recursal/Fanatic-Fandom huggingface dataset:
Strigoi Ghoul King

**Strigoi Ghoul King** is a **Vampire Counts** melee infantry unit. Though deformed and reduced by time, they remain savage warriors and masters of the dead.

## Description

The pallid creatures known as Ghoul Kings are in fact once-proud Strigoi Vampires forced into a troglodytic existence. Though all Strigoi descend from the same ancient lineage of Ushoran, they have devolved to become something far fouler and more hate-filled than their brethren. The Ghoul Kings spend their days creeping through the hidden places of the world, but under cover of night, they will wreak their vengeance at the head of a shambling army of Undead. At times, powerful Strigoi Ghoul Kings raise vast armies around themselves and push south in a desperate attempt to recreate the kingdom they lost. So far, their advance has always been halted by the warmongering tribes of Greenskins blocking the way to the Badlands, or by disciplined armies of the Tomb Kings that stride out from the desert. Yet across the Old World, the minions of the Ghoul Kings have been sighted ever more frequently. Some say the ancient brethren of the Strigoi are uniting under one leader and massing great armies of degenerate beasts in their cavernous lairs. If this is true, no creature - living or dead - is truly safe from their wrath.

### Abilities

* **Blood Lust**
Vampires have long had a savage and unstoppable bloodlust. They will continue to slaughter until the foe has either been turned to Undeath or lies dead at their feet.
* **The Hunger**
As the Vampires rip apart their victims they feast on the blood that spills forth – gaining in strength and lost stamina.
* **Regeneration**
There are beings and creatures that can mend bone and knit flesh at an incredible rate. A mighty boon, but one stunted by fire.
* **Crumbling**
The dead do not rest easily in the Old World. Those summoned by Vampires and Necromancers no longer have mortal concerns - they serve only their master's will.
* **Disintegrating**
The Dark Magic binding has failed. Both flesh and necromantic energy slough off the subjects leaving naught but dust.

* **Spellcaster**
This unit can cast spells.
* **Poison Attacks**
The poisonous attacks of this unit weaken the target's speed and damage, whilst reducing its vigour.
* **Armour-Piercing**
The damage of armour-piercing weapons mostly ignores the armour of the target, making them the ideal choice against heavily-armoured enemies. They are often heavier and attack at a slower rate though, making them less efficient against poorly-armoured targets.
World's Edge Mountains

The **World's Edge Mountains** are a region that appears in campaign mode in the Total War: Warhammer series. It is a collossal mountain range that runs north-south, forming the eastern border of The Old World. In the far north, it joins to the Goromandy Mountains, Gianthome Mountains and the various mountains of the Norscan peninsula. In the far south, it divides The Southlands in two. The northern parts of the range are snowcapped all year, while the southern sections contain many volcanoes.

The World's Edge Mountains are mostly inhabited by Dwarfs and Greenskins factions, along with some Skaven.

The mountains appear in The Old World campaign, Eye of the Vortex and Mortal Empires.

It is speculated that in Total War: Warhammer III, the areas east of the World's Edge Mountains (The Dark Lands and Mountains of Mourn) may appear.

## Provinces

### The Old World

* Northern World's Edge Mountains
* Peak Pass
* Zhufbar
* Rib Peaks
* The Silver Road

In the south, many provinces of the mountains also include parts of the Badlands.

* Death Pass
* Desolation of Nagash
* Eastern Badlands
* Blightwater

### Mortal Empires

Also including all the above provinces.

* Charnel Valley
* Southlands World's Edge Mtns.

### Eye of the Vortex

* Southlands World's Edge Mtns.
* Parts of the range extend into Southern Jungles and Kingdom of Beasts.
Waaagh!

**Waaagh!** can refer to:

* Waaagh! Armies, part of the Fightiness mechanic
* Lore of the Little Waaagh!, a lore of magic
* Lore of the Big Waaagh!, another lore of magic
* Waaagh! (ability) is also the name of an ability.

## In the lore

In Warhammer Fantasy lore, Waaagh! is a war-cry of the Greenskins. It can also refer to a great marauding army of Greenskins, and in this case is typically named after it's leader such as "Grimgor's Waaagh!" or "Waaagh! Grimgor." In some older editions of the lore, Savage Orcs were said to speak a language consisting entirely of different inflections of the word Waaagh!
Paladin

**Paladin** is a **Bretonnia** Melee Specialist in *Total War: Warhammer*. The bravest of warriors, Paladins charge into battle either mounted or on foot, bringing righteous death in the Lady's name.

## Description

Paladins are powerful heroes renowned through Bretonnia for their chivalry and feats of arms. Many of them are high-ranking nobles, holding titles such as earl or baron, while others hold warrior titles like marshal or warden. Paladins are powerful fighters, and make good leaders for units of Knights. Most Paladins are elite Grail Knights, having supped of the Lady's cup and attained everlasting life. Their courage, valour and loyalty are beyond reproach, and they defend the palaces of the Lady to the death. Considered by the people as paragons of society, Paladins attract crowds when they visit, held aloft by all as the very pinnacle of Bretonnian chivalry and brilliance.

### Abilities

* **Deadly Onslaught**
Such is the power and ferocity of the champion, that those who stand in his way will falter against the warrior's impact.
* **Foe-Seeker**
There are those who wish nothing more than to be at the heart of battle, seeking foes to vanquish.

* **Armoured & Shielded**
Armoured units can block damage from any source apart from Shields have a chance of blocking arrows, bolts, rifle shots and similar small arms fire - but only in a forward facing arc.
Thane

**Thane** is a **Dwarfs** Hero in *Total War: Warhammer*. The Thane leads Dwarfs to battle with a cry of vengeance and an unstoppable rage.

## Description

The leaders of a Dwarf throng are its Lord and Thanes. These are the most powerful fighters in the army, fell-handed warriors equipped with the finest arms and armour of the Clan's weapon hoard. As a rule, Dwarf Lords and Thanes are a grim sort, for they are leaders of a dour people. Upon their broad shoulders is carried the weight of untold debt - the inherited grudges of a long-suffering and unforgiving race. It is their lot to avenge all wrongdoing to their Clan, Hold or race, not just in the present, but also for all time. Failure to redress an injury from antiquity is particularly galling, an act of disrespect to the much-revered ancestors. While Dwarfs are notably an infantry force, there are a few exceptions among their leaders; some Lords are carried into battle by Shieldbearers - stout warriors who serve their liege by hefting a shield as a fighting platform. This is common amongst Dwarfs of the southern Holds and has been continued elsewhere, notable by King Alrik Ranulfsson of Karak Hirn. In other Clans, especially northern ones, Lords and Thanes prefer to fight atop Oath Stones, rocks upon which runes are struck - listing out the Clan's honour, or perhaps the Lord's lineage or deeds. The stone is a symbol of their homeland, a piece of their Dwarfhold made manifest.

### Abilities

* **Deadly Onslaught**
Such is the power and ferocity of the champion, that those who stand in his way will falter against the warrior's impact.
* **Foe-Seeker**
There are those who wish nothing more than to be at the heart of battle, seeking foes to vanquish.

* **Armoured & Shielded**
Armoured units can block damage from any source apart from Shields have a chance of blocking arrows, bolts, rifle shots and similar small arms fire - but only in a forward facing arc.

## Actions

This Hero can perform the following actions on the campaign map:

* Embed Hero
	+ Embeds the Hero into the army, joining it in battle
* Training (Requires skill)
	+ Grants 30 experience per turn to units serving in the parent army
* Inspire Populace
	+ Increases Public Order in the local province by 5
* Assault Units
	+ Inflicts damage upon all units in the target army
	+ Positive outcome base chance: 50%
* Assassinate
	+ Kills the target character
	+ Positive outcome base chance: 30%
* Discourage Populace
	+ Modifies Public Order in the local province by -5
* Assault Garrison
	+ Inflicts damage upon a member of the garrison in the target settlement
	+ Positive outcome base chance: 50%
* Cleanse Corruption
	+ Reduces the amount of Chaos and Vampiric corruption in the local province by 2
	+ Constant passive effect
Wight King

**Wight King** is a **Vampire Counts** Hero in *Total War: Warhammer*. Weapons bursting with dark energy, Wight Kings are monstrous fighters, more powerful than a dozen lesser ghouls.

## Description

Wight Kings are incredibly powerful Undead, almost as hard to destroy as Vampires. Suffused with Dark Magic, a Wight King's weapons shimmer with baleful energy. The merest touch of their spear tip or blade can drain the life from their foes, or slice through flesh and bone with an ease that is frightening to behold. Clad in ancient armour, their flesh all but withered away, there is little for an adversary to cut or stab. Even to stand before one of these skeletal warriors of antiquity takes an extreme effort of will. For these reasons, a Vampire will often charge a Wight King with carrying forth the Undead general's personal banner. Such a duty is often integral to the army's stability, and these indomitable Undead warriors are able to hold aloft the army standard whilst tirelessly striking down one foe after another.

### Abilities

* **Deadly Onslaught**
Such is the power and ferocity of the champion, that those who stand in his way will falter against the warrior's impact.
* **Foe-Seeker**
There are those who wish nothing more than to be at the heart of battle, seeking foes to vanquish.
* **Heroic Killing Blow**
There are powerful beings who can decapitate a dragon or plunge a sword into the heart of a griffon in one mighty strike.
* **Crumbling**
The dead do not rest easily in the Old World. Those summoned by Vampires and Necromancers no longer have mortal concerns - they serve only their master's will.
* **Disintegrating**
The Dark Magic binding has failed. Both flesh and necromantic energy slough off the subjects leaving naught but dust.

* **Armoured & Shielded**
Armoured units can block damage from any source apart from Shields have a chance of blocking arrows, bolts, rifle shots and similar small arms fire - but only in a forward facing arc.
Damsel (Beasts)

**Damsel (Beasts)** is a **Bretonnia** Wizard. To control animals and twist their natural aggression to your own ends shows true mastery of your art.

## Description

Damsels and Prophetesses are powerful individuals, for in their years away from Bretonnia, their innate abilities have been honed and tempered. Their magic is orientated around nature moreso than most other human Wizards, for they are taught by the handmaidens of the Lady. Riding into battle, Damsels and Prophetesses use their powers to lend magical protection to Bretonnia's noble warriors, warding away the foul magic of their enemies as well as casting them down with powerful spells of their own. They are also able to mystically encourage the landscape to fight the Kingdom's enemies; persuading the trees themselves to lash out at the foe; calling flocks of birds to descend on the enemy at their call; even drawing lightning from the heavens to strike down in devastating arcs.

### Abilities

* **Arcane Conduit**
A strong mind is needed to channel the Winds of Magic. Those that have such a gift become arcane conduits - funnelling the magical tempests to their cause.
* **Aura of the Lady**
The Lady of the Lake protects her Knights from the devious enchantments of the enemy.

* **Spellcaster**
This unit can cast spells.
The Claw of Nagash

**The Claw of Nagash (Mortis Engine)** is a **Vampire Counts** war machine unit. Unspeakable evil energy is exuded, both empowering the Undead legions and crippling those who stand against them.

## Description

Many Necromancers and liche-lords have risen to kingship over the Undead, becoming so saturated with evil power that their physical forms radiate magic. Some Vampires actively seek out the citadels of those lords who have gone before, hoping to take possession of their remains and to use them against the living. No mere casket or hearse could be fit to bear the remains of one of these masters of the night. Instead, they are enshrined within a Mortis Engine, a cage of fused bone, surrounded by trappings of grandeur and borne to war by a host of spirits bound to the infernal device. Some reliquaries also carry blasphemous tomes to battle, or scrolls of parchment rumoured to have been penned by Nagash himself. Oft-times the Winds of Magic become night uncontrollable when such a fell tome is near. Heavy with evil magics, painstakingly illuminated with such care that their creator's souls have passed into the leaves of human skin that form its pages, these books can be a boon to the twisted practitioners of Necromancy, but also the bane of reckless and unwary spellcasters.

### Abilities

* **Blasphemous Tome**
The unholy, never-to-be spoken words of this ancient grimoire cause the Winds of Magic to blow like a hurricane.
* **The Chilling Aura**
As if the enemy were caught in a blizzard or wading through treacle, the ice-cold aura slows any unit within range to a near-standstill.
* **The Reliquary Binding**
This depraved artefact, when held aloft, restores energy to those who swear fealty to its vileness.
* **The Reliquary Corruption**
Those who dare to stand against this profane monument will suffer from its corrupting influence, to their demise.
* **Regeneration**
There are beings and creatures that can mend bone and knit flesh at an incredible rate. A mighty boon, but one stunted by fire.
* **Crumbling**
The dead do not rest easily in the Old World. Those summoned by Vampires and Necromancers no longer have mortal concerns - they serve only their master's will.
* **Disintegrating**
The Dark Magic binding has failed. Both flesh and necromantic energy slough off the subjects leaving naught but dust.

* **Magic Harvester**
Increases the level of magic power reserves.
* **Mass Regeneration**
Regenerates nearby friendly units’ hit points.
* **Causes Terror**
This unit can fear themselves.
* **Magical Aura**
This unit is surrounded by one or more magical auras that either support nearby friends or harm its foes.
Warhammer Fantasy

**Warhammer Fantasy** is a high fantasy universe created in the 80's by Games Workshop as the setting for a pen and paper RPG, and later a tabletop miniature war game. It is the setting of *Total War: Warhammer* and its sequels TWW2 and TWW3.

For information about the lore/background of Warhammer Fantasy, see Warhammer Fantasy Wikia and the Lexicanum!

## Influences and similar settings

The setting has numerous influences such as:

* Historical events
* Mythology
* J.R.R. Tolkien's Middle Earth
* Michael Moorcock's Elric stories
* The works of H.P. Lovecraft
* The Swords of Lankhmar - a novel by Fritz Leiber
* Runequest - a pen and paper RPG set in the world of Glorantha

In turn, Warhammer has influenced other fantasy settings such as Bioware's Dragon Age and Blizzard's Warcraft.

Warhammer Fantasy eventually influenced the creation of Warhammer 40,000, a separate science fiction/science fantasy universe by Games Workshop.

The setting should not be confused with Age of Sigmar which has some similarities but is for all intents and purposes a different setting.
Raiding

**Raiding** is a stance that armies can adopt while on the campaign map.

## Overview

Raiding requires a certain amount of unspent movement to be usable, the amount of which varies by race. Raiding in another faction's province reduces the public order and generates money for yourself. The amount of income generated is modified by: conditions in the province, the size of the army raiding, and any traits that the army or lord has. Raiding in your own province is possible, but doesn't generate any revenue. Your *Waaagh!* army allies will sometimes do this without being commanded, but this is a rare occurrence.

## Effects

*Raiding wealth from the local region.*

General:

* Remaining campaign movement range required to adopt: Differs depending on race
* Campaign movement range -25%
* Vigour in battle: winded
* Immune to attrition

If raiding own province:

* Public order -30 when raiding own province.

If raiding a province you don't own:

* +Income generated from raiding: differs depending on many factors
* Public order -3 in the raided province (non-owned provinces)
* Diplomacy: penalties with raided faction

## Different races

* Greenskins have a special stance called Raidin' Camp that combines raiding with Encamp stance. Thus if they encamp to stop attrition or recruit units, they will also be raiding the province.

* Norscan factions have a special stance called Raiding Camp which is similar to the above.
Vandalism

**Vandalism** is any addition, removal, or change of content, in a deliberate attempt to damage Total War: Warhammer Wiki. Examples of typical vandalism are adding irrelevant obscenities and crude humor to a page, illegitimately blanking pages, and inserting obvious nonsense into a page. Abusive creation or usage of user accounts and IP addresses may also constitute vandalism.

**Vandalism is prohibited.** While editors are encouraged to warn and educate vandals, warnings are by no means necessary for an administrator to block. However mislabeling good-faith edits as vandalism can be considered harmful. The following section provides examples of vandalism for users to identify.

Users should be judged with **good faith** before they are considered to be banned by administrators.

## What is considered as vandalism?

**Reminder to rollback:** Please read Total War: Warhammer Wiki:Administrators#Important Note before taking any actions.

* Abuse of tags
* Blanking whole page
* Comment vandalism
* Edit summary vandalism
* Image vandalism
* Link vandalism
* Malicious multiple account creation
* Misinformation (intentional)
* Nonsense (intentional)
* Page creation, lengthening, move (illegitimate)
* Repeated uploading of copyrighted files
* Removing tags and templates of an article
* Template vandalism
* User page and message wall vandalism

## What is not considered as vandalism?

* Boldly editing despite consensus reached previously.
* Disruptive writing or stubbornness or edit war.
* Edit tests by experimenting users.
	+ Such edits are prohibited but they are not vandalism unless they commit again after being reminded.
* Harassment or personal attack.
	+ Such edits are prohibited but they are not vandalism unless this is done on the victim's userpage or message wall.
* Incorrect wiki markup and failure to Manual of Style.
* Misinformation (accidental)
* Nonsense (accidental)

## What you can do ?

* **Report vandalism to any active Admins on their message wall.**
	+ Request for protection or deletion of vandalise pages.
	+ Request for **blocking** vandals.
* Revert the damage caused by vandalism.
* Apply for Rollback or Custodian to fight against vandalism.
* If a user commits serious disrutpive editing, you may issue a warning (Vandal) on his/her message wall.
* If a user commits a little disruptive editing, you may insert (prevandal), or politely remind them not to commit further.

## No active admins

If there is no active admin in the wiki, you may report at **VSTF**. The Volunteer Spam Task Force is a group of Wikia users who have volunteered to help keep Wikia c
Province

**Provinces** are large land areas which the campaign map is divided into. In turn, provinces are divided into local regions. Provinces are not waterways.

Provinces contain up to four settlements. Control of a province can be split between multiple factions, each ruling over the settlements and local regions they hold.

In *Total War: Warhammer*, control of provinces was limited by the regional occupation system.

## Overview

* A province and its population must be managed by the factions in power there.
* Horde factions do not control settlements, but still invade and attack provinces. Their horde armies act as mobile settlements for them.
* Settlements within a province produce taxes for the faction that controls them.
* Control over an entire province grants a public order bonus, as well as the ability to issue commandments which offer province-wide bonuses.
* Provinces are affected by corruption.

### Local regions

Each settlement in a province has it's own **local region** surrounding it. This is relevant for some items, followers etc that only affect the local province. Local regions should not be confused with regions.

## List of provinces

To see the layout of provinces, consult the campaign map. Each different **campaign** has it's own map and different provinces, see the article on campaigns for a list of campaigns.
Timber

Baseline Price

**Timber** is one of the resources available in the Old World. Extracting it requires building a specific building chain.

## Description

Wood is a flexible resource, used in anything from buildings to hand weapons. Just be careful which trees you take it from, as some won't take kindly to being felled.
Croyances

Vous trouverez sur cette page une liste des différents cultes et croyances connus à ce jour, qu'ils soient présent ou non dans l'Empire.

## Les cultes

* Les **Huronnistes** croient que le "Huron", roi unificateur des royaumes de Daynshile qui marqua ainsi l'an **0** de la période dite *fédérale*, était en fait l'incarnation du dieu unique qu'ils vénèrent. Le culte veut que la descendance royale du Huron ait été mise sur le trône pour être la représentation de sa volonté divine. Le Huron prônait la conquête des territoires et la domination par l'imposition de son pouvoir et la compréhension de ses vertus. La légitimité des conquêtes se justifiait, selon le Huron, par l'unification des forces car malgré les conflits régnants, elle serait le dessein ultime de l'homme. Elle permettrait la productivité, la répartition des rôles et la création des technologies plus rapidement en corrélation avec l'harmonie oecuménique.
The Empire Buildings

# Settlements

While the first 3 tiers of both types of settlement are quite similar, the provincial capitals provide a stronger garrison and earlier walls.

Coastal settlements are named differently but have the exact same stats as their landlocked brethren.

# Defence

Provides garrison:

2 Pistoliers
2 Swordsmen
2 Crossbowmen | 1500
2 turns
 III
Provides garrison:

1 Mortar
2 Outriders
2 Halberdiers
2 Handgunners | 3000
3 turns
  Walls
Provides garrison:

2 Empire Knights
2 Spearmen (Shields)
2 Swordsmen
2 Crossbowmen | 2500
3 turns
 III
Provides garrison:

1 Mortar
2 Empire Knights
2 Halberdiers
1 Swordsmen
2 Handgunners | 5000
4 turns
 IV
Provides garrison:

2 Mortar
2 Empire Knights
2 Greatswords
2 Handgunners | 7500
5 turns

# Faction-specific buildings

Buildings in this category reflect the unique characteristics of human Imperial minor factions.

## TEB

Buildings in this category are unique to TEB (Tilea, Estalia, and Border Princes)
Runelord

**Runelord** is a **Dwarfs** Lord. The greatest of Runesmiths rides into battle atop the Anvil of Doom, smiting all foes with magical fury.

## Description

Runesmiths work spells in with their hammercraft, binding the Winds of Magic into mighty runes of power. They are a suspicious lot who jealously protect the secrets kept in their anvils and hammers, guarding the knowledge that allows them to make magic items - weapons, armour, rings and talismans - of greater potency than those wrought by any other mortal race. In times of great need, the most powerful Runelords bring an Anvil of Doom to battle - the most ancient heirlooms of the entire Dwarf race. They are the very anvils upon which the rune weapons of legend were forged, and were, perhaps, the very creations of the great Forgefather Grungni. They are specially made to attract and hold the Winds of Magic, arcane powers which can be captured and subsequently unleashed by a Runelord. Separate runes struck in the right order can call upon the different Ancestor Gods - Valaya for loyalty, Grungni to boost the power of arms and armour, and Grimnir to unlock the energies of fury.

### Abilities

* **Master Rune of Negation**
The secret of this powerful rune was given to a Runelord by Valaya herself, insulating all under its auspices with protection from magic.
* **Master Rune of Oath & Steel**
Armour inscribed with the Rune of Oath and Steel will not bend or buckle.
* **Master Rune of Wrath & Ruin**
As the Runelord hammers upon the Anvil of Doom he shapes the Rune of Wrath and Ruin, causing the earth to crack and vent forth fire and sulphur.
* **Rune of Hearth & Home**
The Rune of Hearth and Home stirs a Dwarf's pride in his noble Hold, Clan and Ancestors.
* **Stand Your Ground!**
On the battlefield, the craven's path is an easy one, but for those champions that choose to stand? Fortune will surely favour them and their troops.
* **Forgefire**
The fires of a Runesmith’s forge burn brighter and hotter, its blessing upon an ally’s weapons increasing their potency.

* **Runic Magic**
This unit can bind magic into powerful runes which can be activated during battle.
* **Armoured**
Armoured units can block damage from any source apart from Armour-Piercing damage.
Prophetess (Life)

**Prophetess (Life)** is a **Bretonnia** Lord. These spellcasters use the Lore of Life to protect friendly troops, yet frustrate and confound enemies.

## Description

Damsels and Prophetesses are powerful individuals, for in their years away from Bretonnia, their innate abilities have been honed and tempered. Their magic is orientated around nature moreso than most other human Wizards, for they are taught by the handmaidens of the Lady. Riding into battle, Damsels and Prophetesses use their powers to lend magical protection to Bretonnia's noble warriors, warding away the foul magic of their enemies as well as casting them down with powerful spells of their own. They are also able to mystically encourage the landscape to fight the Kingdom's enemies; persuading the trees themselves to lash out at the foe; calling flocks of birds to descend on the enemy at their call; even drawing lightning from the heavens to strike down in devastating arcs.

### Abilities

* **Arcane Conduit**
A strong mind is needed to channel the Winds of Magic. Those that have such a gift become arcane conduits - funnelling the magical tempests to their cause.
* **Stand Your Ground!**
On the battlefield, the craven's path is an easy one, but for those champions that choose to stand? Fortune will surely favour them and their troops.
* **Aura of the Lady**
The Lady of the Lake protects her Knights from the devious enchantments of the enemy.
* **Spellcaster**
This unit can cast spells Lore of Life.
Wine

Baseline Price

**Wine** is one of the resources available in the Old World. Extracting it requires building a specific building chain.

## Description

While a High Elf would turn his nose up at it, Bretonnian wine is said to be the best - although the southern wineries of the Empire are now challenging its prominence.
Vampire Lord

**Vampire Lord** is a **Vampire Counts** melee infantry unit in *Total War: Warhammer*. The Vampire Lord takes to melee with power and growing madness, both on foot and atop monstrous, powerful mounts.

## Description

As a Vampire ages, his powers increase. He becomes physically stronger and faster, until he is able to tear a man in half and move as fast as the wind. He is able to call upon a host of powers, the nature of which vary from Vampire to Vampire. Some can call forth creatures such as wolves and bats to assail the armies of the living, and sometimes they can even learn how to change into these forms. Others are able to mesmerise weak-willed mortals with barely a glance. If the Vampire has a strong affinity for magic, then his necromantic abilities expand both naturally and through study. Despite these awe-inspiring powers, however, there is a terrible price to pay. As the decades become centuries, many Vampires lose their minds, sliding inexorably into madness.

### Abilities

* **Foe-Seeker**
There are those who wish nothing more than to be at the heart of battle, seeking foes to vanquish.
* **Red Fury**
Vampires have long had a savage and unstoppable bloodlust. They will continue to slaughter until their enemies lie dead at their feet, or have been turned to Undeath.
* **Undeath Resurgent**
Arise! Do not falter! Do not crumble! Back to life once more!
* **The Hunger**
As the Vampires rip apart their victims they feast on the blood that spills forth – gaining in strength and lost stamina.
* **Crumbling**
The dead do not rest easily in the Old World. Those summoned by Vampires and Necromancers no longer have mortal concerns - they serve only their master's will.
* **Disintegrating**
The Dark Magic binding has failed. Both flesh and necromantic energy slough off the subjects leaving naught but dust.

* **Spellcaster**
This unit can cast spells.
* **Armoured & Shielded**
Armoured units can block damage from any source apart from Shields have a chance of blocking arrows, bolts, rifle shots and similar small arms fire - but only in a forward facing arc.
* **Melee Expert**
Melee Experts might have a very strong Charge Defence. Use them to counter other strong melee units. When facing them, it is best to take them out before they can enter melee.
Port de l'Espérance

## Etat actuel

Ce port est désormais la troisième plateforme commerciale des archipels de Tor Doren. Il décompte près de 2 000

habitants. Il est d'ailleurs le premier port "touristique" en raison des terres sur lequel il est fondé : l'océan se heurte aux montagnes et la neige se mêle au soleil lors des hivers les plus rudes.

Gouverné par Valusia Ai Shefer qui privilégie le commerce et l'entretien de bonnes relations avec chaque faction, le Port de l'Espérance semble être le lieu-dit le plus paisible et quiet du continent.

## Histoire

Le port de l'Espérance fut le second lieu-dit Torédain à être fondé par la Sombreterre. Son nom vient du fait que les marins qui l'ont découvert étaient issus des derniers vaisseaux de l'Expédition Valazar. Après avoir perdu un grand nombre des navires qui voguaient avec eux, ils décidèrent de continuer avec vaillance vers le Sud pour achever leur quête : cartographier l'ensemble du continent.

Suite au décret d'un vide fatal dans les victuailles que contenaient les rafiots, ils décidèrent d'accoster au bout de deux mois et fondèrent ce port aux abords de leur campement.
Runesmith

**Runesmith** is a **Dwarfs** Hero in *Total War: Warhammer*. Forged Runes give the Runesmiths power to enhance allied weapons and armour, and nullify enemy magic to harmless lights.

## Description

Runesmiths work spells with their hammercraft, binding the Winds of Magic into mighty runes of power. They are a suspicious lot and jealously protect the secrets kept in their anvils and hammers, guarding the knowledge that allows them to make magic items - weapon, armour, rings and talismans - of greater potency than items wrought by any other mortal race. In battle, Runesmiths aid their side by dampening enemy magic - earthing spells harmlessly before they can wreak havoc amongst the Dwarfs. They do this in the same manner as they capture the Winds of Magic to forge magic items, and they often bring along rune-covered talismans to aid in this endeavour. Many Runesmiths bear weapons and armour of their own crafting, and they are eager to show their comrades exactly how effective they can be. Whether by some gift of Grugni, or perhaps as a side effect of centuries of beating white-hot metal, when a Runesmith feels the rage of battle, his weapons, and those of friendly foes around him, begin to glow and radiate heat as if remembering the forgefires from which they were created. This aura of power has proven effective in helping blades penetrate the armoured or toughened hides of any foe.

### Abilities

* **Forgefire**
The fires of a Runesmith’s forge burn brighter and hotter, its blessing upon an ally’s weapons increasing their potency.
* **Rune of Negation**
The secret of this powerful rune was given to a Runelord by Valaya herself, insulating all under its auspices with protection from magic.
* **Rune of Oath & Steel**
Armour inscribed with the Rune of Oath and Steel will not bend or buckle.
* **Rune of Wrath & Ruin**
As the Runelord hammers upon the Anvil of Doom, he shapes the Rune of Wrath and Ruin - causing the earth to crack, venting forth fire and sulphur.

* **Runic Magic**
This unit can bind magic into powerful runes which can be activated during battle.
* **Armoured**
Armoured units can block damage from any source apart from Armour-Piercing damage

## Actions

This Hero can perform the following actions on the campaign map:

* Awareness (Requires skill)
	+ Modifies the success chance of enemy Hero actions against the parent army by -25%
* Embed Hero
	+ Embeds the Hero into the army, joining it in battle
* Runic Seal
	+ Modifies the success chance of enemy Hero actions against settlements in the local province by -25%
* Block Magic
	+ Modifies the Winds of Magic power reserve for the target army by -10
	+ Positive outcome base chance: 45%
* Assassinate
	+ Kills the target character
	+ Positive outcome base chance: 25%
* Runic Protection
	+ Reduces the amount of Chaos and Vampiric corruption in the local province by 12
* Damage Settlement
	+ Inflicts damage upon all buildings in the target settlement
	+ Positive outcome base chance: 45%
* Cleanse Corruption
	+ Reduces the amount of Chaos and Vampiric corruption in the local province by 2
	+ Constant passive effect
Wurrzag FLC-Update

1/3

## Get Wurrzag

Wurrzag is a Free Legendary Lord for **Total War: WARHAMMER**, introducing a new character to start your campaign or multiplayer games with.

This latest free content launches on the 20th Oct at the same time as the **Total War: WARHAMMER** – *The King & The Warlord* DLC. Check back on this page then and then click the Download button to get Wurrzag for your game for free.

Once downloaded, you may start a new Grand Campaign as the Bloody Handz tribe, led by Wurrzag.

**Wurrzag Da Great Green Prophet**

Wizards are widely considered to be touched by the divine, which is unsurprising when one considers the maelstrom of forces they routinely channel. In this regard however, the Savage Orc Shaman Wurrzag is in a league of his own.

The greatest herald of Gork and Mork, he appears in battle as a gyrating lunatic, actively seeking out the heart of the conflict where wizards normally fear to tread. Indeed, when Wurrzag is present, those gifted in the magical arts are advised to steer a wide berth, as magical mishaps are rumoured to befall those nearby.

He inspires his Savage Orc cohorts with a brutal battle-fervour, driving them to ever-greater acts of ferocity, and supporting them further with spells and incantations as he races around the field atop his fearsome War Boar Spleenrippa.

**Unique quests**
Like all Legendary Lords, Wurrzag unlocks a series of unique quest-chains as he levels up. Each rewards him with his legendary wargear, transforming his abilities in Battle and Campaign. Wurrzag has three quest-chains, bestowing him with The Baleful Mask, The Bonewood Staff and his Squiggly Beast.

**Traits, skills and abilities**
Wurrzag has a number of further effects which make him a unique Legendary Lord.
When unlocked, his skill Da Fury of Da Prophet! Imbues his entire army with magical attacks.

* Wurrzag can unlock his own personal mount, the War Boar Spleenrippa.
* All Savage Orc units in Wurrzag’s army receive bonuses to their physical resistance and charge bonus statistics.
* All Savage Orcs under Wurrzag enjoy a major reduction to their usual upkeep costs.
* Opposing wizards in close vicinity to Wurrzag suffer a major increase to their chance of miscasting.
* Wurrzag carries Da Effagee of Da Git, a ragged doll which he pricks with needles to pin enemy characters in place on the battlefield.
* Wurrzag’s War Paint grants him extra physical resistance.

*This content pack also includes an update to the Chaos Warriors army roster in the shape of three new units: Feral Manticores, Marauder Horsemasters and Aspiring Champions.*
Mouflon de Cork

Secondaire

Le **Mouflon de Cork** est une espèce liée aux *bovidés*. Il a l'apparence d'un mouton sauvage avec de très longues cornes recourbées. Il est originaire du sud-est de Limcork, dans les sommets enneigés de Cork.

### Commerce

Sa peau est très prisée par les artisans et commerçants à tout niveau et son cuir s'avère être parmi les plus mandés pour la plupart des équipements. Il est importé par les nains de Brumvalt en Sombreterre et parfois expédié par Bradah O'Thonel en direction de Mévète, et à l'attention de son frangin, Bradan O'thonel
Trade

Factions may agree to trade with one another through diplomacy. A trade agreement between two factions

brings in additional money for both.

## Requirements

Trade may only be agreed between two factions if their capital cities are connected by road or waterways and generally only where relations are good. Overland routes cannot go through another faction's territory.

Beastmen and Warriors of Chaos factions cannot trade.

## Overview

* If a trade agreement is agreed between factions, commerce will flow and bring in additional cash. Even without any resources produced, a trade agreement will generate income through tariffs. Tariffs are taxes imposed on foreign merchants that visit your realm to trade. These are not affected by tradable resources and provide a base income from every trade agreement you have.
* Owned resources will be automatically traded and provide income depending on production, number of trade partners and base value of a resource unit.

## Strategy

* While nearly every other option's value depends on context, trade agreements are strictly beneficial. You should strive to get as many trading agreements as possible for a steady trickle of income. As you expand (and provided your trading partners or you don't betray one another), the income will gradually increase.
* The number of resources and tariffs can be increased by building various infrastructure buildings, such as ports or Trading Depots. To max out your income, consider devoting one or two provinces exclusively to trading.
* The income from trade is a strategic consideration. Always check the income from trade from your target or ally before committing to a war. Shooting a hole through your budget is hardly conductive to a good war.
* It is also fairly important for Empire, Dwarfs and Bretonnia. Vampire Counts can trade, but have a harder time due to diplomatic penalties with many factions. As mentioned above, Beastmen and Warriors of Chaos cannot trade.
War and Peace

Factions may wage war on one other in order to capture territory and achieve military dominance. War can be declared via diplomacy or by attacking an enemy army or settlement.

A declaration of war on a faction may also result in war with that faction’s allies, as they are called in to assist. A state of war will persist until one side is destroyed, or a peace deal is agreed through diplomacy.

## Strategies

* It goes without saying that you should really pick your engagements carefully. Always analyze the enemy's alliances (if any) and current strength. There are no sentiments in grand politics, so there's no shame in pouncing on a wounded faction that just scraped together money for a peace settlement with another foe.
* *Especially* if it's a faction that's been a thorn in your side and demonstrated remarkable resilience in the past.
* Factions who are at peace may still raid each other without declaring open hostilities.
Wintertooth

## Background

The harsh and brutal nature of the far north is reflected in the grim character of its peoples. Yet even more than the privations of their cold and barren lands, their proximity to the Realm of Chaos shapes the Norsca and other northern tribes. Rather than fight the darkness, they embrace it, worshipping the forces of Chaos as Gods, providing a willing army for the Ruinous Powers' never-ending war against order and reason.

Though physically tougher and more powerful than those living an easier life in the south, the Northmen are still Men - although many of them will have their humanity warped by mutations, and their savagery and barbarism are legendary. War is their natural state, and whether raiding across the Sea of Claws in their longships or feuding with neighbouring tribes, their blades never go long without blood. They follow the Ruinous Powers with unquestioning fervour, personifying them as the Hound, the Crow, the Serpent and the Eagle. They need no priests to intercede with their Gods, believing the slaughter and terror they bring is an act of worship in itself, though they are also highly superstitious and often raise twisted shrines and make blood offerings to honour whichever deity they hope to win favour with. The shared ambition of every northern warrior is to cause the greatest possible bloodshed and mayhem in order to appease and please their Gods; in seeking this goal most die violent deaths, or fall into warped insanity, but a few become favoured as Champions of the Gods, often 'blessed' with mutations such as a melding of flesh and armour, or weapons fused with the hands that wield them.

No single Lord holds sway over the nomadic northern tribes, although men and monster alike are increasingly drawn to fight for King Throgg, a Troll of surprising intellect, or to follow Wulfrik the Wanderer, a Norscan warrior cursed by the Gods to forever seek out and fight the mightiest opponents. And whenever the Ruinous Powers prepare for a new assault on the south the Northmen put aside their petty disputes and rivalries and unite behind their Champions, ready to fight and die in the name of their Gods. At times like this, the Realm of Chaos itself swells and expands, bleeding over into mortal lands. One day, the Norsca believe, their advance will not be checked, and Chaos will swallow the world.

## Lord Choices

* Throgg
	+ Additional Starting Units
		- Norscan Warhounds
		- Norscan Trolls
		- Norscan Ice Trolls
	+ Lord Effects
Vampire (Shadows)

**Vampire (Shadows)** is a **Vampire Counts** Hero. In amongst the fighting, a Vampire is a danger to her enemies, a vicious warrior and uncompromisingly cruel.

## Description

Vampires are the true masters of Undeath. Despite their curse, Vampires retain all of their devious intelligence, and hence all of their ambition and desire. This makes them very dangerous indeed, for they can continue to grow and learn, spending eternity perfecting their skills and honing their diabolical plans and schemes. A Vampire is ultimately a selfish creature who retains many of the traits and drives she possessed when mortal. Whilst the crudest of their kind exist only to feed, some lust after temporal power and conquest of the living. The Necrarchs strive to attain unparalleled necromantic skills, whereas Lahmnians possess immense wealth beyond the dreams of avarice. The greatest curse of Queen Neferata's legacy is that Vampires cannot live on normal food and drink, but must imbibe fresh blood for sustenance. For the youngest Vampires, this unnatural thirst is very strong. At this stage, they are often rash and easily caught and killed by Witch Hunters and other dedicated enemies of the night. Though most learn how to survive on less and less fresh blood until they need to feed only every few years, some never overcome their primal hunting instincts.

### Abilities

* **Dark Benediction**
Dark Blessings given freely from long-dead souls follow in the Wight Kings wake. And so the dead strive for Unlife...
* **Immortal Will**
Immortal spirits will refuse to leave the bounds of the mortal plane, and so cannot be put to rest with ease.
* **The Hunger**
As the Vampires rip apart their victims they feast on the blood that spills forth – gaining in strength and lost stamina.
* **Crumbling**
The dead do not rest easily in the Old World. Those summoned by Vampires and Necromancers no longer have mortal concerns - they serve only their master's will.
* **Disintegrating**
The Dark Magic binding has failed. Both flesh and necromantic energy slough off the subjects leaving naught but dust.

* **Spellcaster**
This unit can cast spells.
* **Armoured**
Armoured units can block damage from any source apart from Armour-Piercing damage.
* **Decent Melee Combatant**
Despite being primarily a missile unit or spellcaster, this unit can also hold its own ground when fighting in melee.
Wood Elves settlements

**Wood Elves** are unlike other races in that they are capable of occupying any settlement on the campaign map with no ill effects, being unaffected by either the Climate or Regional occupation systems. The drawback is that they are limited in what they can build outside of Athel Loren. There are three types of settlements that Wood Elves can occupy, Forest settlements, Asrai Lookouts, and the Oak of Ages. Each type has it's own kind of settlement building chain.

# Forest settlements

**Forest settlements** or **Elven Halls** are the main Wood Elf settlements, constructed within the confines of Athel Loren. These settlements have far more building slots than the cities of other races.

In The Old World and Mortal Empires campaigns there is the following forest settlements: *Waterfall Palace* in Argwylon, *King's Glade* in Talsyn, *Vaul's Anvil* in Torgovann and *Crag Halls of Findol* in Wydrioth. In the Season of Revelation there is many Forest Settlements.

# Asrai Lookouts

Any settlements taken that are outside of Athel Loren are made into an **Asrai Lookout**, a limited settlement that only has a single construction slot open. Asrai Lookouts are capable of constructing buildings that give small faction wide stacking buffs, allow casualty replenishment, and allow global recruiting at local recruiting prices.

# Oak of Ages

**The Oak of Ages** is a special settlement located in Yn Edri Eternos. The Oak of Ages is the most important settlement to the Wood Elves as it plays a crucial role in their Wonder based victory condition and its destruction means an instant loss. Upgrades to the Oak of Ages result in large faction wide buffs.
Region

A **region** is a group of provinces on the campaign map that is somehow distinct from other areas. Regions are technically not part of the game mechanics of Total War (campaign maps are divided into provinces and local regions). Regions are distinct continents, landmasses or other areas which appear in Warhammer Fantasy lore, and are referenced many times in the games.

Not every region from the lore should be included here. Only those which are directly relevant to Total War campaigns and referenced many times in the games.

## Regions

* The Old World - a temperate area, dominated by human factions such as The Empire and Bretonnia.
	+ Athel Loren - a magical forest in the Old World. It appears in the Old World campaign and Mortal Empires. It is the main focus of The Season of Revelation mini-campaign.
	+ The Drakwald - a dark, Beastmen-infested forest which features heavily in the An Eye For An Eye mini-campaign.
	+ World's Edge Mountains - a huge mountain range which forms the eastern border of the Old World and The Southlands. Mostly inhabited by Dwarfs, Greenskins and Skaven.
	+ Norsca (region) - a cold mountainous peninsula, home to Norscan factions.
	+ The Badlands - a wasteland area south of the Old World but north of The Southlands, home to many Greenskins.
* The New World
	+ Ulthuan - the idyllic island-continent of the High Elves.
	+ Naggaroth - the frozen, cold north-western continent, home to the Dark Elves.
	+ The Southlands - a southern continent with a warm climate of desert and jungle.
	+ Lustria - a south-western continent with a humid tropical climate, dominated by Lizardmen.