
2159The chalice known as 'Drachengral' is a legendary artefact of pure unaltered evil, created by The Great Enchanter through rituals so horrific and grotesque that mere knowledge of them are rumoured to have driven seasoned scholars insane.
2160
2161No good will ever come from such a depraved relic of malevolence, and the risk of the Drachengral falling into the hands of a resourceful and ambitious Skaven Sorcerer was simply unacceptable.
2162
2163
2164Despite all this, Franz Lohner had a copy of the Drachengral made and put on display in the Red Moon Inn to commemorate how it was stolen by the five heroes. It is said that noone ever dared to drink from it
2165------------------------------------------------------------------------------------------------------------
2166
2167
2168The Flask of Wayward Souls
2169#page_title: dlc1_3_lb_vt_drachenfels_flask_of_wayward_souls_title
2170#page_text: dlc1_3_lb_vt_drachenfels_flask_of_wayward_souls
2171
2172The origins of the Flask of Wayward souls are shrouded in mystery, but it is last known to have been in the possession of one of the early Patriarchs of the Grey College, before Drachenfels agents acquired it through nefarious means.
2173
2174It is said to contain the soul energy of inumerable hedge wizards and hags, and although it could serve as a powerful catalyst to most forms of magic, the Flask of Wayward Souls is acutely attuned to the practice of Shadowmancy (Grey Magic).
2175
2176The magic of the Castle and within the Flask has kept the artefact in perfect condition, and there is only one known rule regarding its use, a rule that even the Great Enchanter respected: Don't open the Flask.
2177------------------------------------------------------------------------------------------------------------
2178
2179
2180Summoner's Peak
2181#page_title: dlc1_3_lb_vt_drachenfels_summoners_peak_title
2182#page_text: dlc1_3_lb_vt_drachenfels_summoners_peak
2183
2184Summoner's Peak is a rocky hill in the vicinity of the current location of Castle Drachenfels. The plateau has been used for magical experiments and projects for millennia by a wide range of practitioners of the dark arts.
2185
2186Some say even the Great Enchanter himself used the location for certain rituals, but it mostly served as a summoning site for his devout followers or a testing ground for lesser sorcerers, wanting to prove their worth.
2187
2188The stone structures that remain on the hill are rumoured to have been erected by the Cult of the Pustulent Tongue, a cabal of sorcerers fanatically devoted to their Chaos God. The cult was summarily wiped out the as soon as Drachenfels had enough of them.
2189
2190Since Drachenfels' death, Summoner's peak has been quiet and desolate until now. Something is stirring in the area and strange lights are seen on Summoner's Peak again.
2191------------------------------------------------------------------------------------------------------------
2192
2193
2194Karak Azgaraz
2195#page_title: dlc1_3_lb_vt_karak_azgaraz_title
2196#page_text: dlc1_3_lb_vt_karak_azgaraz
2197
2198<No localized text>
2199------------------------------------------------------------------------------------------------------------
2200
2201
2202Karak Azgaraz
2203#page_title: dlc1_3_lb_vt_world_karak_azgaraz_title
2204#page_text: dlc1_3_lb_vt_world_karak_azgaraz
2205
2206Karak Azgaraz is a Grey Mountain stronghold, nestled among the flinty peaks southwest of Ubersreik. It has stood here since long before the Empire was founded.
2207
2208Until a few centuries ago, it enjoyed rich resources of gold and silver, but now these veins are largely mined out, forcing the hold to rely on trade with the Empire to make ends meet. Its treasure stores are modest in the eyes of dwarfs, but to men the wealth of Karak Azgaraz is legendary, and attracts human merchants willing to brave the highlands.
2209
2210Karak Azgaraz's new king, Thuringar Orc-hewer, realises that fresh seams of gold and silver must be found if the hold is to survive economically. However, the lands around the Karak have long been at the mercy of hostile greenskin tribes, who quickly burn down any settlements and mining works constructed beyond the hold's walls.
2211
2212Meanwhile, ratmen and night goblins scurry in the labyrinths beneath Karak Azgaraz, threatening destruction from below. Thuringar has taken the battle to these foes, both to avenge past grudges and to pacify the region.
2213
2214Lately, news from Karak Azgaraz has been unusually scarce.
2215------------------------------------------------------------------------------------------------------------
2216
2217
2218Geography
2219#page_title: dlc1_3_lb_vt_karak_azgaraz_geography_title
2220#page_text: dlc1_3_lb_vt_karak_azgaraz_geography
2221
2222Karak Azgaraz is situated within Eyrie Peak, high amongst the Grey Mountains. The road from the hold's great gate skirts a small lake, Copper Tarn, at the foot of the mountain, and runs west, reaching Grey Lady Pass after two days.
2223
2224Another two days' north, Ubersreik guards the head of the pass, while four days' south lies the Bretonnian city of Parravon. A precipitous highland track leads eastwards from the hold, reaching Karak Norn after two weeks, passing a handful of smaller holds.
2225
2226Rock falls are common and sometimes the path crumbles away to a dizzying drop of thousands of feet. Greenskins, trolls, and other highland monsters regularly prey on travellers. Travel is impossible for all but the hardiest dwarf ranger in winter, when the mountains are blanketed in thick snow, and ice storms howl through the peaks.
2227------------------------------------------------------------------------------------------------------------
2228
2229
2230Economy
2231#page_title: dlc1_3_lb_vt_karak_azgaraz_economy_title
2232#page_text: dlc1_3_lb_vt_karak_azgaraz_economy
2233
2234Iron, copper, and tin are plentiful below Eyrie Peak, providing Karak Azgaraz with the basic resources it needs to sustain its work shops.
2235
2236However, in recent centuries the hold's seams of gold and silver have dwindled, and it has increasingly relied upon trade with the Empire for the supply of these precious metals.
2237
2238Ubersreik is the main gateway for master crafted metalwork, powerful ales, and furs from the Karak. Since King Thuringar's successful campaigns against the greenskins of the region, dwarf prospectors have struck a few encouraging seams of gold in the peaks surrounding the hold, although orcs and goblins continue to be a menace.
2239------------------------------------------------------------------------------------------------------------
2240
2241
2242Khazid Kro
2243#page_title: dlc1_3_lb_vt_karak_azgaraz_khazid_kro_title
2244#page_text: dlc1_3_lb_vt_karak_azgaraz_khazid_kro
2245
2246Khazid Kro is a small Dwarfen settlement within spitting distance of Karak Azgaraz, the main hold of the region.
2247
2248Khazid Kro features a temple of Valaya, several smithies, a brewery and a small section for the Engineer's Guilds. In tradition with Karak Azgaraz, whose Deeps are named after birds, the name of Khazid Kro translates to 'Crow Town'.
2249
2250Some, unaware of the long a complicated story behind the name, may find the name of Khazid Kro somewhat insulting, as Karak Azgaraz's Deeps are named after noble birds of prey like the goshawk or the golden eagle, while the crow is merely a scavenger.
2251
2252Khazid Kro's residents, however, are fiercely proud of both the history and the name of their home.
2253
2254The settlement is relatively newly established, by Dwarfen standards, and large parts are still under construction. One of it's more famous residents is a Master Engineer by the name of Halgrim Halgrimsson.
2255------------------------------------------------------------------------------------------------------------
2256
2257
2258Mad Dog Mine
2259#page_title: dlc1_3_lb_vt_karak_azgaraz_mad_dog_mine_title
2260#page_text: dlc1_3_lb_vt_karak_azgaraz_mad_dog_mine
2261
2262Mad Dog Mine is named after its founder Ottar 'Mad Dog' Stensson.
2263
2264Ottar did not earn his moniker through fury in battle, as would be typical of a dwarf, but through his peculiar ideas about mining.
2265
2266Traditional Dwarfen mining involves digging deep into dark comfort of the mountains. Setting up a mine on the surface, amidst elements that every dwarf knows is detrimental to your health, like fresh air and open sky, is bordering on the insane if you ask the dwarfs of Karak Azgaraz.
2267
2268By stubbornly pursuing his project and setting up the Surface Mine, Ottar became known as Mad Dog, and although he named his mine 'Splendid Fortune' in Khazalid, no dwarf ever called it anything but 'Mad Dog Mine'.
2269------------------------------------------------------------------------------------------------------------
2270
2271
2272Halgrim Halgrimsson
2273#page_title: dlc1_3_lb_vt_karak_azgaraz_halgrim_halgrimsson_title
2274#page_text: dlc1_3_lb_vt_karak_azgaraz_halgrim_halgrimsson
2275
2276Halgrim Halgrimsson is the renowned Master Engineer of Khazid Kro.
2277
2278A native to Karak Azgaraz, Halgrim relocated to Khazid Kro. put some distance between himself and Volund Silverscar, the notoriously ill-tempered Master Engineer of Karak Azgaraz.
2279
2280For a forward-thinking Dwarfen Engineer, the ever watchful eyes the of the elders of the Engineer's Guild pose a genuine danger. Visionary engineers are more often than not expelled by the obstinately traditionalist Engineer's Guild, only to be re-admitted later on (often posthumously) after their 'insane' inventions are proven to actually work.
2281
2282Halgrimsson has assisted Khazid Kro's brewery and mining operations with various steam powered contraptions and is also responsible for the peculiar ignition system of the chain of signal beacons guarding the area.
2283
2284Although tight-lipped and careful when it comes to his work, like any self-preserving engineer, rumours still trickled out regarding something called 'Halgrimsson's Massive Secret Project'.
2285With the severe damage and death toll cause by the Skaven attack on Khazid Kro, only the gods know if he will ever complete it
2286------------------------------------------------------------------------------------------------------------
2287
2288
2289World
2290#page_title: dlc1_3_lb_vt_world_title
2291Nations
2292#page_title: dlc1_3_lb_vt_world_nations_title
2293#page_text: dlc1_3_lb_vt_world_nations
2294
2295<No localized text>
2296------------------------------------------------------------------------------------------------------------
2297
2298
2299The Empire
2300#page_title: dlc1_3_lb_vt_world_nations_empire_title
2301#page_text: dlc1_3_lb_vt_world_nations_empire
2302
2303<No localized text>
2304------------------------------------------------------------------------------------------------------------
2305
2306
2307Overview
2308#page_title: dlc1_3_lb_vt_world_nations_empire_overview_title
2309#page_text: dlc1_3_lb_vt_world_nations_empire_overview
2310
2311"I'm proud to wear the Imperial eagle on my armour. We're the greatest nation in the Old World! If he's an Empire man born and bred, even the most stinking thief in my cells is twice the man of a perfumed Bretonnian or wheedling Tilean."
2312- Johan Strauss, Altdorf Harbour Watchman
2313
2314
2315The Empire stretches from the Sea of Claws and snow-swept Kislev to the southern peaks of the Black Mountains. Its western frontier is guarded by the Grey Mountains, while the World's Edge Mountains mark its eastern reaches. For twenty-five centuries these natural defences have ensured the Empire's survival.
2316
2317More than two centuries have passed since Magnus the Pious reunited a divided realm, a time in which the Empire has rebuilt and grown powerful. However, evil still lurks in the depths of the land. Mutant monsters prowl it's dark forests, malevolent ratmen plot beneath its cities and the living dead rise from its graveyards.
2318
2319Old enemies look enviously across its borders, and the threat of invasion from greenskins and Chaos- worshipping barbarians is an ever-present danger. Indeed, the Empire faces dire circumstance, and to survive, it is constantly at war.
2320
2321And it has ever been thus. The Empire's very birth was forged in battle: the legendary warrior Sigmar united the primitive tribes of Men in order to drive off hordes of Orcs and Goblins. Since those ancient times, the Empire has grown into the prominence with which it dominates the Old World.
2322------------------------------------------------------------------------------------------------------------
2323
2324
2325Notable Characters
2326#page_title: dlc1_3_lb_vt_world_notable_characters_title
2327#page_text: dlc1_3_lb_vt_world_notable_characters
2328
2329<No localized text>
2330------------------------------------------------------------------------------------------------------------
2331
2332
2333Magnus the Pious
2334#page_title: dlc1_3_lb_vt_world_notable_characters_empire_magnus_the_pious_title
2335#page_text: dlc1_3_lb_vt_world_notable_characters_empire_magnus_the_pious
2336
2337The greatest hero of the Empire since the time of Sigmar was a minor nobleman from Nuln, Magnus the Pious.
2338
2339Alone, he rallied a divided Empire to action during the darkest days of the Great War Against Chaos.
2340A devout follower of Sigmar, who he claimed inspired his deeds, Magnus roused the common folk to arms with stirring oratory, and gathered a force of many thousands.
2341
2342The Elector Counts, shrewd politicians, judging to gain by Magnus's leadership and popularity, joined his banner as his armies marched north. Before the walls of Kislev, Magnus's troops were beset by a multitude of Chaos warriors, daemons and twisted monsters.
2343
2344Outnumbered, all seemed lost, but the men of the Empire never faltered, dying weapon in hand, wounds to the front. Swamped by the screaming hordes, Magnus prayed to Sigmar. On a ridge behind Kul's force appeared contingents of Kislevite lancers and Imperial
2345knights.
2346
2347Sent by Magnus to investigate Praag, they returned horrified by what they had witnessed, and were determined to avenge the atrocity. Their charge broke the Chaos army, and Magnus's men butchered the fleeing horde. The jubilant people of the Empire elevated Magnus as Emperor.
2348
2349He brought order to the realm, cleansing the forests of Chaos and resettling land abandoned long ago to wilderness. His most famous legacy was the foundation of the Colleges of Magic. The infernal enchantments of Kul's sorcerers would have decimated Magnus's force had it not been for the wards of Teclis, a powerful high elf mage who travelled from Ulthuan to aid mankind.
2350
2351Teclis taught the first Masters, who were originally lowly hedge wizards, training them to regulate their magical talents and use them for the good of the Empire. Before this, the Empire had persecuted all spellcasters.
2352
2353Magnus the Pious is still honoured as a hero. In temples throughout the land, candles are lit and prayers uttered in remembrance of his name. Since his time, the Empire has enjoyed growing stability.
2354------------------------------------------------------------------------------------------------------------
2355
2356
2357#page_text: dlc1_3_lb_vt_world_notable_characters_empire_karl_franz
2358
2359Under the current Emperor, Karl Franz of Altdorf, elected in 2502, the Empire enjoys a renaissance of strength and prosperity. Karl Franz realised that the Empire could not stand alone against its many enemies.
2360
2361His ambassadors have secured alliances with the other nations of men, and rejuvenated the ancient friendship with the dwarf holds. Envoys sail between the Empire and Ulthuan, and high elf merchants are no longer an unusual sight in the markets of Altdorf or Nuln.
2362
2363The Emperor also strives to maintain the Empire's unity. Relationships between provinces have always been fractious, but the Emperor rewards those Elector Counts who display loyalty. Those who do not receive a visit from his stern champion, Ludwig Schwarzhelm. They never stray again.
2364
2365Trade flourishes, overflowing the Imperial coffers, and the arts and sciences blossom under Karl Franz's generous patronage. Altdorf is a centre of learning, and its Colleges of Magic are held in high esteem, if still feared by the commonfolk. The explosive inventions of the Imperial engineers ensure the Empire's military dominance, for war is a constant threat.
2366
2367
2368When Karl Franz goes to war, he rides at the vanguard of his army on his griffon Deathclaw, a ferocious monster with the hindquarters of a great tiger and the head, forelegs and wings of an eagle. The Emperor is not afraid to bloody his warhammer Skull-splitter in battle, and his victories have won him renown.
2369
2370He routed the Norscans raiding Nordland, smashed the ogre reavers of Gutlord Breaskus and crimsoned the Field of Blood with greenskin gore. He sent the mutants of the Howling Hills scurrying back to their holes, and twice stemmed a tide of orcs invading Averland. When uncountable Chaos hordes devastated the north, the Emperor led his troops to a victory not seen since the Great War Against Chaos.
2371
2372His diplomacy also bore fruit, as dwarfs, elves, Kislevites and Bretonnians all contributed to the triumph. Though the northern lands are still recovering, the Empire remains secure.
2373
2374Karl Franz attributes all his successes to his faith in Sigmar. He enriches Sigmar's temples, honours his priests above all others and vigorously persecutes heretics who serve the dark gods.
2375------------------------------------------------------------------------------------------------------------
2376
2377
2378Karl Franz
2379#page_title: dlc1_3_lb_vt_world_notable_characters_empire_karl_franz_title
2380Provinces of the Empire
2381#page_title: dlc1_3_lb_vt_world_nations_empire_provinces_title
2382#page_text: dlc1_3_lb_vt_world_nations_empire_provinces
2383
2384<No localized text>
2385------------------------------------------------------------------------------------------------------------
2386
2387
2388Provinces of the Empire, Part I
2389#page_title: dlc1_3_lb_vt_world_nations_empire_provinces_1_title
2390#page_text: dlc1_3_lb_vt_world_nations_empire_provinces_1
2391
2392The Empire's ten provinces, each governed by an Elector Count, are united under the Emperor's rule. Middenland and its capital Middenheim dominate the north, with Nordland and Hochland.
2393
2394In winter, Ulric, divine protector of the north, breathes ice over these lands. Settlements are scattered among the sea of trees known as the Drakwald Forest, where beastmen thrive in the tangled dark. Towering above the green canopy are the Middle Mountains.
2395
2396The Brass Keep, perched among these forbidding peaks, is rumoured to be the secret camp for the vanguard of a massing Chaos army.
2397
2398
2399To the east, the Forest of Shadows covers Ostland. Its people live in fear of goblins which stalk their prey on giant spiders. Ostermark is a land of bleak moors and marshes, yet also of rolling plains where herdsman raise swift horses. Both provinces border Kislev and share that country's bitter winters. Talabecland lies at the centre of the Empire.
2400
2401The Great Forest surrounds its capital, Talabheim. Forest homesteads brave the threat of the wild denizens of that ancient wood. Across the River Stir, Stirland's hills hide a vanished culture, whose tombs attract doomed treasure hunters.
2402------------------------------------------------------------------------------------------------------------
2403
2404
2405Provinces of the Empire, Part II
2406#page_title: dlc1_3_lb_vt_world_nations_empire_provinces_2_title
2407#page_text: dlc1_3_lb_vt_world_nations_empire_provinces_2
2408
2409Neighbouring Stirland lies Sylvania, a damned land. Its nobles have foregone their humanity for the eternal unlife of the vampire. They reign over a province of perpetual night, where wolves howl in the dark and the dead shamble.
2410
2411The River Aver protects Averland from the encroachment of the undead. Its wide, sun-soaked plains make ideal pasture for its famous longhorn cattle and the strong destriers ridden by the Emperor's knights. Averland wines are appreciated throughout the Old World.
2412
2413
2414Centuries ago, Emperor Ludwig the Fat granted the area now known as the Moot to the diminutive halflings for services rendered to the royal kitchens. South of the Upper Reik is Wissenland, which subsumed the province of Solland, destroyed seven centuries ago by invading orcs. Wissenland is often isolated by the snows of midwinter, when greenskins raid from the mountains.
2415
2416The great city of Nuln is situated in the north of this province, where the Aver meets the Upper Reik. It is home to the Imperial Gunnery School, which manufactures the Emperor's fearsome cannons.
2417------------------------------------------------------------------------------------------------------------
2418
2419
2420Reikland
2421#page_title: dlc1_3_lb_vt_world_nations_empire_provinces_reikland_title
2422#page_text: dlc1_3_lb_vt_world_nations_empire_provinces_reikland
2423
2424Foremost of the provinces of the Empire is Reikland, sheltered by the Grey Mountains and carpeted by the Reikwald Forest. The River Reik is the province's lifeblood, and a constant traffic of barges carry goods and people to and from every corner of the Empire.
2425
2426The Imperial capital, Altdorf, greatest city in the Old World, sits where the Talabec converges with the Reik. The Emperor, Karl Franz, Elector Count of Reikland, rules from here, a champion of Sigmar and embodiment of the Empire's might. Altdorf's coffers bulge from the passing trade, and many of the Reikland's towns and villages thrive.
2427
2428Trade flourishes with neighbouring Bretonnia and wealthy Marienburg, a city-port beyond the edge of the Empire where the Reik meets the sea. Nobles and merchants bask in their riches, and hardworking folk scratch a comfortable living, but the poorest Reiklanders teeter at the brink of the gutter.
2429Although the province is far from the threat of the northern Chaos hordes, the depths of the Reikwald are home to beastmen warherds, the terror of forest settlements. Those farms in the shadow of the mountains endure greenskin attacks, while isolated communities fear undead horrors that roam the night.
2430------------------------------------------------------------------------------------------------------------
2431
2432
2433Ostland
2434#page_title: dlc1_3_lb_vt_world_nations_empire_provinces_ostland_title
2435#page_text: dlc1_3_lb_vt_world_nations_empire_provinces_ostland
2436
2437Ostland lies on the frontier with the eastern land of Kislev, and is bordered to the north by the Sea of Claws. Ostland is a realm of mists and shade, and is covered almost entirely by the dark canopy of the Forest of Shadows.
2438
2439The people of this land have learned to eke out a rugged life among the ancient trees, clearing patches of land for their farms and settlements, and keeping a watchful eye on the dark depths of the forest.
2440
2441Ostland lies directly in the path of marauding tribes of the north, and if the Kislevites cannot hold back an army, then Ostland invariably receives the brunt of the attack. The capital Wolfenburg, as well as Volganof, Kolengrad and Ferlangen have all been besieged at one time or another.
2442
2443The province of Ostland's military colours are black and white, and since the Ostland Swordsmen from Wolfenburg was Kruber's last posting as a State Trooper, it is the colours he bears while fighting ratmen in Ubersreik.
2444
2445
2446Due to the constant raids and sometimes miserable living conditions of the province, the people of Ostland are a hardy and grim folk, just as proudly stubborn as the bull that adorns their flag.
2447------------------------------------------------------------------------------------------------------------
2448
2449
2450History
2451#page_title: dlc1_3_lb_vt_world_nations_empire_history_title
2452#page_text: dlc1_3_lb_vt_world_nations_empire_history
2453
2454<No localized text>
2455------------------------------------------------------------------------------------------------------------
2456
2457
2458#page_text: dlc1_3_lb_vt_world_nations_empire_history_sigmar
2459
2460In his youth, Sigmar was a prince of the Unberogen tribe. He saved the dwarf King Kurgan Ironbeard of Karaz-a-Karak from orc ambushers.
2461Ironbeard rewarded Sigmar with Ghal Maraz - the legendary warhammer known as Skull Splitter.
2462
2463
2464When Sigmar became chief of the Unberogens, he knew that mankind could not survive divided against the greenskins, so he united twelve of the tribes, some with rhetoric, others by force of arms.
2465
2466Sigmar's ultimate triumph was alongside King Kurgan at Black Fire Pass, where howling orcs shattered against the iron of men and dwarfs. The tribes proclaimed Sigmar their Emperor, and Kurgan gave him a magnificent crown and ordered the forging of the famed runefang swords, which the Elector Counts still wield today.
2467
2468
2469The Imperial calendar dates from Sigmar's crowning. In old age, Sigmar travelled east and vanished from history. Legends sprang that the gods had claimed him as their own, and veneration of the first Emperor became a powerful faith.
2470
2471Sigmar left Ghal Maraz as a sacred heirloom, and the twelve tribal leaders elected one of their number to wield it. To this day, a new Emperor is chosen by the Imperial Electors.
2472------------------------------------------------------------------------------------------------------------
2473
2474
2475Sigmar
2476#page_title: dlc1_3_lb_vt_world_nations_empire_history_sigmar_title
2477Time of Crisis
2478#page_title: dlc1_3_lb_vt_world_nations_empire_history_crisis_title
2479#page_text: dlc1_3_lb_vt_world_nations_empire_history_crisis
2480
2481The Empire's early history is sketchy, but by the first millennium, corruption tarnished the realm. In the reign of Boris Goldgather, thousands died of the Black Plague of 1115, the result of years of neglect.
2482
2483Legends tell of Mandred the Ratslayer's destruction of an army of diseased ratmen, no doubt a fanciful analogy for his success at stemming the plague. Mandred was elected Emperor in 1124, but his assassination plunged the Empire into civil war.
2484
2485By 1547, three rival Emperors vied for power. A moment of glory during these bitter years was the emancipation of Estalia from Sultan Jaffar of Araby by Imperial knights in the 1450s.
2486
2487Less laudable were Marienburg's pretentions towards democratic government in 1604. After centuries of virtual self-rule, Marienburg's burgomeisters bought the city's freedom from the incompetent Dieter IV in 2429. Today, the Old World's richest city remains defiantly independent.
2488
2489Torn by crises, the Empire weakened. In 1707, the orc Gorbad Ironclaw plundered the south. Although his orc army was eventually routed by the defenders of Altdorf, the province of Solland never recovered from his bloody depredations. The Imperial system hobbled on until 1979, when the High Priest of Sigmar refused to acknowledge Magritta of Marienburg as Empress.
2490
2491When the Ulthuan envoy Finubar visited the Empire two decades later, he encountered a land of rival provinces. Anarchy bred more strife.
2492Count Vlad of Sylvania, stormed Ostermark in 2010 with an army of undead. Unholy power sustained him - he was slain many times, yet rose to fight again.
2493
2494Vlad was finally killed besieging Altdorf in 2051, and his undead legions crumbled. Yet Vlad's successors harassed the Empire until vanquished at the Battle of Hel Fenn in 2145.
2495------------------------------------------------------------------------------------------------------------
2496
2497
2498War Against Chaos
2499#page_title: dlc1_3_lb_vt_world_nations_empire_history_war_against_chaos_title
2500#page_text: dlc1_3_lb_vt_world_nations_empire_history_war_against_chaos
2501
2502The Chaos Wastes are a damned realm, where mindless monsters gibber and thrash, and barbarians worship the Chaos gods - bloodthirsty Khorne, Nurgle, the lord of decay, seductive Slaanesh, and Tzeentch, lord of change.
2503
2504Chaos is at its strongest when the tides of magic flow freely from the north, spawning mutant births and bizarre omens in southern lands.
2505
2506
2507In 2301, the tide of Chaos washed over the south. The warlord Asavar Kul, a massive army of Chaos behind him, vowed to sacrifice the civilised realms to his gods. The ensuing struggle became known as the Great War Against Chaos, initiated when Kul invaded Kislev.
2508
2509His hordes massacred an army of Kislevites and Ostlanders north of Praag and overran the city. Daemons stalked streets of blood, and Praag's inhabitants fused with the city's walls - even today the stones are said to wail with twisted faces.
2510
2511The city of Kislev was next to face Kul's wrath. Had that bastion fallen, the Empire would have toppled. The Elector Counts were paralysed by rivalry, and the Imperial throne had been empty for four centuries. In the face of utter disaster, one man rose to save the Empire...
2512------------------------------------------------------------------------------------------------------------
2513
2514
2515Knightly Orders
2516#page_title: dlc1_3_lb_vt_world_nations_empire_knightly_orders_title
2517#page_text: dlc1_3_lb_vt_world_nations_empire_knightly_orders
2518
2519To be a knight in the Empire is to be a member of one of the Knightly Orders. The Orders are diverse, each having its own history, traditions, and heraldry.
2520
2521Some, such as the Knights of the White Wolf, have their own distinctive fighting style. Others, such as the Knights Panther, were founded in far-off and exotic lands.
2522
2523Without exception, however, the Knightly Orders are powerful groups of fighting men and their appearance on the field of battle can turn the tide for the Empire. Each Knightly Order is an autonomous organization and answerable only to its Grand Master, the single knight chosen from within the Order's inner circle to be its leader.
2524
2525The noble families and cults of the Empire support the Knightly Orders with regular donations and grants, all in an effort to prove themselves loyal subjects of the Emperor and petition the Orders for protection or assistance.
2526
2527Despite these 'gifts', the Orders are not beholden to their patrons - a great lord may bring a sizeable donation with him when he begs the Grand Master for aid, but knights are not mercenaries to be bought and it's not unheard of for the Grand Master to keep the money and refuse to ride to war.
2528------------------------------------------------------------------------------------------------------------
2529
2530
2531The Holy Order of the Templars of Sigmar
2532#page_title: dlc1_3_lb_vt_world_nations_empire_holy_order_templar_sigmar_title
2533#page_text: dlc1_3_lb_vt_world_nations_empire_holy_order_templar_sigmar
2534
2535A few grim individuals dedicate their lives to hunting down and eradicating all signs of witchcraft. These are the members of the Holy Order of the Templars of Sigmar, colloquially known as Witch Hunters.
2536
2537Their order is an arm of the Cult of Sigmar, under the jurisdiction of both the Grand Theogonist and the Emperor. Whilst all Witch Hunters are fearsome warriors, willing to confront their foes face to face, some are also charismatic rabble-rousers who incite peasants or townsfolk into angry mobs to help them hound their quarry.
2538
2539A Witch Hunter is judge, jury, and executioner, sanctioned by the Emperor to consign the minions of Chaos and rogue wizards to the pyre. Despite their authority and dedication to opposing the powers of Chaos, witch hunters are far from popular.
2540
2541Most folk dread the sight of them, for almost everyone has something to hide, and many witch hunters have been known to be unscrupulous in their investigations. It has been known for witch hunters to burn the innocent along with the guilty - just to be sure that the taint of Chaos they have unearthed is destroyed.
2542
2543The Order's headquarters is the Great Temple in Altdorf, which dungeons regular folk wish they'll never see.
2544------------------------------------------------------------------------------------------------------------
2545
2546
2547Settlements
2548#page_title: dlc1_3_lb_vt_world_nations_empire_settlements_title
2549#page_text: dlc1_3_lb_vt_world_nations_empire_settlements
2550
2551<No localized text>
2552------------------------------------------------------------------------------------------------------------
2553
2554
2555Altdorf
2556#page_title: dlc1_3_lb_vt_world_nations_empire_settlements_altdorf_title
2557#page_text: dlc1_3_lb_vt_world_nations_empire_settlements_altdorf
2558
2559Altdorf is the Empire's largest city. Its riverdocks and markets bustle with commerce, its streets are a riot of noise and colour. Elves, dwarfs and men of every nation mix with the lively inhabitants. Altdorfers strut with confidence, derided as arrogance by their provincial cousins.
2560
2561The city's architecture reflects their pride: ornate bridges span the waterways and a forest of spires jut into the sky. The Emperor's Palace overshadows all (but the Celestial college), a granite edifice of buttresses, arches and crenellations.
2562
2563The Temple of Sigmar matches the palace's magnificence - pillars of dark marble support its soaring vaulted roof and the steeples that stretch to the heavens.
2564
2565Altdorf is a cultured city. Scholars travel from afar to wander among the University's vast libraries, the College of Engineers is at the forefront of military science, and the nobility patronise the arts to adorn their mansions and honour temples.
2566
2567The Colleges of Magic, cloaked with illusion to protect them from prying eyes, tutor wizards in the control of magic for the defence of the Empire.
2568
2569Since their founding, Altdorf's streets have become strangely unmappable. Many Altdorfers scoff at the superstitions that provincials cling to concerning magical lore. The Reiksport, home of the Imperial Navy, is a deep-water harbour built on the shores of Altdorf, where even ocean-going ships can unload their cargos.
2570
2571The city also boasts the famous Imperial Zoo, which houses all manner of large and fearsome monsters, some of which are trained and harnessed as beasts of war. These creatures have been captured from every corner of the Empire, as well as a few more curious specimens from the Northern Wastes.
2572------------------------------------------------------------------------------------------------------------
2573
2574
2575Nuln
2576#page_title: dlc1_3_lb_vt_world_nations_empire_settlements_nuln_title
2577#page_text: dlc1_3_lb_vt_world_nations_empire_settlements_nuln
2578
2579Nuln is the Empire's second largest city and it sits at the heart of the Old World's southern trade routes. It stands as an imposing bastion, its fortified walls bristling with enough heavy artillery emplacements to arm a fleet of war galleons.
2580
2581In previous times, Nuln was home to the court of the Emperor and today it remains Altdorf's largest rival, both politically and economically.
2582
2583North of Nuln, the River Reik is too wide to bridge, and the great bridge at Nuln, whose central section can be raised and lowered through an ingenious mechanism, is one of the great marvels of the Old World.
2584
2585Though there are bridges at Altdorf, where the Reik divides into a number of lesser channels, it is a point of some pride in Nuln that none of the capital's bridges can be said to span the entire width of the mighty Reik.
2586
2587Nuln's reputation as a city of learning precedes that of Altdorf, although it has been overshadowed by the new capital over the last few centuries. Nuln is most famed for being the home of the Imperial Gunnery School, a sprawling network of forges and smelteries where veteran gunsmiths manufacture and maintain the Imperial artillery trains.
2588
2589Steam-powered air pumps work night and day to vent the acrid fumes of the blazing foundries, and portions of Nuln are forever wreathed in palls of choking soot and black smoke. Indeed, the dark smog clouds hanging over Nuln are such a permanent feature that many travellers use them to navigate.
2590
2591Many counts send their artillerymen to the Imperial Gunnery School to learn the art of ballistics, and crews trained in Nuln are highly valued.
2592------------------------------------------------------------------------------------------------------------
2593
2594
2595Middenheim
2596#page_title: dlc1_3_lb_vt_world_nations_empire_settlements_middenheim_title
2597#page_text: dlc1_3_lb_vt_world_nations_empire_settlements_middenheim
2598
2599Middenheim is the City of the White Wolf, the symbol of the god Ulric, patron deity of the city and its territories. The Temple of Ulric at the city's heart is the centre of his cult throughout the Old World and its High Priest, Ar Ulric, is one of the electors of the Empire.
2600
2601Middenheim is an impregnable fortress that stands atop the Ulricsberg, a sheer-sided pinnacle of white rock that rears from the surrounding forest like the fang of a great wolf.
2602
2603Four wide highways built on towering viaducts climb from the forest floor and provide the main access to the city. Wooden drawbridges connect the city gates with these highways, and these can be raised to isolate the city in times of war or plague.
2604
2605In addition, there are numerous cranes, chairlifts and rope ladders that are used to pull goods, and sometimes people, up the sides of the cliffs.
2606
2607The Ulricsberg itself is riddled with tunnels, ancient tombs and catacombs but, after several incidents involving mutants and reports of mysterious ratmen, access to them is limited to the town guard and certain licensed adventurers who are permitted to search for ancient treasures.
2608------------------------------------------------------------------------------------------------------------
2609
2610
2611Talabheim
2612#page_title: dlc1_3_lb_vt_world_nations_empire_settlements_talabheim_title
2613#page_text: dlc1_3_lb_vt_world_nations_empire_settlements_talabheim
2614
2615Talabheim lies deep in the Great Forest and for this reason it is sometimes known as the Eye of the Forest where, like the eye of a storm, all is calm amidst the surrounding danger.
2616
2617The city is built within a huge shallow crater, many miles across, whose outer edge forms a rocky rim and a natural wall. This wall has been built up and fortified with many tall gun towers and effectively marks the boundary of the town. The land inside is extensive and includes farmlands as well as the city itself.
2618
2619The River Talabec flows around the outside of the crater, and where it flows past the southern edge of the wall, there is a fortified settlement named Talagaad and a deep harbour.
2620
2621From the fortress of Talagaad, a narrow road climbs the ridge of the crater and enters the city via a tunnel carved through the rock of the rim wall. This tunnel is the only entrance to the city, and a massive, fortified gateway at each end of the passage makes Talabheim one of the strongest and most well-protected cities in the Empire.
2622
2623However, this protection is bought at a high cost, for the city's civilian populace lives in grim poverty to support Talabheim's demanding military and an unforgiving martial law is in force at all times. Talabheim is also home to some of the most notorious criminal elements in the Empire, plagued by gangs who survive by preying upon the oppressed populace.
2624------------------------------------------------------------------------------------------------------------
2625
2626
2627Bretonnia
2628#page_title: dlc1_3_lb_vt_world_nations_bretonnia_title
2629#page_text: dlc1_3_lb_vt_world_nations_bretonnia
2630
2631The Kingdom of Bretonnia is the feudal kingdom neighbouring the Empire, beyond the Grey Mountains. Of the human nations, Bretonnia is second only in size and military power to that of the Empire.
2632
2633Bretonnian culture and society is obsessed with the ideals of nobility, social birthright and the upholding of a strictly enforced code of chivalry. As the representatives of what they consider a honourable kingdom, the warriors of Bretonnia comprises mostly of Knights and Noblemen, who ride into battle heavily armoured, with lance, horse, and sword, to seek out glory and root out injustice.
2634
2635
2636The religion that currently dominates this mighty feudal kingdom, is the worship of a local elemental deity known only as the Lady of the Lake. This mysterious Goddess of Purity, Light and Order is believed to have aided Gilles le Breton, the founder of Bretonnia, during a Greenskin invasion from the Southern Mountains in 978 IC.
2637
2638
2639For all the talk about chivalry and justice, Bretonnia is still a extremely harsh feudal society, where the nobles and their knights consider their subjects as nothing more than property. The life of a Bretonnian Peasant is a miserable struggle, suffering never-ending injustice and cruelty at the hands of their nobility.
2640------------------------------------------------------------------------------------------------------------
2641
2642
2643Estalia
2644#page_title: dlc1_3_lb_vt_world_nations_estalia_title
2645#page_text: dlc1_3_lb_vt_world_nations_estalia
2646
2647Far to the south of the cold and benighted Empire of Sigmar lies Estalia a land of wide open plains warmed by a gentle sun, bordered by perfect blue seas. This great southern peninsula has been spared the worst ravages of the greenskins, and knows little of Chaos, although the threat of the Skaven ratmen is officially recognized, contrary to the attitude in the Empire.
2648
2649Here, threats are distant and religious strife is unknown under the overarching protection of the Maiden Myrmidia. Culture and learning bloom, and art, music and the pursuit of pleasure dominate over all.
2650
2651However, this peninsula is not one nation, but many. The Kingdoms of Estalia have never needed to unite against an outside force and so remain forever fragmented.
2652
2653Here, the enemy lies within, and the business of politics, war and even love is settled with knives in the darkness or blades at dawn, and so every man must be a master swordsman if he hopes to live until his beard turns grey.
2654
2655Beware then, the men of the south, for they are quick to anger, slow to forget and their hands never leave their sword hilts - save only to drink their sweet lemon wine, or to kiss the hand of a passing beauty.
2656------------------------------------------------------------------------------------------------------------
2657
2658
2659Kislev
2660#page_title: dlc1_3_lb_vt_world_nations_kislev_title
2661#page_text: dlc1_3_lb_vt_world_nations_kislev
2662
2663The inhospitable land of Kislev lies to the northeast of the Empire and acts as a bulwark between the land of Sigmar and the Realm of Chaos.
2664
2665Kislev is a wide-open steppe, containing waving, tail grasses and thundering, icy rivers. Lonely villages stand isolated in the empty wilderness, and mighty cities rise from the landscape like great islands of stone.
2666
2667The climate is harsh and unforgiving, and only the strongest, most determined people can survive here. The Kislevite people are wolf-tough and self-reliant, often seen as backward and rustic by their more 'civilised' neighbours, but none can doubt their bravery or determination, for Kislev is a land that stands forever on the brink of destruction.
2668
2669Bounded by the Sea of Claws to the west, the Troll Country to the north, and the Worlds Edge Mountains to the east, its inhabitants must fight to survive against raiders from Norsca, Orc and Goblin tribes from the mountains, and roving bands of nomadic raiders that plague the steppe.
2670
2671It is the Empire's bulwark against invasion from the north, and both nations have fought side by side many times to defend their lands from Chaos.
2672------------------------------------------------------------------------------------------------------------
2673
2674
2675Tilea
2676#page_title: dlc1_3_lb_vt_world_nations_tilea_title
2677#page_text: dlc1_3_lb_vt_world_nations_tilea
2678
2679Tilea is in the southern part of the Old World, protected from the north by the Irrana Mountains and the Vaults.
2680
2681The fractious city-states of Tilea embrace trade, exploration and civil war with equal passion. There are a variety of Republics and Principalities and other forms of government among the proudly independent cites.
2682
2683The real power, however, lies with wealthy Merchant Princes who plot and scheme against the tax-gathering authorities and each other with almost equal enthusiasm.
2684
2685Tilea is perhaps most famous for their mercenary regiments. Many races serve in the armies of the Merchant Princes. There are many Dogs of War companies forming the bulk of armies in these lands, often fighting on behalf of the wealthy rulers of the many republics and principalities, or further north in the service of the Empire.
2686------------------------------------------------------------------------------------------------------------
2687
2688
2689Athel Loren
2690#page_title: dlc1_3_lb_vt_world_athel_loren_title
2691#page_text: dlc1_3_lb_vt_world_athel_loren
2692
2693<No localized text>
2694------------------------------------------------------------------------------------------------------------
2695
2696
2697Overview
2698#page_title: dlc1_3_lb_vt_world_athel_loren_overview_title
2699#page_text: dlc1_3_lb_vt_world_athel_loren_overview
2700
2701The home of the Wood Elves is the forest of Athel Loren, a mystical place whose shadow lies far across the land.
2702
2703It extends along the banks of two great rivers, rising from the fertile plains of Bretonnia and reaching high into the mountains. Its outer bounds are marked with waystones, placed there by the first Elven settlers to contain the wild lands within.
2704
2705Within the forest's span, great trees loom overhead, their branches moving slowly, ever straining to escape the magical barrier of the waystones. Roots twist and claw across the fern-covered rocks and loam, and low mists coil underfoot.
2706
2707None tread beneath these eaves without feeling the forest's eyes upon them. Every step is dogged by a sense of watchfulness that permeates each leafy glade and winding track. The verdant labyrinth of the forest unsettles even the most courageous soul; filled with movement glimpsed from the corner of the eye, strange noises and the feeling that one is being watched at all times.
2708
2709Dark forms move through the twisting branches and dense undergrowth; tiny darting shapes flit between the trees. Only the insanely brave, mad or foolish dare to cross its bounds; all others shun it as a haunted place, filled with unquiet, malicious spirits.
2710------------------------------------------------------------------------------------------------------------
2711
2712
2713The Eternal Realms
2714#page_title: dlc1_3_lb_vt_world_athel_loren_eternal_realms_title
2715#page_text: dlc1_3_lb_vt_world_athel_loren_eternal_realms
2716
2717Athel Loren is divided into twelve realms, each ruled by a lord or lady of the great council. Some realms are permanently locked in time, and only ever experience a single season as the years pass. Others dwell eternally under the night, or in the glory of the noon-day sun.
2718
2719Scattered throughout the glades of these realms are the magical halls of the lords and ladies, their mighty entrance doors woven from the trunks of ancient trees or delved into the hillside. They are hidden to those the Elves do not welcome, and many an interloper has passed within a few paces of such a portal without knowing it was there.
2720
2721Those who enter through one of these strange gateways find themselves in a series of grand, beautiful caverns deep below the tree or hill. Roots can be seen far above, curving down from the roof of the hall to form elegant, interweaving pillars set with silver and gemstones. Everywhere there is ghostly music, soft glowing light and laughter that sounds like the wind blowing through autumnal trees.
2722
2723It is in these halls that the Wood Elves feast and celebrate the natural cycles of the forest, holding grand banquets of woodland game and free- flowing, intoxicating Elven wines. Children taken from the lands around the forest, destined never to grow old, joyfully serve their graceful Elven masters.
2724
2725The halls are alive with wild dancing, lilting laughter and melodic music. It is not unheard of for outsiders, such as Bretonnian questing knights, to on occasion join an Elven feast, but it is a foolish individual indeed that would eat or drink the foodstuffs of the Elves without invitation.
2726------------------------------------------------------------------------------------------------------------
2727
2728
2729Dwarfen Realm
2730#page_title: dlc1_3_lb_vt_world_dwarfen_realm_title
2731Karak-a-Karaz
2732#page_title: dlc1_3_lb_vt_world_karak_a_karaz_title
2733#page_text: dlc1_3_lb_vt_world_karak_a_karaz
2734
2735Karaz-a-Karak, the Everpeak, is the mightiest and most populous of all Dwarf cities, and it remains the capital of the Karaz Ankor and is the stronghold of the High King.
2736
2737Here, amongst its ancient temples to the Ancestor Gods, High King Thorgrim Grudgebearer holds court in a vaulted Great Hall large enough to engulf a human town. The forest of pillars that form the mile-long nave of the hall tower high into darkness.
2738
2739Despite suffering attacks beyond number, Karaz-a-Karak has never fallen to an invader. Here are kept the Great Book of Grudges, the Book of Remembering and countless hoarded treasures, each an object of awe and veneration to any Dwarf.
2740
2741After a great deal of bluster and grumbling, even the most independent of Dwarfs from one of the far-off holds will ultimately admit to a fierce pride of Karaz-a-Karak. Although their empire may have crumbled, here at the stony heart of their realm, its power and splendour endure.
2742------------------------------------------------------------------------------------------------------------
2743
2744
2745#page_text: dlc1_3_lb_vt_world_barak_varr
2746
2747Barak Varr, the Sea Gate, is unique in that it is the only Dwarf stronghold located on the coast, its tunnels and caverns carved into the towering sea cliffs of the northern Black Gulf.
2748
2749In vast chambers under the bluff is a deep-water harbour where the Dwarf fleet sits in proud rows. Although Dwarfs don't usually care much for the sea, their steam-powered ironclads, each a floating fortress, can match any navy in the world in a sea battle.
2750
2751The most cosmopolitan of Dwarf cities, Barak Varr sees traders from many realms and goods are carried up Skull River by Dwarf ships and then by caravans up the Old Dwarf Road to Karaz-a-Karak. The Border Princes benefit greatly from the Dwarf domination of the river, as their gunboats clear away any Orc tribes that wander too close.
2752------------------------------------------------------------------------------------------------------------
2753
2754
2755Barak Varr
2756#page_title: dlc1_3_lb_vt_world_barak_varr_title
2757#page_text: dlc1_3_lb_vt_world_karak_eight_peaks
2758
2759In its heyday, the city of Karak Eight Peaks rivalled Karaz-a-Karak in size and importance. Yet, after centuries of battle, the city succumbed to the relentless attacks of Orcs, Night Goblins and Skaven.
2760
2761After sealing away any treasures they could not carry, as well as the sacred tombs of their ancestors, the remaining Dwarfs abandoned the doomed city. The loss of Karak Eight Peaks was the low point for the Karaz Ankor. Built in a natural amphitheatre ringed by eight snow-covered peaks, the city above ground lay in ruins swarming with greenskins, while Skaven and nameless monsters roamed the network of dark halls, mines and tombs below.
2762
2763Over the years, the ruins were plundered many times, as various tribes of Orcs and Goblins, and countless clans of Skaven, fought for control of the city and its deeps - like scavengers vying over the carcass of a slain beast.
2764
2765Since its fall, descendants of King Lunn, the last to rule Karak Eight Peaks, have tried many times to lead throngs back to reclaim the hold - each time being repulsed with terrific losses.
2766
2767Recently, however, Belegar, with the aid of the High King and Thorek Ironbrow, has led a successful re-entry back into the surface stronghold. He has reoccupied the citadel - the heart of the above-ground city - and there he and his army stand defiant against the waves of attackers that seek to destroy this beach-head amongst the ruins.
2768------------------------------------------------------------------------------------------------------------
2769
2770
2771Karak Eight Peaks
2772#page_title: dlc1_3_lb_vt_world_karak_eight_peaks_title
2773Karak Kadrin
2774#page_title: dlc1_3_lb_vt_world_karak_kadrin_title
2775#page_text: dlc1_3_lb_vt_world_karak_kadrin
2776
2777Standing guard over the eastern edge of Peak Pass is the Slayer Keep, Karak Kadrin - an imposing stronghold carved into the bleak and jagged peaks.
2778
2779The treacherous pass is carefully guarded by the Dwarfs, for it is monster-haunted and one of the main routes by which invading Orcs and Goblins move westwards from their lairs in the dark eastern lands.
2780
2781The fierce clans who populate Karak Kadrin pride themselves in keeping this pass open to trade while denying intruders.
2782
2783In times past, King Baragor suffered a terrible loss that drove him to become a Slayer, one of the cult of dishonoured Dwarfs who seek out death by fighting the largest and most powerful of monsters. However, as King, his responsibilities to kin could not be put aside, and he did not wander the wilderness to find his doom, instead becoming the first Slayer King.
2784
2785Unable to seek out death himself, Baragor built the Shrine of the Slayers, encouraging other Slayers to come to Karak Kadrin. To this day, his descendants are known as the Slayer Kings with Ungrim Ironfist the current leader to carry that title and woeful burden. Slayers still flock to Karak Kadrin, where their deeds are commemorated and their axe skills put to good use against the many surrounding foes.
2786------------------------------------------------------------------------------------------------------------
2787
2788
2789Zhufbar
2790#page_title: dlc1_3_lb_vt_world_zhufbar_title
2791#page_text: dlc1_3_lb_vt_world_zhufbar
2792
2793The most mechanised of strongholds, Zhufbar is built into a deep chasm worn over time from a torrential waterfall that cascades down through its centre.
2794
2795The sound of thousands of grinding water wheels, wheezing bellows and pounding drop hammers echoes off nearby peaks - a never-ceasing tumult of industry. Spark-ridden smog wreathes the peak above, and at night, the chasm glows from untold furnace fires.
2796
2797Rebuilt after its near-destruction during the Time of Woes, Zhufbar is the centre of metalwork for the Karaz Ankor and also contains the principal shrine of the Dwarf Engineers Guild.
2798
2799Although it is surrounded by greenskin tribes, and its lowermost levels are riddled with Skaven, Zhufbar stands strong. In addition to its visible defences, the stronghold also contains a series of retractable towers, iron-clad gun bunkers and rune-protected blast walls. A formidable air fleet, berthed in telescopic launch bays hidden about the mountainside, also ensures that besieging forces never survive for long.
2800------------------------------------------------------------------------------------------------------------
2801
2802
2803#page_text: dlc1_3_lb_vt_world_dwarfen_realm
2804
2805<No localized text>
2806------------------------------------------------------------------------------------------------------------
2807
2808
2809Geography
2810#page_title: dlc1_3_lb_vt_world_geography_title
2811#page_text: dlc1_3_lb_vt_world_geography
2812
2813<No localized text>
2814------------------------------------------------------------------------------------------------------------
2815
2816
2817Mountains
2818#page_title: dlc1_3_lb_vt_world_geography_mountains_title
2819#page_text: dlc1_3_lb_vt_world_geography_mountains
2820
2821<No localized text>
2822------------------------------------------------------------------------------------------------------------
2823
2824
2825Grey Mountains
2826#page_title: dlc1_3_lb_vt_world_geography_mountains_grey_title
2827#page_text: dlc1_3_lb_vt_world_geography_mountains_grey
2828
2829The Grey Mountains divide the Empire from the kingdom of Bretonnia. These peaks have an evil reputation and their shadowy crags are the source of many dark legends.
2830
2831Whispered tales are told of Blood Keep, legendary home to an order of ancient Vampire warriors, and of Helspire, a dread fortress garrisoned by an army of Liches.
2832
2833Other storytellers delight in the macabre saga of Castle Drachenfels, the home the Great Enchanter.
2834
2835The northern tip of the Grey Mountains declines into a hilly region known as the Gisoreux Gap - the principal route between Bretonnia and the Empire.
2836
2837Some merchants prefer to risk the journey across the mountains rather than add weeks to their travels and exuberant tolls to their expenses by going around. Many fatally regret that choice when they wander into the territory of a raging Hippogryph.
2838------------------------------------------------------------------------------------------------------------
2839
2840
2841World's Edge Mountains
2842#page_title: dlc1_3_lb_vt_world_geography_mountains_worlds_edge_title
2843#page_text: dlc1_3_lb_vt_world_geography_mountains_worlds_edge
2844
2845In the East of the Empire, the Worlds Edge Mountains are so tall they seem to scrape the sky with their immensity.
2846
2847In ancient times, the entirety of this mountain range was the domain of the Dwarfs who crafted vast cities and fortresses into the rock.
2848
2849However, when this realm fell into ruin, many of their tunnels and halls were destroyed or captured by Night Goblins, Skaven and other evil creatures.
2850
2851Only the insanely brave would dare risk the untold dangers of crossing beneath these mountains now, but the overland routes are perhaps even more dangerous, rife with Orcs, Ogres and Griffons.
2852------------------------------------------------------------------------------------------------------------
2853
2854
2855Black Mountains
2856#page_title: dlc1_3_lb_vt_world_geography_mountains_black_title
2857#page_text: dlc1_3_lb_vt_world_geography_mountains_black
2858
2859The Black Mountains divide the Empire from the wild, southern lands of the Border Princes. The skies above this range are wreathed in dark thunderheads and flocks of Blood Harpies, while Ice Giants and other predatory creatures prowl the blizzard-swept slopes.
2860
2861The Black Mountains are riddled with crude, Goblin-hewn tunnels and infested with all manner of ravenous beasts, including Trolls, Wyverns and dreaded Cockatrices. Some even whisper that Frost Dragons make their lairs in these grim mountains and tales abound of these deadly creatures venturing down to the Empire to feed.
2862
2863There are several paths across the Black Mountains, and mighty fortresses defend them all. The greatest of all these passes is Black Fire Pass. This deep cleft is famous as the site of Sigmar's epic victory against the greenskin hordes but this is not the only battle to have been fought here. The sheer walls of this pass widen out in the middle of its length into a massive valley littered with rusted blades and the bleached bones of the slain.
2864------------------------------------------------------------------------------------------------------------
2865
2866
2867Middle Mountains
2868#page_title: dlc1_3_lb_vt_world_geography_mountains_middle_title
2869#page_text: dlc1_3_lb_vt_world_geography_mountains_middle
2870
2871Forming a main highland region within the Empire are the menacing Middle Mountains. This range is shunned by all right-minded folk, leaving it as a lair for bandits, rogues and other undesirables.
2872
2873
2874Deep within the mountains stands Brass Keep. Once an Imperial fastness, it was captured during the Great War Against Chaos and is now the refuge of the Warriors of Chaos who maintain a foothold in the midst of the Empire.
2875
2876The taint of Chaos has blighted the land to such an extent that parts of the mountainside have been known to mystically come to life, devouring with stalagmite-sized teeth any who dare trespass.
2877
2878Bat-winged Manticores and Chimerae soar above the rocky crags, their monstrous roars cutting through the howling winds. Graf Boris Todbringer, Count of Middenheim, has raised armed expeditions to clear out these foes, but most of these forays are doomed from the start and few, if any, of the brave souls sent forth ever return.
2879------------------------------------------------------------------------------------------------------------
2880
2881
2882Rivers
2883#page_title: dlc1_3_lb_vt_world_geography_rivers_title
2884#page_text: dlc1_3_lb_vt_world_geography_rivers
2885
2886<No localized text>
2887------------------------------------------------------------------------------------------------------------
2888
2889
2890Aver
2891#page_title: dlc1_3_lb_vt_world_geography_rivers_aver_title
2892#page_text: dlc1_3_lb_vt_world_geography_rivers_aver
2893
2894The River Aver is fed by two startlingly blue rivers that are said to have magical healing properties - the Aver Reach and the Blue Reach.
2895
2896They unite in the Halfling realm of the Moot, a fertile land referred to as the breadbasket of the Empire, before passing the provincial capital of Averheim.
2897
2898The plains of Averland form prime grazing land and the steeds of this province are said to be the fastest in the Empire.
2899------------------------------------------------------------------------------------------------------------
2900
2901
2902Stir
2903#page_title: dlc1_3_lb_vt_world_geography_rivers_stir_title
2904#page_text: dlc1_3_lb_vt_world_geography_rivers_stir
2905
2906The River Stir has a sinister reputation amongst the people of the Empire, for upon its banks lie both the dark land of Sylvania and the former site of Mordheim, a cursed city destroyed by a warpstone meteorite.
2907
2908Foul magic leeches into the Stir and, when the Chaos moon shines bright, the river turns black and many who gaze into its depths are said to glimpse their own grisly death reflected on the surface.
2909
2910
2911For virtually its entire length, the Stir flows through the Great Forest, and its few fordable crossings mean that the river forms both a defensive barrier and a political border between Stirland and Talabecland.
2912
2913Since the Time of Three Emperors these provinces have shared an uneasy truce, but in 2427, at the Battle of Leitziger Ford, the rivalry between these two provinces erupted into outright hostility. The Elector Counts duelled in the centre of the crossing point, and the combat only ended when the Count of Stirland hacked the leg from his rival with his Runefang.
2914
2915The severed leg was recovered by the soldiers of Stirland, and despite repeated requests by the Count of Talabecland's descendants, the Counts of Stirland have, to this day, refused to return their grisly trophy.
2916------------------------------------------------------------------------------------------------------------
2917
2918
2919Talabec
2920#page_title: dlc1_3_lb_vt_world_geography_rivers_talabec_title
2921#page_text: dlc1_3_lb_vt_world_geography_rivers_talabec
2922
2923The River Talabec is named for the god Taal, Lord of Beasts. According to common superstition, Taal is easily offended and quick to anger, so when crossing one of the Talabec's bridges, the folk of the Empire tip their hats in deference or throw ravens' feathers into the rapid waters.
2924
2925The Talabec's two forks, the Upper and Lower Talabec, flow westward from the Worlds Edge Mountains and converge at the Ostermark Marches - a borderland punctuated by watchtowers, armouries and smithies that supply the Empire's northern armies.
2926
2927Further south, the Talabec joins the River Urskoy, becoming so wide as to be impossible to bridge. This stretch of water swarms with flesh-eating lurker fish and vast, scaled monsters have been known to smash merchant barges apart to feast upon their crews.
2928
2929At Talabheim, the waters are calm enough for a ferry point and the banks of the river are fortified with cannon emplacements to protect it against invaders.
2930------------------------------------------------------------------------------------------------------------
2931
2932
2933Reik
2934#page_title: dlc1_3_lb_vt_world_geography_rivers_reik_title
2935#page_text: dlc1_3_lb_vt_world_geography_rivers_reik
2936
2937The Reik is the longest river in the Old World and the most important waterway in the Empire, making the Reikland its most prosperous province.
2938
2939It is a busy river, with fully laden merchant vessels travelling all the way from Marienburg to Nuln. This broad stretch of water carries more shipping than the rest of the Empire's rivers put together, and it is the principal route for both trade and river piracy.
2940
2941Patrols of Shipswords and garrisons of Reik River Wardens protect the merchant traffic, but even they can't be everywhere at once...
2942------------------------------------------------------------------------------------------------------------
2943
2944
2945Forests
2946#page_title: dlc1_3_lb_vt_world_geography_forests_title
2947#page_text: dlc1_3_lb_vt_world_geography_forests
2948
2949<No localized text>
2950------------------------------------------------------------------------------------------------------------
2951
2952
2953Forest of Shadows
2954#page_title: dlc1_3_lb_vt_world_geography_forests_forest_of_shadows_title
2955#page_text: dlc1_3_lb_vt_world_geography_forests_forest_of_shadows
2956
2957The Forest of Shadows is a brooding wood northeast of the Middle Mountains and encompasses most of Ostland. The forest is thick with raiders and Chaos warbands, and only heavily protected convoys have a chance of passing through.
2958
2959It is often said that in the Forest of Shadows there are more brigands than trees. The Doom Lord, Dieter Helsnicht, was defeated here at the Battle of Beeckerhoven, but his body was never found.
2960
2961Shambling corpses and terrifying Wraiths are often seen wandering the abyssal forest, and tales persist that the Necromancer still haunts there.
2962------------------------------------------------------------------------------------------------------------
2963
2964
2965Drakwald
2966#page_title: dlc1_3_lb_vt_world_geography_forests_drakwald_title
2967#page_text: dlc1_3_lb_vt_world_geography_forests_drakwald
2968
2969The infamous Drakwald Forest lies under a perpetual gloom in the area around Middenheim.
2970
2971Vicious monsters and savage beasts prowl the dark pines, and more frightening noises than the echoes of howling wolves keep villagers awake at night. It is a place overrun with foul Beastmen, wild Demigryphs, mutated monsters and many other things, each viler than the last.
2972
2973At Elector Count Graf Todbringer's decree, there is a standing bounty on the heads of these dread creatures, attracting mercenaries from all over the Old World.
2974
2975The Knights of the White Wolf often take up the hunt, seeing it as a good way to test their skills and blood their Order's newest initiates. So it is that bands of these fierce knights often sally deep into the Drakwald to cull the beasts in the name of Ulric.
2976------------------------------------------------------------------------------------------------------------
2977
2978
2979Great Forest
2980#page_title: dlc1_3_lb_vt_world_geography_forests_great_forest_title
2981#page_text: dlc1_3_lb_vt_world_geography_forests_great_forest
2982
2983Covering the central area of the Empire, is the Great Forest. It is an ancient, colossal and diverse woodland.
2984
2985In some places, the venomous thickets are so dense that the air itself is poisonous to breathe. In other areas, the trees have mystically been petrified, and if a man were foolish enough to touch one, he too would be turned to stone.
2986
2987The Great Forest is also home to tribes of spiteful Forest Goblins and hordes of gigantic spiders, some of which are the size of fortified manor houses.
2988
2989Villages within the Great Forest are raided with alarming regularity and entire populations have been discovered wrapped in cobwebs and drained of blood.
2990
2991The constant attacks mean that many people become dispossessed, and roving bands of Flagellants are a common - if not exactly welcome - sight in the Great Forest. Their bloodied processions of whipping, screaming madmen march from town to town spreading their messages of doom and despair to all they encounter.
2992------------------------------------------------------------------------------------------------------------
2993
2994
2995Astronomy
2996#page_title: dlc1_3_lb_vt_world_astronomy_title
2997#page_text: dlc1_3_lb_vt_world_astronomy
2998
2999The World is orbited by two moons - the white moon Mannslieb and the dark moon Morrslieb, also known as the Chaos Moon.
3000
3001Mannslieb is the larger of the moons and means 'Beloved of Manann', a name earned due to its effect on the tides of the oceans. It has a regular cycle of 25 days.
3002
3003Morrslieb radiates a green glow, as it consists of warpstone, and displays an erratically orbit around the World. It regarded a symbol of Chaos and menacing evil to most of the inhabitants of the Old World.
3004
3005Morrslieb has eclipsed Mannslieb several times in history, and it is said that event has always heralded dark times.
3006
3007The Twin Tailed Comet is another herald of events, most importantly the birth of Sigmar. Another major event foretold by the comet was the destruction of the city of Mordheim, as it appeared above the city before disaster struck.
3008
3009In Sigmarite theology, the Twin Tailed Comet represents destiny, fate, and the hand of Sigmar acting upon the world It is a common symbol often seen on buildings, religious art and instruments of war.
3010------------------------------------------------------------------------------------------------------------
3011
3012
3013Religion
3014#page_title: dlc1_3_lb_vt_world_religion_title
3015#page_text: dlc1_3_lb_vt_world_religion
3016
3017<No localized text>
3018------------------------------------------------------------------------------------------------------------
3019
3020
3021Imperial Pantheon
3022#page_title: dlc1_3_lb_vt_world_religion_imperial_title
3023#page_text: dlc1_3_lb_vt_world_religion_imperial
3024
3025<No localized text>
3026------------------------------------------------------------------------------------------------------------
3027
3028
3029Manann
3030#page_title: dlc1_3_lb_vt_world_religion_imperial_manann_title
3031#page_text: dlc1_3_lb_vt_world_religion_imperial_manann
3032
3033The sea is a terrible thing. It smashes strong ships to splinters and swallows strong men whole. And Manann laughs.
3034
3035Of all the gods of the Empire, Manann is the most capricious, and even seems to take some pleasure in his cruelty.
3036
3037Like his father Taal, he embodies the untameable forces of nature, teaching men that they are small compared to the might of the gods, but unlike his father, he refuses to be stony-faced about it.
3038
3039His followers are similar: pragmatic people who know that their God demands appeasement and that no appeasement can ever be enough to guarantee his mercy.
3040
3041Yet to deny him is far worse, so no one in the Empire steps aboard a boat without a prayer to the God of Seas and Rivers.
3042------------------------------------------------------------------------------------------------------------
3043
3044
3045Morr
3046#page_title: dlc1_3_lb_vt_world_religion_imperial_morr_title
3047#page_text: dlc1_3_lb_vt_world_religion_imperial_morr
3048
3049Morr has his Priests, his Temples, and his holy days, but nobody prays to him. Only the dead need his protection, and the dead do not pray.
3050
3051The folk of the Empire believe that after death, a person's spirit is in great danger. It may be captured by the Dark Gods, be controlled by necromancers, or be unable to depart the mortal realm. The god who guards against this is Morr.
3052
3053He is not the god of death but of the Dead, ruler of the underworld, and it is the duty of his followers to perform the sacred rites that ensure spirits enter his realm swiftly and safely.
3054
3055His Priests have little concern for the living, and most rarely leave their gardens. Everyone needs their services soon enough. Morr's temples are his Gardens. They are surrounded by high walls and iron gates and, in the cities, are often guarded by the many different knightly orders of Morr's silent, obsidian-armoured Templars.
3056
3057Sleep is when we are closest to death, and Morr's other domain is dreams. Morr sends visions and portents to his faithful in dreams, revealing dangers to the Cult or to the Empire itself.
3058------------------------------------------------------------------------------------------------------------
3059
3060
3061Myrmidia
3062#page_title: dlc1_3_lb_vt_world_religion_imperial_myrmidia_title
3063#page_text: dlc1_3_lb_vt_world_religion_imperial_myrmidia
3064
3065Myrmidia is the goddess of war and protector of soldiers. She is the daughter of Verena and Morr.
3066
3067Myrmidia stands for bravery and cunning, courage, honour, and martial virtue. She is the natural protector deity who guards the weak against the cruel and capricious.
3068
3069While growing in popularity in the Empire, Myrmidia boasts a large number of followers in the southern lands of Tilea and Estalia, where worship of the warrior goddess is said to originate.
3070
3071Her foreign origins are not forgotten, but her faith has been accepted by the Empire as one of its own. Worship of Myrmidia came to the Empire from the Knights of the Blazing Sun, who encountered Myrmidia in the Crusades against Araby.
3072
3073
3074Since its establishment, the order has spread throughout the Empire to become one of the most prominent knightly orders. In the Empire, of course, Sigmar and Ulric are the masters of war, and they roar for death and glory. Most soldiers mock Myrmidia as an "officer's god", with ideals too lofty for the common fighting man. Myrmidia is also regarded as a foreign goddess, thus her cult is small and relatively powerless.
3075------------------------------------------------------------------------------------------------------------
3076
3077
3078Ranald
3079#page_title: dlc1_3_lb_vt_world_religion_imperial_ranald_title
3080#page_text: dlc1_3_lb_vt_world_religion_imperial_ranald
3081
3082Ranald is an official God of the Empire, but his Cult is unlike all the others, and to many it barely seems like a Cult at all.
3083
3084That is the nature of Ranald - to never be what he seems. Some know Ranald as the god of Fate and Fortune, and pray to him whenever they take a chance or make a bet. Others know him as the Night Prowler, the patron of all thieves and rogues.
3085
3086Conmen worship him as Ranald the Deceiver, the personification of not just trickery and illusion but the irony of all existence, where the weak rise and the good suffer. Yet he is also sometimes Ranald the Protector, he who undercuts tyrants and undermines oppression.
3087
3088For the law is just another shackle, and it was meant to be broken. Ranald demands it. Most of his Priests are lawbreakers in some way. Many are actual thieves, others iconoclasts, and some just "honest" businessmen who tell their customers what they want to hear and keep plenty hidden away from the bailiff.
3089
3090Follower show allegiance by crossing their fingers, or by marking an X on their clothes, equipment, or skin. Authorities are aware of this use of the symbol but so many X pendants are sold at every street market (they bring good luck) that the sign is ubiquitous.
3091------------------------------------------------------------------------------------------------------------
3092
3093
3094Taal and Rhya
3095#page_title: dlc1_3_lb_vt_world_religion_imperial_taal_rhya_title
3096#page_text: dlc1_3_lb_vt_world_religion_imperial_taal_rhya
3097
3098Taal is a god of action rather than contemplation, and his cult shuns the trappings of civilisation, considering them unnatural and emasculating. His followers champion self-reliance, and initiation into the cult begins with an ordeal of surviving alone in the forest.
3099
3100Priests of Taal are often loners, visiting the most remote villages and patrolling the darkest woods. They do, however, value community - the deer and stags are safest when they herd together. As the oldest and most pervasive of all the cults in the Empire, the community of Taal is mighty indeed. He is the chief god of Talabecland and the eastern provinces, and patron of the great city of Talabheim.
3101
3102
3103Rhya, wife of Taal, is often associated with the gentle, providential, and giving side of nature. Hers is the heartbeat which quickens in a mother's belly, the first birdsong of spring, and the bleat of new-born lambs.
3104
3105She taught humans how to plant and harvest, and it is she who makes the grain grow each season and makes the fruit ripen on the branch. Rhya cools Taal's rage and ameliorates his stubbornness, but as a good wife, she is also beholden to his will, so oftentimes frost kills the lambs or floods take the crops.
3106
3107More, hence, ask for Taal's mercy than Rhya's blessing, and apart from country matters, her worship is limited. Some say that once the two gods were two aspects of the same god, but the wild warriors of Taal dismiss such foolishness.
3108------------------------------------------------------------------------------------------------------------
3109
3110
3111Shallya
3112#page_title: dlc1_3_lb_vt_world_religion_imperial_shallya_title
3113#page_text: dlc1_3_lb_vt_world_religion_imperial_shallya
3114
3115The Old World is thick with pain, death, and suffering. In such a dark world, perhaps only a fool would believe in a Goddess of mercy.
3116
3117The Shallyans are used to such cynicism, but they still believe. For even in the darkest of places, mercy can be found. There is almost no one in the Empire whose birth was not attended by a Shallyan, who has never lain in the Cult's temple hospices, or who has never had an ailment cured after offering prayers to the Goddess.
3118
3119Shallyans wear plain robes of hard-wearing cloth, usually of white or yellow. The symbols of Shallya - the dove, the heart, the tear, or the drop of blood - are often embroidered on the chest, but otherwise they wear no ornamentation.
3120
3121Almost all Shallyans are female, but there is nothing that prevents males from entering the faith. Most Shallyans are orphans raised by the Cult; few who are not raised within the faith can demonstrate the life-long servitude required by the Goddess, and most male orphans are passed on to one of the more militaristic cults.
3122------------------------------------------------------------------------------------------------------------
3123
3124
3125Sigmar
3126#page_title: dlc1_3_lb_vt_world_religion_imperial_sigmar_title
3127#page_text: dlc1_3_lb_vt_world_religion_imperial_sigmar
3128
3129Sigmar is the Empire, and the Empire is Sigmar. He founded the Empire and was its first ruler. After his death, he became a legendary, heroic forbearer of his people, and became worshipped as a warrior god.
3130
3131Everything the Empire possesses is because of Sigmar. This is why the folk of the Empire are known as Sigmar's People - the Sons of Sigmar - and the Emperor is the Heir of Sigmar regardless of his ancestry.
3132
3133The followers of Sigmar are dedicated to proving themselves worthy of their god's legacy and protect his holy Empire. Defence is the watchword of all Sigmarites: defence of the Empire, defence of its peoples, and defence of their minds, hearts, and souls.
3134
3135So watchful are they that they often seem paranoid or superstitious, always wary of Sigmar's disapproval or looking for any sign of the handiwork of the Empire's enemies. Chaos never sleeps, they say, so the Sigmarites never rest in their vigil.
3136------------------------------------------------------------------------------------------------------------
3137
3138
3139Ulric
3140#page_title: dlc1_3_lb_vt_world_religion_imperial_ulric_title
3141#page_text: dlc1_3_lb_vt_world_religion_imperial_ulric
3142
3143Before the coming of Sigmar, the men of the Old World looked to a different god in times of war: Ulric the mighty, Ulric the proud, Ulric the wolf as white as snow. Now his cult is overshadowed by that of Sigmar, but his devotees know that there is only one true warrior among the heavens.
3144
3145According to legend, the great city of Middenheim was founded by Ulric himself. Ulric's brother, the god Taal, gifted the towering mountain to the Wolf God, striking the mountain top flat with his mighty fist. This is why the mountain is sometimes called Fauschlag, from the ancient word 'fist-strike'.
3146
3147It is here that Ulric established a home for his followers. The northern lands of the Empire remain a stronghold of Ulric, but elsewhere the cult's influence has declined. Sigmar and Myrmidia share the domain of war, and Sigmar's cult has taken over most of Ulric's political presence. Ar-Ulric, the cult's high priest, remains an Elector, however, and the power of the faith in the north cannot be denied.
3148
3149More than once, posturing between the two cults has thrown the Empire into civil war, and under a weaker Emperor than Karl Franz, it may yet do so again. Even today many Ulricans regard Sigmarites as arrogant upstarts, while Sigmarites reciprocate with the view that Ulricans are boorish barbarians.
3150------------------------------------------------------------------------------------------------------------
3151
3152
3153Verena
3154#page_title: dlc1_3_lb_vt_world_religion_imperial_verena_title
3155#page_text: dlc1_3_lb_vt_world_religion_imperial_verena
3156
3157The Empire is a benighted land. Although its armies keep the enemies of civilisation at bay, ignorance, superstition, and fear still rule within its borders.
3158The only thing that lights the darkness is the twin beacon of learning and justice: the domains of Verena.
3159
3160Some speculate that Verena taught humans how to read and write and guided them in creating the first laws, since such things are held in such high regard by the goddess and her followers.
3161She charges her priests to be active in her name, spreading knowledge and justice wherever they are lacking.
3162
3163The cult believes in preserving all knowledge. Few are willing to risk death or torture on this point, but Vereneans are passionate. Many a Verenean would run into a burning building to retrieve scrolls, or travel to the ends of the Empire to seek lost knowledge.
3164
3165Verena teaches that learning is sacred - but still acknowledges that some topics are too dangerous to pursue, such as necromancy or Chaos.
3166
3167All Vereneans are scholars. Initiates are sought in the scriptoriums and universities of the Empire and must undergo further education before becoming a priest. Once inducted, they are sent back to administer such institutions: most universities and libraries in the Empire are run partly or wholly by Vereneans.
3168
3169In smaller towns, Vereneans will act as notaries or archivists, preserving the history and knowledge of their community.
3170------------------------------------------------------------------------------------------------------------
3171
3172
3173Elven Pantheon
3174#page_title: dlc1_3_lb_vt_world_religion_elven_title
3175#page_text: dlc1_3_lb_vt_world_religion_elven
3176
3177<No localized text>
3178------------------------------------------------------------------------------------------------------------
3179
3180
3181Elven Pantheon, Part I
3182#page_title: dlc1_3_lb_vt_world_religion_elven_1_title
3183#page_text: dlc1_3_lb_vt_world_religion_elven_1
3184
3185<No localized text>
3186------------------------------------------------------------------------------------------------------------
3187
3188
3189Anath Raema
3190#page_title: dlc1_3_lb_vt_world_religion_elven_anath_raema_title
3191#page_text: dlc1_3_lb_vt_world_religion_elven_anath_raema
3192
3193Anath Raema is a vengeful goddess and the dark mirror to Kurnous, God of the Hunt. Where the disciples of Kurnous venerate wild places, those who follow Anath Raema see them only as bounteous lands where the dominant predator can slake her fury in the blood of the meek.
3194
3195Such selfish behaviour is seldom tolerated in Athel Loren, for it is certain to upset the balance of the Weave, but it is rumoured that many embittered warriors of the Pine Crags have forsaken Kurnous in favour of a more vindictive mistress...
3196------------------------------------------------------------------------------------------------------------
3197
3198
3199Asuryan
3200#page_title: dlc1_3_lb_vt_world_religion_elven_asuryan_title
3201#page_text: dlc1_3_lb_vt_world_religion_elven_asuryan
3202
3203The symbol of Asuryan is the Phoenix, the firebird of legend. He is the Emperor of the Heavens, the oldest and greatest of all the gods. He is the Creator, and the Flame Eternal, the giver of life, rests in his hand.
3204
3205The High Elves believe that it is Asuryan's purpose and plan they follow in mortal life and beyond. Whether this is true or not is impossible to say, for Asuryan speaks seldom to his fellow gods, and hardly ever to Elves.
3206
3207Asuryan dwells alone in a great pyramid atop the heavens, and observes the world from his diamond throne. No mortal has ever seen his face, and thus the statues of him always bear a mask. The mask is divided in two halves, one white and the other black, symbolising Asuryan's role as the Keeper of Balance.
3208------------------------------------------------------------------------------------------------------------
3209
3210
3211Drakira
3212#page_title: dlc1_3_lb_vt_world_religion_elven_drakira_title
3213#page_text: dlc1_3_lb_vt_world_religion_elven_drakira
3214
3215As the persecutors of trespassers and invaders, many Waywatchers pay homage to Drakira, Queen of Vengeance. Like them, she is easily bored by the conventions of society and a willing outcast from her own kind.
3216
3217Drakira loves nothing more than to see the transgressions of the past repaid in blood and fire. She is ever willing to aid a mortal Elf in the search for vengeance, whether retribution is sought for a raw wound of recent days, or a shadow-shrouded vendetta of the ancient past.
3218
3219Drakira's blessings are many and swiftly granted, but are never entirely without a price. After all, vengeance consummated brands the perpetrator just as surely as it does the victim.
3220------------------------------------------------------------------------------------------------------------
3221
3222
3223Eldrazor
3224#page_title: dlc1_3_lb_vt_world_religion_elven_eldrazor_title
3225#page_text: dlc1_3_lb_vt_world_religion_elven_eldrazor
3226
3227Eldrazor is the patron of duellists and of those who yearn to fight battles for the sake of honour. As such, his favour is often sought by warriors of the Eternal Guard - especially on the eve of a trial by combat. Yet Eldrazor's favour is also valuable in battle - at least if the combatant fights for a just cause, rather than out of mindless barbarism.
3228
3229So it is that one of the oldest traditions of the Eternal Guard is to ritually consecrate regions of Athel Loren and mark them with crossed-dagger pendants and finger-bone totems. Thus are many of the forest's glades sanctified as mortal extensions of Eldrazor's otherworldly Arena of Death.
3230
3231It is said that the Lord of Blades pays special attention to those battles fought upon his holy ground, and will even intervene if he is moved to do so. As a result, the Eternal Guard habitually plan any defence of Athel Loren around these key sites. Mortal valour and skill is all very well, they say, but only a fool passes up the opportunity to have a god join the battle.
3232------------------------------------------------------------------------------------------------------------
3233
3234
3235Ereth Kial
3236#page_title: dlc1_3_lb_vt_world_religion_elven_ereth_kial_title
3237#page_text: dlc1_3_lb_vt_world_religion_elven_ereth_kial
3238
3239Ereth Khial, the Pale Queen, is the supreme goddess of the Underworld, and a coveter of souls.
3240
3241Before the rise of Slaanesh, it was she who claimed the souls of the Elven dead, intending to fashion an army of the dead to depose Asuryan from his lofty throne. Now, she must content herself with such scraps as she can steal from the Dark Prince's table, or somehow seize those souls that have escaped his grasp.
3242
3243It is at her command that the shadowy Rephallim spirits escape the Wildwood to prey upon the Tree Kin, for it is said she treasures their indomitable souls above all.
3244------------------------------------------------------------------------------------------------------------
3245
3246
3247Hoeth
3248#page_title: dlc1_3_lb_vt_world_religion_elven_hoeth_title
3249#page_text: dlc1_3_lb_vt_world_religion_elven_hoeth
3250
3251Hoeth, the Lord of Wisdom, is the embodiment of erudition, and patron of all who search for greater understanding. The Elves believe it was he who gifted their race with much of the knowledge they now take for granted.
3252
3253Opinion is divided on precisely why Hoeth did so. Most Elves believe Hoeth's actions were founded in generosity, but some mutter darkly of how knowledge leads to progress, and progress inevitably leads to the ruin of tradition.
3254
3255Whatever the motivation, legend tells that when Asuryan learned of Hoeth's actions, he rebuked the Lord of Wisdom and, in punishment, set much of Hoeth's great library ablaze.
3256------------------------------------------------------------------------------------------------------------
3257
3258
3259Isha
3260#page_title: dlc1_3_lb_vt_world_religion_elven_isha_title
3261#page_text: dlc1_3_lb_vt_world_religion_elven_isha
3262
3263Isha is the goddess of the harvest and bountiful land. She is the mother not only to the Elves, but to all the noble creatures of the world.
3264
3265Wood Elf legend tells that, in times past, Isha was forbidden from treating directly with her mortal children by Asuryan, the Emperor of the Heavens.
3266
3267However, those same legends go on to tell that Isha and her consort, the Hunter God Kurnous, chafed at Asuryan's decree and, after the Elven pantheon was scattered and defeated by the Dark Gods of Chaos, chose to take mortal form amongst the only Elven people who had stayed true to their teachings.
3268
3269Thus, tell the Wood Elves, were Ariel and Orion reborn as something more than mortal, and Athel Loren transformed into a realm divinely blessed.
3270------------------------------------------------------------------------------------------------------------
3271
3272
3273Elven Pantheon, Part II
3274#page_title: dlc1_3_lb_vt_world_religion_elven_2_title
3275#page_text: dlc1_3_lb_vt_world_religion_elven_2
3276
3277<No localized text>
3278------------------------------------------------------------------------------------------------------------
3279
3280
3281Khaine
3282#page_title: dlc1_3_lb_vt_world_religion_elven_khaine_title
3283#page_text: dlc1_3_lb_vt_world_religion_elven_khaine
3284
3285Khaine is the Elf god of war, murder, hatred and destruction.
3286
3287He is the destroyer, who represents to the Elves the fact that in order for there to be life there must also be death; in order to have peace there must also be war, in order to have happiness there must be suffering; in order to have love there must be hatred and murder.
3288
3289Without Khaine, and his ruthless arts, life would be utterly without meaning, for no living being appreciates life's bounty without the prospect of being torn asunder.
3290------------------------------------------------------------------------------------------------------------
3291
3292
3293Kurnous
3294#page_title: dlc1_3_lb_vt_world_religion_elven_kurnous_title
3295#page_text: dlc1_3_lb_vt_world_religion_elven_kurnous
3296
3297Kurnous is the God of the Hunt, and the lord of wild places.
3298
3299All Elves venerate him, for he is the husband of Isha, and the father of their race, but none do so more than the Wood Elves, who believe that it is only they that live the existence of which Kurnous would approve.
3300
3301Kurnous requires that a hunter never kills animals for sport, but slays only ravening beasts or those whose bounty of meat and hide are necessary for survival. Violating this creed is dangerous the world over, for Kurnous is a vengeful deity, but it is never more foolish than when in Athel Loren.
3302------------------------------------------------------------------------------------------------------------
3303
3304
3305Lileath
3306#page_title: dlc1_3_lb_vt_world_religion_elven_lileath_title
3307#page_text: dlc1_3_lb_vt_world_religion_elven_lileath
3308
3309Lileath is the goddess of the moon, the patron of mages, seers and scholars. She seldom speaks directly to mortals, for Asuryan forbade such communion long ago, and instead sends whispers through dreams.
3310
3311Lileath is ever ready to judge an Elf by their heart's intent, and offers redemption to those noble souls whose fate has taken a dark turn. Though Lileath is fading slower than the rest of the Elven pantheon, her days are numbered all the same.
3312
3313It is said that she is spending her final days preparing her final legacy for the Elves, though what that is, none can say.
3314------------------------------------------------------------------------------------------------------------
3315
3316
3317Loec
3318#page_title: dlc1_3_lb_vt_world_religion_elven_loec_title
3319#page_text: dlc1_3_lb_vt_world_religion_elven_loec
3320
3321Though Forest Dragons seldom pay heed or homage to the deities of the Elves (few are prepared to admit the existence of beings nobler or more powerful than Dragons), most have a grudging respect for Loec, the Lord of Laughter.
3322
3323At heart, Dragons are creatures of cunning and intellect, and they admire the legerdemain by which the Shadow Dancer rescues Elven souls from Slaanesh as well as the trickery Loec employs to evade the Dark Prince's vengeance once the deed is done.
3324
3325Indeed, many Forest Dragons hold true to the belief that Loec honed his cleverness under the tutelage of Draugnir, Father of Dragons. The Wardancers, being Loec's foremost devotees, hold that the opposite is true, and love to engage Forest Dragons in battles of wits to prove their point.
3326------------------------------------------------------------------------------------------------------------
3327
3328
3329Mathlann
3330#page_title: dlc1_3_lb_vt_world_religion_elven_mathlann_title
3331#page_text: dlc1_3_lb_vt_world_religion_elven_mathlann
3332
3333Mathlann, the Lord of the Deeps, is a fickle god, distrusted by many. He is the King of Storm and Sea, ruler of all those creatures who dwell below the waves, and has little love for any of dry land's creatures.
3334
3335Only mariners of certain parts of Ulthuan, the islands of the High Elves, have any love for the Lord of the Deeps, and they embrace him as patriarch far more willingly than they do Kurnous or Asuryan.
3336------------------------------------------------------------------------------------------------------------
3337
3338
3339Morai-heg
3340#page_title: dlc1_3_lb_vt_world_religion_elven_morai_heg_title
3341#page_text: dlc1_3_lb_vt_world_religion_elven_morai_heg
3342
3343Morai-Heg, the Crone, is an ancient and withered creature, the Keeper of the Souls and the Weaver of Prophecy.
3344
3345She, and she alone, knows the future and reads the patterns of time. She sets the stars of the heavens, and thus the future can be read from the night sky. The High Elves believe that Morai-Heg knows the fate of all , and that every death, no matter how trivial, is foretold by the Crone.
3346
3347She is a vexsome and shifting being and commonly stands apart from the quarrels of other gods. Hers is not the distant aloofness practised by Asuryan, however, but a scheming neutrality that exploits any heavenly discord to her how advantage. Thus, there is not a god of the Elves who does not owe Morai-Heg thanks and retribution in equal measure.
3348------------------------------------------------------------------------------------------------------------
3349
3350
3351Vaul
3352#page_title: dlc1_3_lb_vt_world_religion_elven_vaul_title
3353#page_text: dlc1_3_lb_vt_world_religion_elven_vaul
3354
3355Vaul is the god of the forge, the patron of artisans, smiths and armourers.
3356
3357Wounded by Khaine during the long ago wars of the gods, Vaul is both crippled and blind. Yet still he labours, night and day, to create weapons of incredible potency to aid both gods and Elves, his tears of shame hissing upon the forge and falling to the mortal world as shards of flint.
3358
3359Vaul hates Khaine but toils without once considering rebellion. The Maker can see the coming doom of the Elves and knows they will need all of Khaine's might and fury to survive it.
3360
3361Glade Guards revere Vaul greatly, for a hunter is naught without a quiver of arrows that fly true. Regardless of rank or station, all Wood Elves craft their own arrows; something so crucial to survival should never be left to another's hand.
3362
3363Every Glade Guard carries a single flint-headed arrow, lovingly crafted from a stone from the realm of Torgovann inscribed with the words 'Ethris Yl Idrion' - the Maker's Tear. Such a weapon is used against only the direst of foes; a shard of godly sorrow should not be wasted upon inconsequential enemies.
3364------------------------------------------------------------------------------------------------------------
3365
3366
3367Dwarf Religion
3368#page_title: dlc1_3_lb_vt_world_religion_dwarfen_title
3369Ancestor Gods
3370#page_title: dlc1_3_lb_vt_world_religion_dwarfen_ancestor_gods_title
3371#page_text: dlc1_3_lb_vt_world_religion_dwarfen_ancestor_gods
3372
3373The gods of the dwarfs are not otherworldly beings. They are the dwarfs' ancient ancestors, who founded the great dwarf empire and established the great clans.
3374
3375Today they look down on their descendants, charging them to prove themselves worthy of their ancestors' legacy. The most revered ancestors are known as the Ancestor Gods, but the word does not mean the same thing to dwarfs as it does to humans.
3376
3377
3378Dwarfs do not celebrate their faith publicly, but every clan hold and dwarf house has a space set aside to honour their Dwarf Lorekeepers fulfil a role somewhat akin to priests, maintaining the shrines and records of the Ancestor Gods.
3379
3380However, since all dwarfs study and revere their ancestors, dwarf priests do not share the same sort of social role as their human counterparts. Dwarfs value deeds above words, and those whose deeds bring the most honour to their ancestors are those most favoured.
3381
3382Dwarf priests are mediators and law keepers, however, for it is they who preside over judgements of clan traditions and rites.
3383------------------------------------------------------------------------------------------------------------
3384
3385
3386Grimnir, Grungni and Valaya
3387#page_title: dlc1_3_lb_vt_world_religion_dwarfen_grimnir_grungni_valaya_title
3388#page_text: dlc1_3_lb_vt_world_religion_dwarfen_grimnir_grungni_valaya
3389
3390Of the many Dwarfen Ancestor Gods, there are three that are of supreme importance.
3391
3392Grungni is the god of mining, stoneworking, and craftsmanship. He first taught the dwarfs to hew stone, mine ore, and smith metal, and his example is what drives dwarfs to take pride in their work. His symbol is the pick.
3393
3394His brother, Grimnir the Fearless, is the god of warriors and battle. He taught the first dwarfs the art of war, and he is remembered for his deadly axe. When Chaos fell upon the world, he shaved off most of his hair and departed to slay the daemons single-handedly. Today, Slayers follow his example.
3395
3396Valaya is the goddess of home and healing. She invented dwarf script, and brewed the first dwarf beer. Valaya was also the defender of her hold while Grimnir fought and Grungni dug, so her symbol is the shield. Dwarf women typically follow her example in their own holds or houses.
3397------------------------------------------------------------------------------------------------------------
3398
3399
3400#page_text: dlc1_3_lb_vt_world_religion_dwarfen
3401
3402<No localized text>
3403------------------------------------------------------------------------------------------------------------
3404
3405
3406The Ruinous Powers
3407#page_title: dlc1_3_lb_vt_world_religion_ruinous_powers_title_title
3408#page_text: dlc1_3_lb_vt_world_religion_ruinous_powers
3409
3410<No localized text>
3411------------------------------------------------------------------------------------------------------------
3412
3413
3414Nurgle
3415#page_title: dlc1_3_lb_vt_world_religion_ruinous_powers_nurgle_title
3416#page_text: dlc1_3_lb_vt_world_religion_ruinous_powers_nurgle
3417
3418Disease is dreaded by nobles and commoners alike. The efforts of physicians, barber surgeons, and leech-doctors to cure the afflicted are all in vain, for sickness is the gift of Nurgle, Lord of Decay.
3419
3420Nurgle's followers envision their god as a corpulent monstrosity, his pallid skin slick with fever sweat and oozing pus from a thousand sores. Entrails spill from suppurated wounds gashing his belly. Nurglings, the Plaguelord's daemonic imps, nestle between his rolls of fat, giggling like mad children.
3421Nurgle's smile is a horror of rotten fangs, his tongue a plump, purple worm. Maggots wriggle from his flesh, and a cloud of flies drones about his head.
3422
3423The Plaguelord is worshipped wherever sickness reigns. The diseased sometimes turn to him in desperation, when their prayers to Shallya, goddess of healing, go unanswered and when even Morr ignores their pleas for a quick death.
3424
3425They offer secret sacrifices to Nurgle for alleviation from their suffering. As they sink deeper into adoring him, they become immune to their pain, though their diseases multiply. They grow to cherish their decay, and seek to spread Nurgle's plagues throughout the Empire.
3426
3427Nurgle is also sometimes prayed to by ignorant countryfolk whose lands are stricken by famine. In nature, life feeds off decay; fungus thrives on a rotting log, and maggots writhe inside a corpse.
3428Witch hunters have exterminated entire villages of peasants who fertilised their crops with the blood of human sacrifices to this vile god.
3429------------------------------------------------------------------------------------------------------------
3430
3431
3432Khorne
3433#page_title: dlc1_3_lb_vt_world_religion_ruinous_powers_khorne_title
3434#page_text: dlc1_3_lb_vt_world_religion_ruinous_powers_khorne
3435
3436When Chaos marauders sweep south, killing all in their path, many chant a chilling war cry: "Blood for the Blood God!"
3437These marauders are devotees of Khorne, god of slaughter. The battlefield is his temple, where his followers massacre armies in his honour. Resplendent in bronze armour, his dog head snarling, Khorne is said to sit on a brass throne atop a mountain of skulls reaped by his champions.
3438
3439His followers seek his favour with outrageous acts of violence, drenching themselves in the gore of their enemies. In the absence of a foe, they will kill their allies. Because they eschew magic as a dishonourable art, there are no sorcerers among them. The clash of arms is their sole religious duty.
3440
3441Although veneration of Khorne is common among the wild tribes of the northern wastes, in the Empire it is usually only bands of outlaws who openly revere him, killing their victims ruthlessly. Rarely, an individual might run amok through a town's streets, screaming the Blood God's name and butchering everyone in his path before he is stopped.
3442
3443Organised cults dedicated to Khorne do not seem to exist - he has nothing but contempt for secrets and politics.
3444------------------------------------------------------------------------------------------------------------
3445
3446
3447Tzeentch
3448#page_title: dlc1_3_lb_vt_world_religion_ruinous_powers_tzeentch_title
3449#page_text: dlc1_3_lb_vt_world_religion_ruinous_powers_tzeentch
3450
3451The very embodiment of Chaos, Tzeentch is the Changer of the Ways.
3452He is master of intrigue and manipulation, of destiny and deviation, of mutation and magic. The eye of Tzeentch sees all, and his convoluted stratagems take aeons to unfold.
3453
3454Tzeentch has a thousand names and a thousand forms. He can appear as a scintillating cloud of rainbow light that bewilders and confuses, or can incarnate as a giant whose skin ripples with uncountable faces that laugh or cry or rage or mock, their mouths repeating the god's words with subtle innuendos - a thousand barely heard whispers.
3455
3456The winds of magic howl around him, weaving incomprehensible patterns in the surrounding aethyr. His eyes are mirrors into infinity, melting the mind of any mortal who stares into them.
3457
3458No one chooses to follow Tzeentch. He chooses them. A man might wake from a fevered dream to find a new limb sprouting from his chest or a third eye staring from his forehead.
3459
3460Sometimes it amuses the god to win devotion in more subtle ways. He will tap and tap at a man's resolve, tempting him with power, fame, or wealth - whatever his victim's secret desires are. Few mortals can resist his wiles, and they become a playing piece in his eternal game.
3461------------------------------------------------------------------------------------------------------------
3462
3463
3464Slaanesh
3465#page_title: dlc1_3_lb_vt_world_religion_ruinous_powers_slaneesh_title
3466#page_text: dlc1_3_lb_vt_world_religion_ruinous_powers_slaneesh
3467
3468The man who leers lustfully at a woman who is not his wife, the gourmand who fills his fat belly with delicacies, and the beauty who preens too long at the mirror, transfixed by her own allure, might think that their private indiscretions remain guilty secrets. But Slaanesh, Dark Prince of Chaos and Lord of Pleasure, is watching them and waiting.
3469
3470The priests of Sigmar preach abstinence and frugality for good reason: those addicted to the pleasures of life may find their obsessions have devolved into perversity. It is then that the Dark Prince ensnares them, feeding them excess in return for adoration.
3471
3472Slaanesh is depicted as a towering hermaphrodite of aching beauty, male on the left side, female on the right. Soporific musk emanating from the god's flowing, perfumed hair overwhelms the senses, and his laughter trills like a thousand crystal bells. When a mortal gazes into Slaanesh's dazzling eyes, he becomes a slave to desire.
3473------------------------------------------------------------------------------------------------------------
3474
3475
3476Magic
3477#page_title: dlc1_3_lb_vt_world_magic_title
3478Imperial Colleges of Magic
3479#page_title: dlc1_3_lb_vt_world_magic_imperial_college_title
3480#page_text: dlc1_3_lb_vt_world_magic_imperial_college
3481
3482The Colleges of Magic were founded in Altdorf after the Great War Against Chaos, when Magnus the Pious asked Teclis, greatest of the High Elven Mages, to pass on his arcane lore to the Men of the Empire.
3483
3484Under Teclis' tutelage, the race of Men learned how the magic blew from the northern realms of Chaos in the form of eight sorcerous winds. Each of these Winds of Magic represented a unique Lore of Magic.
3485
3486Teclis realised that the minds of Men were inadequate to master more than a single lore, able only to control a small part of this full magical spectrum. As a result, Teclis founded eight separate Orders, one each for the eight magical disciplines. These became known as the Colleges of Magic, and they were the foremost schools of magic in the Old World.
3487
3488
3489The Colleges of Magic exist to this day. Each specialises in the teaching of a single type of Battle Magic to the exclusion of all others, and has its own distinct sorceries, eccentricities, obsessions and unique sets of traditions, according to the nature of the magical energy they harness...
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3491
3492
3493The Bright Order
3494#page_title: dlc1_3_lb_vt_world_magic_empire_bright_title
3495#page_text: dlc1_3_lb_vt_world_magic_empire_bright
3496
3497The Lore of Fire, or Pyromancy, is borne upon the searing Wind of Aqshy - the study of the Bright Order. The Key of Secrets is their symbol, representing the unlocking of knowledge.
3498
3499Fire Wizards are easily recognised for their red robes and wild orange hair and beards. They are ruddy of skin and are frequently adorned with tattoos that writhe with the weaving of their spells.
3500
3501They are of a fiery temperament, their anger capable of changing from a guttering flame to a raging inferno in a split second.
3502
3503
3504The Bright College is a marvel of architecture. Blazing towers rise like pillars of fire into Altdorf's sky. At the heart of the college, a gigantic beacon burns both day and night, and once cast an eerie scarlet glow over neighbouring districts. The college now stands alone, however, surrounded by a blackened wasteland where, according to hearsay, a warren of streets once stood.
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3506
3507
3508The Grey Order
3509#page_title: dlc1_3_lb_vt_world_magic_empire_grey_title
3510#page_text: dlc1_3_lb_vt_world_magic_empire_grey
3511
3512The Grey Order studies the Lore of Shadow, province of the Wind of Ulgu. The Order's symbol is the Sword of Judgement.
3513
3514The Grey Order is the most secretive of all the Colleges of Magic. Indeed, though its members refer to themselves as Grey Guardians, just who, or what, they might be guarding remains unknown to outsiders.
3515
3516The Grey Order studies spells of concealment and illusion, which do not lend themselves well to the favour of ordinary folk. They are sometimes called Trickster Wizards, though never to their faces. More commonly, they are referred to as Grey Wizards, named after the colour of their robes, hats and wild, wolfish beards.
3517
3518
3519The Grey College is a worn and shabby building in Altdorf's poorest and most disreputable district. Even the city watch shuns this area for it is a den of rogues, thieves and murderers. Yet the Grey Wizards come and go, sometimes disappearing for years at a time, by a multitude of secret entrances and magical tunnels known only to the Order's wizards.
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3521
3522
3523The Gold Order
3524#page_title: dlc1_3_lb_vt_world_magic_empire_gold_title
3525#page_text: dlc1_3_lb_vt_world_magic_empire_gold
3526
3527Wizards of the Gold Order, whose symbol is the Soaring Eagle, study the Lore of Metal that flows upon the Wind of Chamon.
3528
3529Much of the Gold Order's magic is of an alchemical nature, but its wizards are also able to conjure molten lead that scorches and consumes, or they can corrode, strengthen and even melt steel in the blink of an eye.
3530
3531The wizards of the Gold Order practice the transmutation of metals, as well as developing spells of forging and runic inscriptions. They are the most accomplished makers of magical devices in the Empire and these skills make the Gold Wizards very rich.
3532
3533
3534Gold Wizards enjoy the most prestige of all the orders, for gold has a mysterious, beguiling effect on Men - sometimes enough to overcome their inherent fear and mistrust of wizards. As such, Gold Wizards often find employment as court wizards to nobility and rich mercantile cartels.
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3536
3537
3538The Light Order
3539#page_title: dlc1_3_lb_vt_world_magic_empire_light_title
3540#page_text: dlc1_3_lb_vt_world_magic_empire_light
3541
3542The wizards of the Light College – also known as White Wizards – are rarely seen without treasured tomes and arcane scrolls in hand. Light Magic is renowned for its powers of protection, yet a White Wizard can also conjure blazing lights to blind and burn the enemy.
3543
3544This lore is the hardest to master, for the Wind of Hysh is particularly diffuse. To compensate, the Order employs many acolytes to aid its more senior wizards. This is unusual amongst the Colleges, for wizards of other Orders rarely take on more than a single apprentice at once.
3545
3546The pyramidal hall of the College of Light itself goes largely unseen; it exists within a magical aether realm, parallel to, but separate from, the mundane world. Deep in its labyrinthine dungeons lies the greatest sorcerous treasure vault in the Old World, which also serves as a prison for many evil artefacts.
3547
3548It is the sacred duty of the Guardians of the Light, an arcane society of the Order's most powerful wizards, to keep them locked safely away from the world...
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3550
3551
3552The Amber Order
3553#page_title: dlc1_3_lb_vt_world_magic_empire_amber_title
3554#page_text: dlc1_3_lb_vt_world_magic_empire_amber
3555
3556The wizards of the Amber Order use the symbol of the Arrow and are devotees of the Lore of Beasts, which is heard as an eagle's cry upon the Wind of Ghur.
3557
3558Amber Wizards are renowned for their savage appearance; their hair is wild and unkempt and they dress in furs adorned with bones, feathers, amber beads and primitive talismans.
3559
3560Few wizards can withstand the touch of Amber Magic, for it is the magic of bestial minds and untamed places and it cares little for the ways of civilised cultures.
3561
3562The power of the Wind of Ghur resides most strongly in the thoughts of savage creatures and Amber Wizards can commune with animals of all kinds. They also have the ability to assume the strength of the greatest beasts and can induce primal states of terror in others.
3563
3564
3565The college's territory in Altdorf is but a totemic centre and an occasional gathering place used only in rare and unusual circumstances. Amber Wizards are reclusive hermits who prefer the company of beasts to their fellow man, and make their refuges in deep forests and high mountaintops.
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3567
3568
3569The Jade Order
3570#page_title: dlc1_3_lb_vt_world_magic_empire_jade_title
3571#page_text: dlc1_3_lb_vt_world_magic_empire_jade
3572
3573The wizards of the Jade Order embrace the Wind of Ghyran, symbolised by the Coil of Life.
3574
3575The wandering wizards of this Order are druids who harness the energy of nature. Jade Wizards wear green robes and traditionally carry a sickle as a badge of office. They often walk barefoot to better feel the energy of Ghyran through their feet.
3576
3577A Jade Wizard's power is linked to the seasons, being vigorous in spring, powerful in the summer, waning over the autumn and weakest in winter. With a gesture they can summon forests to obey their command, and with a touch they can heal fallen comrades.
3578
3579Jade Wizards tend to roam the dark forests where Life Magic flows more freely. There, far from the press and bustle of the cities, the Wizards learn from the trees of enemy troop movements and imminent threats, before returning to Altdorf with the news.
3580
3581
3582The Jade College in Altdorf is an unusual place, for its high walls conceal a wondrous arbour of trees whose boughs form the beams and pillars of numerous towers and mighty halls.
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3584
3585
3586The Celestial Order
3587#page_title: dlc1_3_lb_vt_world_magic_empire_celestial_title
3588#page_text: dlc1_3_lb_vt_world_magic_empire_celestial
3589
3590The Comet of Power is the symbol of the Celestial Order, which is made up of wizards who study the Lore of the Heavens that comes from the Wind of Azyr.
3591
3592Celestial Wizards, also known as astromancers, spend most of their time gazing into the night skies, plotting the movements of astral bodies. They are experts in divining the future and the most powerful of the order can even scry portents by peering into crystal balls.
3593
3594Celestial Wizards are equally feared and respected for the awesome powers that lie at their disposal; their spells are able to call lightning from the skies and summon meteorites to smite their enemies.
3595
3596
3597The sixteen towers of the Celestial College are the tallest buildings in Altdorf. A shimmering dome of enchanted glass encloses the peak of each spire. The information gathered from these towers is fed into a vast, magical astrolabe at the heart of the college that spins on the head of a mystical silver needle. From this, the masters of the Celestial college read the myriad signs and portents in their bid to understand the Empire's potential futures.
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3599
3600
3601The Amethyst Order
3602#page_title: dlc1_3_lb_vt_world_magic_empire_amethyst_title
3603#page_text: dlc1_3_lb_vt_world_magic_empire_amethyst
3604
3605The focus of the Amethyst Order, whose symbol is the Scythe, is the Lore of Death, carried on the carrion Wind of Shyish. Amethyst Magic blows most strongly in places of death, such as corpse-strewn battlefields and graveyards.
3606
3607Amethyst Wizards tend to carry scythes, skulls, hourglasses, thorned roses and other symbols of the grave. For this reason they are also referred to as Death Wizards.
3608
3609Amethyst Wizards have mastery over spirits, and it is said that they can steal the souls of the living and summon black winds of death. Whilst such abilities are as nothing compared to the evil sorceries of true necromancy, their morbid association forever taints Amethyst Wizards in the eyes of the common folk.
3610
3611They are particularly loathed by Priests of Morr, who are deeply suspicious of the Amethyst Wizards' penchant for lurking near their cemeteries. Indeed, the halls of the Amethyst College are akin to a great necropolis, and the stench of death lingers around it.
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3613
3614
3615Wood Elf Magic
3616#page_title: dlc1_3_lb_vt_world_magic_wood_elf_title
3617#page_text: dlc1_3_lb_vt_world_magic_wood_elf
3618
3619'From what I could ascertain, the wood elves are as accomplished at magic as the elves of Ulthuan, but rather than manipulating the Winds of Magic, their power involves invoking the energy inherent within the nature of Athel Loren.
3620
3621Wood elf mages are known as spellsingers, or spellweavers, and it seems that the females are more potent than the males, the most powerful spellcasters being the Handmaidens of Ariel, Queen of Athel Loren and avatar of Isha, goddess of renewal and rebirth (presumably the same goddess esteemed by high elf mages).
3622
3623We are fortunate that our civilised society does not encourage such subjugation of the male, though my female readers may heartily disagree.
3624
3625The spellsingers commune with the forest, and beseech it to grant them power. Of course, nature is a fickle mistress, and so spellsingers must sometimes cajole or even trick the forest to acquiesce to their demands. This is only conjecture, but perhaps the best time to cross wits with a spellsinger might be at midwinter, when the power of nature is at its lowest ebb, or maybe when the mage is far from his beloved trees.
3626
3627Would his power grow weaker the further he is from Athel Loren, or can he request magical aid from any forest? I cannot tell, and do not wish to test my hypothesis, for the apparent powers that a spellsinger wields are potent indeed.
3628
3629
3630- An Esoteric Primer For Apprentices of the Fourth Grade, Master Wizard Emmanuel Vaunt
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3632
3633
3634Chaos Magic
3635#page_title: dlc1_3_lb_vt_world_magic_wood_chaos_title
3636#page_text: dlc1_3_lb_vt_world_magic_wood_chaos
3637
3638The pursuit of Dark Magic offers a path to swift power. However, do not be tempted to take this road, for you must sacrifice your sanity and bequeath your soul to the Ruinous Powers.
3639
3640Though you might command tremendous power, reshaping reality to your desires, you will forever be enslaved by the Dark Gods, your mortal body theirs to mould at their pleasure or to bequeath to a daemon who will cloak his spirit with your flesh.
3641
3642You will be forced to live in hiding, or to flee to the bitter lands of the north to escape the Witch Hunters' pyre. Death will offer no respite from your torments, for your soul will be a plaything of the Ruinous Powers, never to experience the peace of Morr.
3643
3644The Witch Hunters claim that every town and city in the Empire harbours a coven of Chaos cultists, plotting to unleash hell with blood-soaked rites. Sometimes these cults are led by those who seek power and influence by invoking Chaos magic gleaned from proscribed texts.
3645
3646The worst of their kind summon daemons in the mistaken belief that they can control these servants of the Ruinous Powers. However, their mastery of the dark arts is nothing compared to the energies commanded by the sorcerers of the Chaos Wastes. Those born with the gift to bend raw magic to their will are exalted by the barbarian tribes of the frozen north.
3647
3648The Dark Gods reward the most promising of these fiends with a suit of supernatural armour that often fuses to their flesh when first donned. The unholy sigils engraved on the mail plates allow a sorcerer of Chaos to channel his spells despite the weight of metal, for armour, as you know, usually restricts a spellcaster's abilities.
3649
3650These sorcerers march to war alongside the marauding hordes of the north. It was to shield the Empire against the power of their malefic spells that Teclis founded the Colleges of Magic. As such, the Chaos sorcerers must be regarded as our archenemies, to be destroyed at any cost.'
3651
3652
3653- An Esoteric Primer For Apprentices of the Fourth Grade, Master Wizard Emmanuel Vaunt
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3655
3656
3657#page_text: dlc1_3_lb_vt_world_magic
3658
3659<No localized text>
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3661
3662
3663#page_text: dlc1_3_lb_vt_world
3664
3665<No localized text>
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