recursal/Fanatic-Fandom huggingface dataset:
The Bloody Handz

## Background

Traditionally, the Greenskins wander the Badlands as individual tribes, only coming together when the call to Waaagh! goes out. One such occasion is now; Wurrzag - aligned with the Orcs of the Bloody Handz tribe, who seek the greatness they believe 'Da Great Green Prophet' can bring them - is abroad, and has wandered into the Dragonback Mountains in search of more than just plunder and the inevitable scrap to get his filthy green hands on it.

Wurrzag desires greatness for all his kind - for Greenskins to go beyond being merely an avaricious rabble and "reach for da skies". This will bring his force into conflict with other, potentially-sneakier Greenskins, plus bands of humies, stunties, and whatever-else dares get in their way. War is exactly what da Green Godz - Gork and Mork - want; they want it bloody and climactic, and they want it right now! And who is Wurrzag - most pious of all Orcs - to go against the word of da Godz? Exactly. Waaagh!

## Lord Choices

* Wurrzag
	+ Additional Starting Units
		- Savage Orc Arrer Boyz
		- Giant
		- Savage Orcs
	+ Lord Effects
Items

Magical items or artifacts can be gained by the player over the course of a campaign. When equipped to

characters, they provide various stat bonuses, attributes and special abilities.

Items should not be confused with Followers, Banners, Runes, Marks of Chaos and Mounts.

## Overview

Items are divided into four categories according to how likely they are to appear: Common, Uncommon, Rare and Legendary. Most items are generic and can be gained by any faction, while some items are faction-specific and will only appear as quest rewards for a certain faction.

Items can be granted as quest rewards, or even looted and stolen from other factions after a victorious battle. The same applies in reverse: the player can lose items if the Lord it was equipped to dies in battle. The exception is Legendary items which cannot be lost in battle. The player can gain multiple of the same item, except for Legendary items which are unique/one-of-a-kind.

Items owned by the player go into a list and can be equipped to or unequipped from characters at will. In the Grand Campaign, there is generally a 1 turn waiting period before an item will be transferred from one character to another. Generally any character can use any kind of item, with three exceptions:

* Legendary items can only be equipped by the appropriate Legendary Lord.
* Arcane type items can only be equipped by a wizard type character.
* Most wizard/spellcaster characters cannot equip Armour items. The exceptions to this are Vampires, Vampire Lords, Chaos Sorcerers, Chaos Sorcerer Lords, Mannfred von Carstein, Archaon the Everchosen and Azhag the Slaughterer.

## Types of Items

**Armours**

Almost all armours increase the armour stat. Additionally, some armours convey physical, missile, fire or magic resistance. A few armours convey ward save.
A few armours have special passive abilities. Armour generally cannot be used by wizard characters, aside from the exceptions above.
**Weapons**

*All* weapons enable magic attacks for the character. Additionally, they may increase melee attack, melee defence, weapon strength or melee damage.
Some weapons increase armour piercing damage, charge bonus or fire damage. A few weapons have special abilities.
**Talismans**

Talismans usually convey ward save or magic/fire/physical resistance.
**Enchanted Items**

Several enchanted items provide health regeneration. They often have unique abilities, and some allow use of the Fireball spell or cause Terror.
**Arcane Items**

Almost all arcane items have unique passive/active abilities. Some increase the Winds of Magic or Power Reserve, others increase ward save.
Arcane items can only be used by wizard characters.
## List of items

*Tip: if you are looking for a specific item, press ctrl+f in your browser and type in the item name to search this page.*
Corpse Cart (unholy lodestone)

**Corpse Cart (Unholy Lodestone)** is a **Vampire Counts** war machine unit. When the lodestone bell rings, dark magic exudes and ripples across the battlefield.

## Description

Corpse Carts act like magnets for Dark Magic, drawing their power from the land itself and re-animating the dead around them. Sometimes a Corpse Cart is hung with a great bell, the clapper of which is a fell lodestone of eldritch provenance. When necromantic magic is thick in the air, the bell tolls and ripples of Dark Magic emanate from the Corpse Cart. Under the influence of this ominous knell, the dead are drawn back together and cadavers stagger to their feet. Other Corpse Carts are lit by braziers that burn with infernal flames. The smoke from these 'balefires' contains particles of Warpstone that can drive enemy Wizards temporarily insane. Though most were hunted down and put to the torch, for more than a thousand years the remaining Corpse Carts have wandered along the back roads and dirt tracks of Sylvania, wearing death and misery like a shroud. On dark nights, they enter ramshackle villages, stirring the dead in their graves and filling the dreams of slumbering peasants with visions of rot and death. These strange constructs are valued highly by Vampires, for Undead creatures near a Corpse Cart will fight with frenetic vigour, bolstering the battle line of their armies.

### Abilities

* **Unholy Lodestone**
The ringing of the arcane bell atop the Corpse Cart inspires Undead minions to continue fighting, even when grievously wounded.
* **Vigour Mortis**
The Corpse Cart hardens shattered spirits and emboldens tattered bodies to ever greater acts of violence.
* **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.

* **Mass Regeneration**
Regenerates nearby friendly units’ hit points.
* **Regeneration**
flaming attacks will cause more damage to units with Regeneration.
* **Magical Aura**
This unit is surrounded by one or more magical auras that either support nearby friends or harm its foes.
Clan Angrund

## Background

For many generations the Dwarfs prospered. But then their realm was riven by a chain of devastating earthquakes followed by sustained attacks by Greenskins and other vile foes. Thus the golden age of the Karaz Ankor ended.

As ever, the Dwarfs’ reason for existence is to take back what is rightfully theirs and right the many wrongs recorded in the Great Book of Grudges. One such grudge is against that fiendish Night Goblin, Skarsnik, who will dominate Karak Eight Peaks unless challenged.

As you might expect, Belegar Ironhammer – direct descendant of the legendary King Lunn – has taken this slight very personally indeed, and intends to set the record straight once and for all. In fact, so large a stain was the loss of Vala-Azril-Ungol upon the pride of Clan Angrund, that Belegar’s ancient Ancestors refuse to rest until they have done their part to aid him in reclaiming the pivotal fortress for Clan Angrund and wiping out every nasty little green git who dares stand in his way.

A tall order? Not really – Belegar has bolstered his army with a force of Rangers and some extremely serious hardware for smashing and bashing and flying his way to victory. That ought to do it, but if it doesn’t he’ll shave his beard off and join the Slayers! Mark Belegar’s words, o green tide, and mark them well; the Karaz Ankor will return, with Belegar Ironhammer at its vanguard!

## Lord Choices

* Belegar Ironhammer
	+ Additional Starting Units
		- Rangers
		- Dwarf Warriors
		- Hammerers
	+ Lord Effects
Holkins

## **Mini Biografia:**

**Nome Completo:** Lucas Holkins

**Equipa**: Ravenclaw

**Cargo**: Professor de Poções

**Varinha**:

·         **Cor:** Negra

·         **Comprimento:** 22 cm

·         **Flexibilidade:** Muito flexível

·         **Madeira:** Videira

·         **Núcleo:** Pena de fénix

**Descendência**: Mestiço

**Família**:

·         **Mãe:**

·         **Pai:**

**Naturalidade:** Brasileiro

**Signo:** Peixes

**Patronus:** Águia

**Boggart:** Aranha

**Animagos:** Morcego

**Cofre em Gringots :** Não há

**Lugar Favorito na Escola:** Campos

**Matéria Preferida:** Astronomia

**Melhor Matéria:** Astronomia

**Pior Matéria:** Runas Antigas

**Feitiço Preferido:** Legilimens

**Livro Preferido:** Príncipe Mestiço/Misterioso

**Criatura Mágica Preferida:** Dragão

**Criatura Mágica Mais Assustadora:** Lobisomem

**Cor Preferida:** Azul

**Comida Preferida:** Pizza

**Bebida(s) Favorita(s):** Vitaminas

**Melhor Qualidade:** Rápido Raciocínio

**Objecto** **Especial**: Cartas

**Animal Domestico:** Nenhum

## **Cronologia:**

**09 de Janeiro de 2014**
 - Cerimonia de Abertura do Ano Letivo Janeiro/Fevereiro de 2014
 - Selecionado para a equipa Ravenclaw 17 de Fevereiro de 2014

 - Cerimonia de Encerramento do Ano Letivo Janeiro/Fevereiro de 2014
 - Aprovado no Primeiro Ano da RH

**13 de Março de 2014**
 - Cerimonia de Abertura do Ano Letivo Março/Abril de 2014
 - Escolhido como prefeito da equipa Ravenclaw Entre 14 de Março e 20 de Março de 2014

 - Escolhido como jornalista do Profeta Diário 21 de Abril de 2014

 - Cerimonia de Encerramento do Ano Letivo Março/Abril de 2014
 - Escolhido como melhor aluno do 2ºAno
 - Aprovado no Segundo Ano da RH 23 de Setembro de 2014

 - Real Hogwarts volta a ser aberta 25 de Setembro de 2014

 - Cerimonia de Abertura do Ano Letivo Setembro/Outubro de 2014 03 de Novembro de 2014

 - Cerimonia de Encerramento do Ano Letivo Setembro/Outubro de 2014
 - Escolhido como melhor aluno do 3ºAno
 - Aprovado no Terceiro Ano da RH
 - Holkins se forma na escola Real Hogwarts
 - Holkins recebe a Taca das Equipas para a Ravenclaw 16 de Janeiro de 2015

 - Cerimonia de Abertura do Ano Letivo Janeiro/Fevereiro de 2015
 - Holkins é apresentado pela primeira vez como auxiliar de poções 23 de Janeiro de 2015

 - Primeiro dia do Clube de Pocoes do professor Holkins Fevereiro de 2015

  - Cerimonia de Encerramento do Ano Letivo Janeiro Fevereiro de 2015 11 de Setembro de 2016

 - Reuniao de preparação para o inicio do ano letivo setembro/novembro 2016
 - Holkins é apresentado como professor de poções 22 de Setembro de 2016

 - Cerimonia de abertura do Ano Letivo Setembro/Novembro de 2016 25 de Setembro de 2016

 - Primeira aula de Pocoes do Professor Holkins
Heroes

**Heroes** or **agents** are a type of character unit which may be recruited in service of a faction.

Unlike lords, heroes can move independently of armies, and can freely move into enemy territory. A selected hero can join with a controlled army or move into a controlled settlement by right-clicking the target. A hero marching with an army will fight alongside that army in battle. Thankfully, lone heroes cannot be attacked by enemy armies, only by enemy heroes. However, heroes who die in battle during the campaign may be permanently gone.

## Hero actions

In campaign, heroes may perform actions that strengthen the faction's armies or settlements, or to strike against enemy army, settlement, province or hero.

With a hero selected, right-click the desired target to move the Hero there and show a range of options. A hero can be moved into a province, own or foreign, and then provides a passive positive or negative influence in the target province.

Tooltips on the various hero action buttons show more information about that action, including its chance of success. Hostile actions with heroes do not directly lead to war. They may be discovered, however, which will worsen relations between the factions involved.
Lord (Bretonnia)

**Lord (Bretonnia)** is a **Bretonnia** Lord in *Total War: Warhammer*. The bravest of the brave, the noble Lords of Bretonnia will fight for the Lady until the bitter, bloody end.

## Description

Bretonnian Lords are powerful nobles whose deeds are recounted throughout the land, even by mighty earls, barons and the dukes themselves. Proud and powerful warriors all, Bretonnian Lords are excellent warrior-generals. Most of the Lords of Bretonnia were dukes of noble stock, such as Duke Behemond "Beastslayer" of Bastonne, and Theodoric of Brionne. They claim shared ancestry with the first Bretonnian King, Gilles le Breton, and many purport that their founders fought alongside him in his many battles. Lords are important and powerful figures both in the military and political world of Bretonnia, often trading sword and shield for cup and words in the halls of power; to play the game and advance their cause.

### 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.
* **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.

* **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.
Lore of Fire

The Lore of Fire is a collection of magic spells that can be used by Certain Wizards.

## Spells

Fire spells can be only used these who know Lore of Fire

## Cascading Fire Cloak

 A blazing aura surrounds the Pyromancer's chosen ally, shielding them with protective flame and augmenting their abilities.

 +36 Melee Defence

## Fireball

 The Wizard conjures a boiling ball of magical flame and hurls it at a nearby foe.

## Flame Storm

 Conjured by a Bright Wizard or Chaos Sorcerer, a column of churning fire erupts from the battlefield, causing much destruction!

## Flaming Sword of Rhuin

 The Wizard ensorcels allied weapons, making them burn with a savage fire. The targets of the spell are augmented with superior flaming blades.

 +22% Weapon Damage

## Piercing Bolts of Burning

 Focusing all his mystical might, the Pyromancer strikes the foe with a flurry of incandescent missiles.

## The Burning Head

 A cackling, flaming visage appears before the Wizard. With a gleeful screech, it swirls around the battlefield, immolating anything in its way.
King Lunn Ironhammer

**King Lunn Ironhammer** is a **Clan Angrund** Ancestor, Melee Specialist. Centuries of shame in defeat shall be washed away ‘neath my hammer; Clan Angrund will rise again!

## Description

King Lunn Ironhammer was one of many Dwarf leaders who fought to protect the Karaks during the Time of Woes. Remembered as the last Dwarf King to hold sway over Eight Peaks before it was lost, he staunchly carried out his duties until the very end. With enemies closing in, King Lunn delayed his own throng’s retreat until he had successfully rune-sealed the Ancestor Tombs deep below the fortress, forever preventing any from entering, ensuring the continued sanctity of his Ancestors’ remains. Now, centuries later, Belegar has a powerful ally in his summoned forefathers’ ghost. With his help, Clan Angrund will surely succeed in honouring their vow to take back Eight Peaks once more - lest the shame of defeat will be carried down the Ironhammer bloodline forever!

### 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.
* **Ethereal**
Ethereal units ignore most damage done by non-magical weapons. As they have shed most of their physical form, they are not slowed by terrain-based movement penalties either.
Mortis Engine

**Mortis Engine** is a **Vampire Counts** war machine unit. Bolstering the fighting spirit of all those around it and blasting enemy ranks with savage, dark energy.

## 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 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.
Norsca Unit Roster

The Norscans acknowledge no single ruler, but are united in their love of violence and the desire to spread the taint of Chaos. Constant war is a way of life, both between the feuding tribes and in raids against the 'soft' southerners who they view as a source of blood for their blades and plunder for their storehouses.

They aspire to attract the favour of their fickle Gods with acts of barbarism, in the hopes of receiving dark blessings, often in the form of grim mutations. The truly great became warped and mighty Champions. Most die violent deaths or degenerate into less-than-human monsters. When the Gods wax strong, the Norscan tribes unite under the banners of their Champions, and march south, eager to bring darkness and destruction to the world.
Carcassonne

## Unit Roster

Main article: Bretonnia Unit Roster

The Bretonnian unit roster is focused mostly on heavy cavalry, and this where their killing power comes from. However it would be a mistake to ignore Peasant Bowmen or Spearmen-at-Arms who provide an important shield for valuable units of Knights of the Realm and Grail Knights.

## Background

The Lady of the Lake is the principle Bretonnian deity, said to embody the pure, noble, courageous spirit for which the Kingdom is known. Her earthly representative is the Fay Enchantress, who watches over Bretonnia from her tower in Carcassonne and upon whose wise counsel King Louen depends. In fact, during times of dynastic crisis, the Enchantress is empowered to choose the next Royarch from amongst the Dukes and has, on at least one prior occasion, stripped a tyrannical or cruel ruler of his throne and commanded his own Knights to forcibly expel the oppressor from the Kingdom! Whilst undoubtedly ancient – some say thousands of years old even – the Enchantress appears to all as a beautiful young woman and is reincarnated instantly as soon as her host body wears out. Although undoubtedly a fearsome sorceress more than capable of defeating her enemies by herself, the Fay Enchantress is served by her loyal body of Grail Knights, whose lives are sworn to protect her person and obey any and all commands. She is also served by the Damsels and Prophetesses of the Lady, who are called into her service as children and become her acolytes, eventually having not insignificant magical powers of their own.

The Enchantress is the one who rouses the usually competitive Dukedoms of Bretonnia into united action when the Kingdom is threatened by evil forces from without. It has even been known, at times of mortal peril, for her to ride into battle ahead of an army of her fiercely-loyal Grail Knights. On the battlefield, she uses magic to both protect Bretonnian forces from attack or weaken and strike down the foe – sometimes with a single, furious stare!

## Lord Choices

The Fay Enchantress

* Additional Starting Units
	+ Battle Pilgrims
	+ Grail Guardians
	+ Blessed Field Trebuchet
* Lord Effects
Black Coach

**Black Coach** is a **Vampire Counts** war machine unit in *Total War: Warhammer*. In amongst the chaos of the fight, Black Coaches build strength, becoming more powerful as its enemies fall.

## Description

Legend has it that the driver of a Black Coach is a Wraith of some kind, and that grisly Nightmares pull it to war. On the battlefield, a Black Coach grows ever more powerful, feeding on magics wielded by mortal and immortal sorcerers alike. Driven on by the undying will of the Vampire couched within it, the Black Coach crushes or scythes down the ranks of the enemy without slowing. By creating a Black Coach, the Vampire's retainers can transport their master's rejuvenating form to places of slaughter. This allows the Vampire to revivify himself, drinking in the coalescing energies that swirl around the crucible of war. Each Black Coach is a magnet for such baleful forces; as it drives onward, it soaks in the energies of the battlefield, shimmering with sorcerous power until it is all but unstoppable.

### Abilities

* **Black Nimbus**
A pulsing nimbus of darkness envelops the Black Coach, making it sleeker and more resistant to enemies.
* **Black Scythes**
The Black Coach manifests gleaming scythes, as sharp as the night is dark.
* **Unholy Vigour**
The Cairn Wraith and the skeletal steeds pulling the Black Coach are filled with unholy vigour.
* **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.

* **Evocation of Death**
The Black Coach feeds on magical energy that bolsters its resistance and strengthens its charge.
* **Causes Terror**
This unit can fear themselves.
* **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.
* **Anti-Infantry**
Anti-infantry units have an advantage against targets that are smaller than a horse. This advantage can be a damage bonus against small targets, superior weight used to smash through lighter enemies, or an explosive attack from range that effects a large area.
An Eye For An Eye

**An Eye For An Eye** is a mini-campaign in the **Call of the Beastmen** DLC, separate from the main campaign of Total War: Warhammer called The Old World.

An Eye For An Eye features it's own custom campaign map and factions, and focuses on the hatred between Khazrak the One-Eyeand Boris Todbringer. Much of the campaign takes plce in the Drakwald.

## Minor factions

If u have Finished the **An Eye For An Eye** campaign u get Boris Todbringer and Middenland (faction) as Reward to be playable in Custom games and MP. NOTE: The faction isnt playable in Single player, yet...
Cory Doran

**Cory Doran** is a Canadian voice actor and director who is known as the voice of Jimmy, the star of the animated show, Jimmy Two-Shoes. He also voices the character Mike in the series Total Drama.He took over for Lou Attia as the voice of Fungus in the second season of the Cartoon Network/YTV animated television series, Numb Chucks.

## Filmography

* *Jimmy Two-Shoes* - Jimmy
* *Rocket Monkeys* - Flowers
* *Pearlie* - Stearling
* *Stoked* - Andrew "Bummer" Baumer, No Pants Lance and Captain Ron
* *Total Drama* - Mike/Mike's Alternate Personalities
* *Wild Kratts* - Dabio
* *Gotta Catch Santa Claus* - Trevor Taylor II
* *Numb Chucks*(2015) - Fungus
* *George of the Jungle* - George, Tookie Tookie
* *Skatoony* - Mike/Mike's Alternate Personalities and Jimmy
* *BeyWheelz* - Tom
* *BeyWarriors: BeyRaiderz* - Domani
* *Arthur* - J-Cube/News Reporter
* *Freaktown* - Lenny

## External links

* Cory Doran at the Internet Movie Database
Throni Ironbrow

**Throni Ironbrow** is a **Clan Angrund** Ancestor, Support Specialist. The Master Runesmith stands by his Lord – his kin – one last time before the gods.

## Description

Karak Azul is a prosperous Dwarfen city to the south of Eight Peaks, renowned for producing powerful weapons of unrivalled quality. In the ancient times it was a process overseen by the Master Runesmith Throni Ironbrow, a distant blood-relative and close friend of King Lunn Ironhammer of Eight Peaks. When Ironbrow received word that Eight Peaks would likely be the next stronghold to fall, he demanded permission to leave his throng to make the treacherous Underway journey northwards to help his kinsperson. Such was his value to Karak Azul that his request was immediately denied – perhaps it was little surprise that Eight Peaks would eventually fall, leaving Karak Azul the only Southern Dwarfhold to withstand the Greenskin armies that surged into Dwarf territory during the Time of Woes.

### 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.
* **Ethereal**
Ethereal units ignore most damage done by non-magical weapons. As they have shed most of their physical form, they are not slowed by terrain-based movement penalties either.
Damsel (Heavens)

**Damsel (Heavens)** is a **Bretonnia** Wizard. Those with knowledge may summon great gusts of wind or fearsome arcs of lightning to harass their 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.
* **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.
Provinces

**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. In Total War: Warhammer II, this was replaced by the climate system. However even in TWW2, some races still have limitations on which provinces/settlements they can control.

## 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.
	+ Lizardmen commandments can get much stronger with the Geomantic Web.
* 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.

Additionally, you can see the categories:

* Category:Total War: Warhammer provinces
* Category:The Old World provinces
* Category:An Eye For An Eye provinces
* Category:The Season of Revelation provinces
* Category:Mortal Empires provinces
Dire Wolves

**Dire Wolves** is a **Vampire Counts** melee infantry unit in *Total War: Warhammer*. A pack of Dire Wolves is a lacerating mess of teeth in the melee, effective against enemy infantry.

## Description

Dire Wolves are macabre parodies of the living Giant Wolves that roam the Badlands and the forests of the Old World. Their flesh hangs in tatters from cracking bones, their skulls and innards exposed through tears in their skin. They are swathed in an eerie, glimmering twilight and their eyes glow with unnatural energy. The stench of putrefaction hangs on their wet breath and their howls cause shivers of fear to freeze the bold. When they are slain, their bodies dissolve into a coiling miasma, leaving nothing behind. Vampires sometimes keep the largest of these creatures in pens deep below their castles and towers, feeding them on local peasants until they are large and glutted, then goading them to new heights of viciousness. The Vampire imbue their creations with Dark Magic to increase vitality and bestow a callous cunning. These monstrous creations are known as Doom Wolves, and it is these larger, more ferocious beasts that lead the Dire Wolf packs to war.

### Abilities

* **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.

* **Very Fast**
This unit can run circles around most other units, taunting and harrassing the enemy or evading its missile fire.
* **Weak Against Armour**
This unit's attack can hardly punch through armour and is thus wasted on heavily armoured enemies.
* **Vanguard Deployment**
This unit can deploy in an expanded deployment area, allowing it to start the battle within striking distance of the enemy - or somewhere unexpected.
Dramar Hammerfist

**Dramar Hammerfist** is a Clan Angrund Ancestor Missile Specialist. Sheer weight of numbers forced us back, against our best efforts to remain stalwart. That will not happen again. I vow it.

## Description

Like all Master Engineers, Dramar Hammerfist was a valuable member of his throng at Eight Peaks. Less of a warrior and more a master of fight-or-flight tactics, his preparedness for battle was such that he was always well-equipped enough to avoid face-to-face altercations. Instead, he would either take down his enemies from afar with his modified rifles or artillery pieces or, if all else failed, simply make a swift escape in one of his custom-built Gyrocopters. Known for his offensive engines of destruction, Hammerfist often left the design of defensive fortifications on home soil to lesser Engineers, considering it a bore. As the Time of Woes fell upon the Dwarfs, he was determined not to be entrenched in Eight Peaks, joining the first few forays against the invaders, led by Halkenhaf Stonebeard, and eventually going missing in action.

* **Ballistics Calibration**
This Dwarf has an eye for accuracy, firing rates and enemy sweet spots. War machines will benefit from his presence.
* **Extra Powder**
There are those who have a knack for pushing artillery and their crews to new heights, allowing such machines to fire further than ever before.
* **Entrenchment**
All the sons of Grungni can dig-in, enabling them to better resist physical attacks from the foe. Any missile attacks they can make are also improved.

* **Ballistics Expert**
This unit improves all nearby friendly missile units.
* **Armoured**
Armoured units can block damage from any source apart from Armour-Piercing damage.
* **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.
* **Ethereal**
Ethereal units ignore most damage done by non-magical weapons. As they have shed most of their physical form, they are not slowed by terrain-based movement penalties either.
The Badlands

**The Badlands** is a region located either inside or just south of The Old World (depending on your definition). It is north of The Southlands, west of the World's Edge Mountains. It is a region of dry plains and canyons which is infested with Greenskin Tribes. A notable feature of the Badlands are the **Marshes of Madness** - a haunted wetland which is located in between Eastern Badlands, Blightwater and Southern Badlands.

In Warhammer Fantasy lore, the Badlands were once home to the ancient empire of Mourkain, which was destroyed long ago. In the Mortal Empires campaign, the Ruins of Mourkain are a landmark in Galbaraz, Southern Badlands for the Vampire Counts. There are also several important settlements in the Badlands such as Black Crag, Karak Eight Peaks, Gronti Mingol and the aforementioned Galbaraz. Additionally, the Badlands are the only source of the Savage Orcs resource which allows Greenskins factions to recruit Savage Orcs units.

The Badlands were first introduced in Total War: Warhammer.

Much of the central areas of the Badlands is made up of desert/badlands terrain which causes attrition to armies travelling across it.

## Provinces

Badlands provinces:

* Eastern Badlands - Location of Karak Eight Peaks.
* Western Badlands - Start location for The Bloody Handz.
* Southern Badlands - Start location for Malagor's Beastmen hordes.

Sometimes considered part of the Badlands:

* Death Pass - Start location for the Greenskins faction and location of Black Crag/Karak Drazh.
* Blood River Valley
* Desolation of Nagash
* Blightwater

## Factions

Greenskin Tribes:

* Greenskins
* The Bloody Handz
* Crooked Moon Mutinous Gits
* Bloody Spearz
* Top Knotz
* Scabby Eye
* Red Fangs
* Teef Snatchaz

Dwarf Realms:

* Karak Azul
* Barak Varr
Damsel (Life)

**Damsel (Life)** is a **Bretonnia** Wizard. Proponents of the Lore of Life protect and heal friendly troops and allies, whilst forestalling their foes at every turn.

## 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.
Vampire (Death)

**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.
Prophetess (Heavens)

**Prophetess (Heavens)** is a **Bretonnia** Lord. Trained by handmaidens of the Lady, these spellcasters bring nature's power to bear against the foes of Bretonnia.

## 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 Heavens.
Public Order

Various factors can improve public order, such as certain buildings and the stationing of armies in the province settlements. Other factors can be detrimental such as taxes, corruption, or invading armies.

A province revolts if public order ever drops to -100, making it a crucial resource to manage.

## Factors improving public order

* Not taxing a province.
* Stationing an army within the territory.
* Certain infrastructure buildings.
* Appropriate commandments.
* Character traits.
* Random events.

## Factors reducing public order

* Taxes
* Looting and razing.
* Conquering cities and provinces (both one-time local penalties and faction-wide decaying penalties).
* Corruption (or the lack of the vampiric variety for the Vampire Counts)
* Negative Character traits.

## Strategies

* Think of public order as a resource, not an abstract measure. Taxes convert public order into money and a balance must be struck. Sometimes it's easier to not tax a province in the short term to build up a reserve of order to spend.
* Corruption should be a top priority when it comes to dealing with public order issues. Weed out corruption, lest it weeds you out.
* When playing as the Vampire Counts, the speed with which conquered provinces are blighted with the vampiric taint determines how swiftly conquest into enemy territories can be consolidated.
Lore of Light

The Lore of Light is a collection of magic spells that can be used by Certain Wizards.

## Spells

Light spells can be only used these who know lore of Light

## Banishment

 Creatures of the dark beware, for the Mage casts a ball of pure light to banish enemies of white wizardry.

## Birona's Timewarp

 The Wizard infuses his allies with Light Magic, freeing them from the passage of time and speeding up their actions.

 +34 Melee Attack

## Light of Battle

 Reaching into the Wind of Hysh, the Wizard draws forth ennobling energies to steady faint hearts - augmenting allies with courage.

## Net of Amyntok

 The Wizard casts an arcane net, created to hold the Great Deceiver himself. Any caught in its strands will struggle to act.

## Pha's Protection

 The Wizard calls upon the beneficent Guardian of Light to protect his allies from harm.

 +36 Melee Defence

## Shem's Burning Gaze

 Bolts of cleansing energy fly from the Wizard's hands, searing evil wherever they strike.
Terrain

**Terrain** is a crucial element on both the strategic and tactical level.

## Campaign

The most important impact terrain has is how it affects movement of armies. Even the most powerful army can be undone if it's outmaneuvered by a more powerful adversary.

## Battlefield

Terrain features on the battlefield can play a decisive role in any battle. Hills, mountains, forests and rivers can be used to conceal troops or funnel an enemy’s advance.

* Most troop-types can be hidden in forests, as long as they walk or remain stationary.

* Units with the high ground enjoy a significant advantage when fighting on sloped terrain.

* Steep slopes are impassable, and may be used to cover the flank of an army.
* Hills and other terrain features can obscure visibility, allowing units to be hidden from the enemy’s line of sight.
Wood Elves

## Background

Tall, slender humanoids who live within the ancient forest of Athel Loren, the Wood Elves are a mysterious race who rarely emerge unless coming to its defence. Although sometimes appearing cruel, in reality they are a neutral power who act only to maintain the balance of their environment. Elves are not just long-limbed, they also live for thousands of years, which naturally makes other races seem trivial and irrelevant; only the preservation of their forest home matters, everything else – the affairs of mere ’mayflies’ – is of little importance or consequence to them

Although incursions are driven back, there are constant threats to the Wood Elves’ forest home and way of life. In order to combat Athel Loren’s many foes, they have developed elite warriors and can call on the forest itself in its defence. In addition to this martial strength, beneath the forest floor lie the Worldroots, enabling subterranean travel; Elven armies – led by their perennial King in the Woods, Orion – emerging to surprise and defeat those who encroach upon Athel Loren’s glades and boughs uninvited…

## Lord Choices

* Orion
	+ Additional Starting Units
		- Wild Riders
		- Eternal Guard
		- Deepwood Scouts
	+ Lord Effects
Siege warfare

An army may lay siege to an enemy settlement over many turns. The defenders of a besieged settlement must sally forth (garrison armies cannot sally) or seek outside help to avoid starvation and defeat. Small settlements without fortifications may be directly attacked or encircled in an attempt to starve the enemy out. Larger settlements with fortifications generally require siege weapons to be built prior to attack.

The defenders of a settlement under siege will eventually starve and surrender unless they sally or are relieved by another armies. The number of turns a besieged garrison will hold out for is shown on its tooltip.

Province capitals are fortified. These need to be reduced or circumvented for the besieger to storm the city in battle. Siege weapons are usually needed by the attacker to reduce any fortifications.