Vanderhal

Vanderhal is a militant Free City that guards an incredibly important chokepoint on the border of the Greenblood Bowl between the Great Chasm and the Eternity's Edge Mountains. It was built by the Hammers of Sigmar lead by Vandus Hammerhand, after whom it was named, and has a long history of conflict with local orruks and Greenskinz.
==Overview==
A bustling urban environment animated with activity, Vanderhal is a city always on the ready for war. Built between a literal rock and a hard place, it has been established first and foremost as a military fortification, but over the many decades and centuries of the Age of Sigmar has grown into a truly sprawling urban area. It is noted for its strict warrior culture, with every man, woman, and child trained and ready to fight to the end for their city. Vanderhalers worship Sigmar as a god of divine strength and battle, with a particular reverence for the Stormcast Eternals, and, of course, Vandus Hammerhand himself, who is honored like a saint and an ideal for the citizens of Vanderhal. 
==History==
===Origins===
The region where Vanderhal would eventually be built was originally home to a potent Realmgate, once used during the Age of Myth. During the Age of Chaos, numerous Sigmar-worshipping human tribes surrounded the portal as a holy relic, and built a small fortress to defend it against orruks and other threats, all in the hope that one day their God-King would return and save them.
In the later stages of the Realmgate Wars, a large Ironjaw warclan formed, which moved against the human tribes to seize the portal. A desperate battle began, but the pitiful human defenders were no match for the fury of the orruks. At the last moment, however, Vandus Hammerhand and Stormcast of the Hammers of Sigmar burst from the sky with thunder and lightning and the fury of Sigmar at their back. Their arrival shocked both armies, and the Stormcast quickly attacked the surprised orruks. Vandus personally charged forward, slew the orruk leader, and decimated their forces. The humans, seeing Sigmar's demigods in action, finally had their prayers answered and rallied under Vandus, routing the orruks. 
Following their victory, the tribesmen pledged themselves to Sigmar's caused, worshipping Vandus as divine herald of Sigmar. Under his tutelage quickly built up a new fortress-city, naming it Vanderhal after their savior.
=== Necroquake ===
The Necroquake would devastate the city of Vanderhal, beginning at the Night of Wails. Throughout the Arcanum Optimar Vanderhal was frequently besieged by undead forces, who used the large bodies of orruk and grot bones outside of the city to attack. Throughout it all, however, the Vanderhal endured, building defenses against the ethereal nighthaunt. Many of the great defenses of the city were designed during this time.
=== Expansion and Crusades ===
Near the end of the effects of the Necroquake and the start of the Era of the Beast, Vanderhal's population increased and the city expanded outwards. During this period, numerous small Dawnbringer crusades were launched from the city, many of which failed, but had the effect of weakening the local enemy forces and strengthening Vanderhal's position. This expansion was temporarily halted when a host of Khornate daemons were summoned through a coordinated effort by cultists all across the Broken Continent, leading to a climatic battle between the Stormcast of the city and the red daemons. While nearly a quarter of the city was destroyed, the daemons would be defeated.
While this slowed progress for a short while, the Grand Conclave used this as an opportunity to rebuild and refurbish much of Vanderhal, which had become an important staging ground for operations in the area. Many immigrants from across the Mortal Realms began to flock to Vanderhal, causing the city to undergo an economic and population boom which has continued to this day.
===Notable Conflicts===
Vanderhal was chosen for two reasons. One, due to the Realmgate Portal, and two, because it serves as the perfect military location to prevent greenskinz from leaving the Greenblood Bowl and devastating the rest of the Broken Continent. To date, there has been up to Six major battles and sieges of Vanderhal, though numerous attacks and skirmishes are not uncommon. Most of these have been destructive assaults by orruks.
*The First Battle of Vanderhal - The first major assault upon the city following its formation. The outer defenses of the city were broken down by the orruk warclan Gromgor's Bad Boyz, but thanks to a reserve contingent of Stormcast the orruks were beaten back and defeated.
*The Second Battle of Vanderhal - A marauding band of orruk Ironjawz attacked the city, aided by a contingent of fanatical grots. The city was heavily assaulted and the Greenskin hordes managed to wreck much of the outer city before being pushed back. This battle marked the beginning of good relations between Vanderhal and the Kharadron Overlords, who greatly assisted in the city's defense.
*The Night of Wails - Following the Necroquake, large host of Nighthaunts attacked the city and its defenders. The city was saved by the actions of future Templar Grandmaster Vishion Dalen, laying the foundation for the Templars of Iron.
*The Third Battle of Vanderhal - An orruk Waaagh! composed of primarily Ironjawz and Bonesplitterz orruks nearly broke the defenses of the city. Fyrequeen Valaka, leader of the Fyreslayers of the north, led her forces south to alleviate the city and pushed back the orruk tide.
*The Fourth Battle of Vanderhal - A large tide of greenskinz amassed into a terrible WAAAGH assaulted Vanderhal. While outnumbering the defenders of the city, the greenskin forces were constantly beaten back, thanks in part to Kharadron air support. The Templars of Iron famous held back huge tides of the WAAAGH in the Grey Gate, pivotal in wearing down orruk and grot determination and pushing them back. Thanks to their efforts a surprise contingent of Vanderhal regiments were able to sneak behind and attack the greenskinz, routing the army.
*The Red Siege - Daemons of Khorne, summoned through vile rituals after a nasty battle by Vanderhal, attack and besiege the city, overrunning much of its defenses. The daemons make their way all the way to the Stormpeak, where the Hammers of Sigmar rally and push them back, ending the siege.
*The Bloody Dawn - A surprise attack by a vampire Blood Clan, which took the city by surprise. The vampires managed to breach the western walls, but a rapid response by the Hammers of Sigmar and local resistance quickly turned the swift attack into a grueling all-night fight. By morning, the entire Blood Clan was wiped out and Anzertown was full of dead corpses. This sparked numerous anti-vampire defense reforms in Vanderhal security to prevent a future incident.
*The First Bloodmarch Crusade - A Dawnbringer crusade called to establish a settlement beyond the Blood Clans. The crusade ultimately ended in failure due to a large Chaos cult infiltrating the ranks and a surprise attack by a group of crazed vampire warriors.
*The Second Bloodmarch Crusade - Called for the same purpose as the previous crusade, the Second Bloodmarch Crusade was more successful, with over 3,800 soldiers and numerous Stormcast and aelven allies proving victorious, establishing the city of Flame Hallow.
===Current Status===
Vanderhal has endured into the present day, with the former tribes now the main populace of the city itself. It has been assaulted numerous times by the orruk tribes of that land, but has so far withstood them, keeping back the green tides from spilling out and bringing doom to the rest of the Broken Continent. This remains the preeminent occupying threat to Vanderhal, and the city is notable having few problems with Chaos machinations, secret cults, or skaven infestations.
The recent election of High Steward Ashavac Skarsset has seen major political shifts in the city. A progressive thinker, Ashavac has overseen a rehaul of Vanderhal's defenses and military structure in keeping with the lines of the Vedra Reformation ongoing in Azyr. New methods of fighting and equipment are flooding in Vanderhal, which is now focusing not only on defense but offensive crusades agaisnt the forces of darkness, destruction, and death.
==Homeland==
Vanderhal is based in the Broken Continent, deep in the middle regions of the continent. The surrounding terrain is largely flat plains, rolling hills, or simple forests, perfect locations for orruks and other armies to sweep through. Numerous native human tribes originally made their home here, struggling to survive during the Age of Chaos. Since the founding of Vanderhal, almost all remaining tribes have been integrated into the city, finding security behind its walls. 
==Government==
Like most Cities of Sigmar, Vanderhal is organized under a Grand Conclave, though many of its elected members are veterans and have close ties or stewardship over military areas. At the head of Vanderhal's Grand Conclave is the High Steward, who is also the supreme military commander of Vanderhal's forces. Among this ruling council is also the High Arbiter, who oversees laws and justice, the High Architect, the High Artisans, and the High Magister who oversees all magical affairs.
==Military==
Vanderhal features a highly militarized society, with a common saying that "Vanderhal doesn't have an army. Vanderhal is the army" This is largely due to the fact that every child, no matter their background, sex, or race, is given basic instructions in self-defense and basic military training, and every citizen is eligible to be drafted regardless of age into the military during wars or sieges. 
=== Stormhosts ===
A chamber of the Hammers of Sigmar reside within their own Stormkeep atop Vanderpeak in the Vanderhal 
=== Freeguild Regiments ===
A dozen regiments exist within Vanderhal, some considerably smaller than others. Each generally serves as both the main policing force of Vanderhal, city watch, and main defenders of Vanderhal. Many criminals, orphans, homeless, or others considered not productive frequently join or are pressured to join the regiments, but ordinary citizens also join the many Freeguilds, seeing it as a chance to defend their home and worthy of admiration. Known Vanderhal regiments are as follows:
* Templars of Iron - The largest and most popular Freeguild in Vanderhal, seen as the best of the best within the city.
* Underborn - A Disspossesed Freeguild, mostly formed of the duardin of the Grumborg Clan. They defend miners and underground locations around Vanderhal, largely against grots and some skaven.
*Grey Legion - A dark and gritty regiment composed of criminals, destitute, poor, and orphans, most of whom joined to either escape punishment or for a chance at a better lot in life. They Grey Legion suffers huge casualties and has a high mortality rate, but is effective in urban warfare.
*The Hammerhands - Pious warriors that seek to emulate Vandus Hammerhand and follow his example in service.
*The Grand Bonaton Company - A well-funded Freeguild created by one of the original nobles of Vanderhal, Lord Francis Bonaton. The company is well known for its professional standards and gentlemanly ethics, and it remains a well-organized and equipped rival to the Templars of Iron. The Company is often comprised of the sons of wealthy lords and is currently lead by Francis' descendant, Lord Maximillian Bonaton.
=== The Knights Watch ===
The first soldiers one will see in service to the city will be the members of the Knight's Watch who patrol the roads leading to Vanderhal, watch the walls, guard civic structures, and protect magisters. Charged with protecting and manning the well-designed and built walls of Vanderhal, many are paid soldiers equipped and trained by the city itself, but a large majority are drafted citizens of Vanderhal and given the title "Knight of the Wall". Everyone is expected to serve some time guarding the walls, thus providing some military experience and providing a near unlimited supply of potential recruits. The Knight's Watch is divided between Watch Commanders and lead by the Lord Commander, who is under the purview of the High Steward.
=== City Watch ===
Vanderhal's streets are the City Watch, a different force to the Knights Watch. The similarity of their names often confuses newcomers, often cleared up with the following mnemonic: "The Knights watch the walls while the City watches you."
Any member of the City Watch can be easily recognized by their uniform: a white-and-yellow doublet and a tall steel helmet. Each typically carries a long truncheon, a dagger, and a buckler. Members of the Watch typically don't carry crossbows or other weapons to attack at range, but running from the Watch rarely works out for newcomers to the city. All members of the Watch know the streets they patrol and that area's residents, making them an efficient policing force.
The City Watch has watch posts throughout the city. These stations are often off the main thoroughfares, tucked away in small courtyards or at cross streets. A watch post can be recognized by the yellow-and-gold lantern outside it, lit even during the day with a continual flame spell. A watch post serves as an organizational headquarters and armory. Anyone who wishes to report a crime may do so at a watch post in the event a Watch constable can't be found elsewhere. A watch post typically contains a few holding cells where people arrested for crimes can be detained until they're marched to a courthouse jail before standing trial.
Small squads head out from the watch posts on daily and nightly rounds of the city streets, or on special assignments involving protection or investigation. If Watch members spot trouble they can't handle, they blow shrill tin whistles to summon more of their members - an act that alerts nearby citizens as well. City Watch members follow a strict code of conduct that makes them one of the most trusted police forces. As long as one doesn't engage in unlawful behavior, one can expect to be left untroubled by the Watch.
=== The Kvier Guard ===
Members of the Kvier tribe were the first to volunteer as protectors of the Hallowheart Realmgate and their descendants continue this honored tradition. Members of the Kvier Guard are recruited and rigorously trained. Supplied with white and dark yellow armor, they are sworn to defend the realmgate to the last man, as well as the Vanderpeak. Most guardsmen are equipped with large swords or axes and are famous for numerous last stands against larger enemy forces, exemplifying the ideals of Vanderhal to their last breath.
== Locations ==
Vanderhal is built with a deep canyon to one side and towering mountains to the other, and serves as the perfect chokepoint to guard the Pathway of Bones, preventing any greenskin races of the Greenblood Bowl to leave. It is built with high military defenses in mind, with a series of small outposts and minor forts to the east into the Greenblood Bowl. Rings of small dugouts, tiny moats, and hill palisades are designed to break up and weaken military advances, before invading greenskinz run into the magically and technologically enhanced walls of the city. These thick walls have been ritually bound together by aelven mages, and then further protected by massive duardin runes specifically made to weaken orruk attacks. The towers of the walls are littered with lightning and scorching ballistae, which release streams of electricity or fire onto attackers, roasting or zapping anyone that gets to close.
The city itself is generally well-maintained, with stone streets and buildings. They have been intentionally designed in a labyrinthine manner, to further confuse and disorganize invading forces. Vanderhal is illuminated by series of sungem lamps. Vast deposits of sungems were bought from the city of Brightspear and are used to provide light for the city at night.
=== Districts ===
Vanderhal is roughly organized into three main districts. Outside of the larger main city wall are numerous well-defended gates and a few small settlements. The most prominent is Grey Gate, a small establishment that has been burned, razed, and destroyed more times than can be remembered. Brightown, on the other side, is the first place travelers from the west will encounter, known for its brightly colored clothing and houses.
==== Skytower ====
The "docks" of Vanderhal, Skytower is a more recent district added to the city, a local Kharadron enclave established by duardin of the many Kharadron enclaves located across the Broken Continent and those with whom the city trades with in Chamon. It was already home to a small portion of duardin, who have mingled with and grown culturally similar to their sky-sailing cousins. Skytower is a prominent region of business, trade, and invention, with Kharadron ships setting off to other lands or travelling through the Hallowpoint Portal to Chamon.
==== Anzertown ====
The "old town" of Vanderhal, it was largely settled by the Anzer tribes, hence the name. It the oldest section of Vanderhal, decked with stunning cathedrals and numerous statues to Vandus Hammerhand and the Stormcast Eternals. Anzertown is home to most of the Devoted of Sigmar, and the residence of wealthier residents of the city.
==== The Seven Quarters ====
The largest district within the city, it is sub-divided into seven smaller quarters.
* Halfling Hearth - Home to the majority of the cities halflings, most of whom came from Azyr. Halfling Hearth is regarded as the most welcoming and coziest location in the city, with numerous well-respected inns and bakeries. Due to being on the edge of the city however, it has frequently been burned, ransacked, and leveled by orruk attackers.
* Hammerwalk - Also referred to as the Duardin Quarter, Hammerwalk is named after the long corridor filled with bustling blacksmith shops that ring to the tune of pounding hammers. It is also frequently traveled by the local Hammers of Sigmar, and over the years the duardin and human workers have erected numerous pillars and pedestals depicting Stormcast Eternals or mighty heroes of the city.
* The Aelf Quarter - The aelves of Vanderhal originally came from Azyr, and have integrated themselves into Vanderhal society. Most aelves remain physically apart from the rest of the human descendants of the original tribes, in part due to a continuing distrust of aelves by most Vanderhalians. The Aelf Quarter is famed for its exquisite beauty and elaborate aelven carvings and buildings, many of which have had to be built after devastating assaults. It is also home to most of the mages and magical institutions of Vanderhal.
* Irontown - A productive economic center, home to the Vanderhal Branch of the Ironweld Arsenal. Most of the weapons and production factories are located in Irontown, producing the neccesary tools and machines to keep Vanderhal running. The Ironweld supply most of the Freeguilds with regulated weaponry.
* Goldvein - Situated on the south end of Vanderhal, directly connected to the Eternity's Edge Mountains, Goldvein is the mining center of Vanderhal. The rich gold mines supply one of the major exports of Vanderhal, with most of the gold shipped off along trade caravans to other cities across the Broken Continent.
* The Thylons Quarter - Following the establishment of Vanderhal, a large community of thylons travelled to the city, seeking refuge and safety from the dangers of the outside world. While tensions between native humans and thylons would simmer for a while, though the thylons were eventually able to settle in as part of the city. The local thylon krryth is found in the thylon Quarter, but does not take up all of it, with most non-krryth thylons living next to it.
* Broxhatten - The most populated region in the city. It was largely settled by the Broxi, a tribe of humans.
==== Vanderpeak ====
The central castle and heavily fortified peak of Vanderhal, built on an overlooking hill atop the rest of the city. It has direct access to the Realmgate of choice and is highly defensible. Vanderpeak has only been assaulted a handful of times, but due to a solid foundation and a combination of magical and technological defenses has never been successfully conquered. To this day if functions as the administrative center of the city.
=== Notable Locations ===
* Hallowpoint Portal - Located at the center of the city, heavily defended. The Hallowed Guard, a specific city regiment, are trained to defend it to the last man. The portal opens up to another one in Chamon.
* Temple of Iron - The headquarters of the Templars of Iron Freeguild.
* Krryth of Vanderhal - The local krryth for the cat-like thylons. Most thylons established the krryth within their own quarter.
*Temple of Vandus - The largest religious house in Vanderhal, built in the name of Vandus Hammerhand. It is located in Anzertown, and is one of the most famous locations in Vanderhal.
*Widow's Wail - A small broken bridge that collapsed years ago, and is located directly above the Great Chasm. It is sometimes used as a throw for place for criminals or individuals that others want to disappear, leading to the common saying of "they wailed into the Chasm."
*Khai Refag Temple- The Daughters of Khaine of the Khai Refag sect have a small embassy-like outpost in Vanderhal. The Vanderhalians are generally untrusting of them, but they serve as an additional military force, and keep ties with the main Khai Refag fortress to the north.
*Saint's Wall - The outer wall of the city, it is around 50 ft. tall and 30 ft., so named because of the dozens of statues built into it, depicting venterated saints from across the Mortral Relams who served Sigmar. The wall and statues are well-maintained, and citizens will often give small offerings and pray at the statues of specific saints. The wall is very thick, the stones fused by duardin runelords to be extra strong and held together, able to endure crushing blows. In addition, a sluice of starwater is channeled throughout the Saint's Wall, providing protection against daemonic and ethereal opponents. 
==Culture & Society==
Vanderhal is famous for its more pragmatic and militaristic mindset, a product of living on the edge of greenskin infested land and prone to innumerable attacks and sieges. Every child is expected to have basic military training of some kind, and to be able to contribute productively to the rest of society. Everyone has a place, and a purpose to help keep the city safe. The Vanderhalians are acutely aware of the fact that they are the first target for orc Waaagh!s but see it as their divine duty to fight and die in order to protect the rest of Panghura from the greenskin menace.
Religiously, almost all Vanderhalians are devout Sigmarites of the Holy Skyran Church, except for the duardin and aelves who follow their own gods. They have a high regard for Vandus Hammerhand, who exemplifies the traits of service, endurance, and self-sacrifice and has taken on a folk hero role. 
Unlike other cities, very few Azyrite humans live in the city. Instead, most are several generations of Reclaimed, descendants of the original local tribes that built and defended Vanderhal. A suitable population of non-humans exist in the city, such as duardin, halfings, aelves, and thylons. Racial tensions are almost none-existent, with particularly close connections between duardin and humans. However, most aelves, while not discriminated, are seen as upstart magic-users, unwilling to get their hands dirty. All races, however, will gladly come together during any attack.
Military incursions by greenskinz are common, and in fact are the best example of Vanderhalians at work. When an orruk warclan or collection of gloomspite gitz are reported, the city quickly sets into action. The Saint's Walls are staffed, citizens head to their homes and fortify themselves while the men of the city are quickly rounded up and join emergency military units. Attackers that manage to breach any city walls are instantly assaulted by numerous traps and obstacles, such as self-made walls or hidden guerilla defenders. Should the worst occur, remaining citizens will retreat to the defended mines or take off with the airborne Kharadron, while small battle towers are manned that will harass attackers and hold out for as long as possible, keeping the enemy forces busy long enough for reinforcements.
==Economy==
Vanderhal has access to rich gold mines, but little else for metals. Instead, another primary produce is rich crops such as wheat grown in the surrounding flat regions around the city, or hunted game and fresh meats harvested from local wildlife. These products are usually sent through the cities Realmgate and traded to Kharadron Overlords in Chamon or other cities in the Realm of Metal. In exchange, Vanderhal is supplied with gems and metals from Chamon. 
Despite the dangerous frequency of orruk attacks, Vanderhal sits as one of the principle pathways along the Riches Road, the vast trade network that stretches across Panghura. This provides the city a thriving economy, which uses the gold skiris coin for currency.
==Notable Individuals==
* Grandmaster Oroner Dawncrown - Current leader of the Templars of Iron, a zealous and pious warrior.
*Vishion Dalen - Founder of the modern Templars of Iron, revered as a saint-like figure among Vanderhalians and the Templars of Iron in particular. He has a cult following within Vanderhal, with numerous small shrines and monuments devoted to him.
*Akanak Zaitan - The "Free Prince of Vanderhal," he was born outside of the city but taken in when his tribe was massacred by orruks, and lived a life of poverty. Akanak eventually rose through society thanks to his bravery and strength, and is one of the most popular people in Vanderhal thanks to his constant exploits against the orruks.
*Halganrim the Wise - An influential duardin trader and merchant within Vanderhal, who controls a vast Kharadron network. He has enormous influence in the ongoings in Skytower district, and is a member of the Vanderhal High Council as the High Architect, overseeing construction and expansion efforts, often lining his own pockets. 
*Saehhikhime the Ancient - An aelf from the Age of Myth, Saehhikhime is the current High Magister and High Arbiter (following the recent death of its previous occupant) of Vanderhal, with incredible sway in Vanderhal politics. She was once the queen of an aelven kingdom that was destroyed during the Age of Chaos, fleeing to Azyrheim and eventually returning to the Mortal Realms. Saehhikhime has been in Vanderhal since its founding, and is a very skilled magician and politician. 
==Relations==
===Allies===
Vanderhal has extensive connections with the Skiriyan League, who have come to their defense time and time again. In addition, the Daughters of Khaine of the Khai Refage sect have a long history of mutual defense and assistance, both on the opposite ends of the Great Chasm. When one is attacked, the other will send aid if possible, ensuring that the greenskinz are never allowed to pass through.
===Enemies===
Vanderhal has had little problems with Tzeetchian machinations or large-scale attacks by Chaos warbands or armies, though these have occurred. The principle threat to the cities are the innumerable forces of Destruction located in the Greenblood Bowl. Countless orruk WAAAGHs have been launched against the city, with some devastating it, but all have seen the orruks eventually smashed and defeated. 
A less dangerous and frequent threat are the Blood Clans, savage vampires to the west of the city. Only a few brave clans have actually assaulted the city, and prove more of a threat to travelers and messengers.
Category:The Sagemaster
Category:Broken Continent
Category:Cities of Sigmar
Category:Cities
Category:GA Order