warhammer armies - dogs of war
TRANSCRIPT
1
2
DOGS OF WAR
By
Mathias Eliasson, Bill J. Wilson and Mathew Weiss
3
CONTENTS
INTRODUCTION 4
MERCENARIES OF TILEA 6
THE MERCHANT PRINCES 9
THE LAND OF TILEA 14
THE PRINCIPALITIES OF TILEA 23
THE AGE OF EXPLORATION 35
TILEAN CHRONICLE 42
BESTIARY 45
Merchant Princes 46
Leaders of Fortune 47
The Paymaster 48
Paymaster’s Bodyguard 49
Hireling Wizards 50
Pikemen 51
Crossbowmen 52
Duellists 53
Stradiots 54
Cavaliers 55
City Militia 56
Dwarfs 57
Elves 58
Norse Marauders 59
Halflings 60
Mercenary Ogres 61
Maneaters 62
Giants 63
Espringals 65
Mercenary Cannons 65
Warhorse 66
Pegasus 66
Borgio the Besieger 67
Lucrezzia Belladonna 69
Lorenzo Lupo 71
Marco Colombo 72
Leonardo da Miragliano 73
Mydas the Mean 75
COLLECTING A DOGS OF WAR ARMY
CHOOSING AN ARMY 78
Lords 80
Heroes 83
Core 86
Special 88
Rare 90
WAR ACADEMY 92
SPOILS OF WAR 94
REFERENCE 98
Original Book: Nigel Stillman, Rick
Priestley & Toumas Pirinen
Cover Art: David Gallagher Graphic Design: Mathias Eliasson
Illustration: John Blanche, Alex Boyd, Wayne England,
Des Hanley, Toby Hynes, Nuala Kennedy, Paul Smith &
John Wigley, Wayne Reynolds, Ganbat-Bad, Malvino,
Mathias Eliasson, gabahadatta, leventep, skor2d, Serg
Natos, Nordheimer, Raksha the Demon, justaman78, P G
Morán, Forty Fathoms, DelanoirART, esapesa, yaviel,
Nekura, Iatroblast
Additional Material: Antonio de Miragliano, M. George
Gotich, Jason McFarlane, Matthew Trindall, Damian
Caulfield, Baumann, Slick & Anthony Porter
Special Thanks To: All the players that have contributed with feedback and ideas
This book is completely unofficial and in no way endorsed by Games Workshop Limited.
The Chaos devices, the Chaos logo, Citadel, Citadel Device, the Double-Headed/Imperial Eagle device, 'Eavy Metal,
Forge World, Games Workshop, Games Workshop logo, Golden Demon, Great Unclean One, the Hammer of Sigmar
logo, Horned Rat logo, Keeper of Secrets, Khemri, Khorne, Lord of Change, Nurgle, Skaven, the Skaven symbol
devices, Slaanesh, Tomb Kings, Trio of Warriors, Twin Tailed Comet Logo, Tzeentch, Warhammer, Warhammer
Online, Warhammer World logo, White Dwarf, the White Dwarf logo, and all associated marks, names, races, race
insignia, characters, vehicles, locations, units, illustrations and images from the Warhammer world are either ®, TM
and/or © Copyright Games Workshop Ltd 2000-2010, variably registered in the UK and other countries around the
world. Used without permission. No challenge to their status intended. All Rights Reserved to their respective owners.
4
INTRODUCTION Welcome to Warhammer Armies: Dogs of War. This is your definite guide to collecting,
painting and playing with a Dogs of War army in the Warhammer tabletop wargame.
The Warhammer Game The Warhammer rulebook contains the rules you need
to fight battles with your Citadel miniatures in the war-
torn world on Warhammer. Every army has its own
Army Book that works with these rules and allows you
to turn your collection of miniatures into an organised
force, ready for battle. This particular Army book
details everything you need to know about Dogs of
War, and allows you to field their armies in your games
of Warhammer.
Why Collect Dogs of War? The Dogs of War are warlords and bandits, sell-swords
and freebooters, and brave adventurers who willingly
risk all upon the battlefield for the chance to win
measureless riches.
They are possibly the most egalitarian force in the
whole of the Warhammer world. These sell-sword
armies are formed from a wide variety of races who
have set aside their petty differences and banded
together under one banner.
Man fights alongside Dwarf and Elf and Ogre, all in
the name of the purest cause of all: unadulterated
greed!
How this Book Works Every Army Book is split into sections that deal with
different aspects of the army. Warhammer Armies:
Dogs of War contains the following:
Mercenaries of Tilea This section introduces the Dogs of War and their part
in the Warhammer world. It includes their society and
history. You will also find information on the land of
Tilea, the greatest melting pot of races in the world.
Dogs of War Bestiary
Every character and troop type in the Dogs of War
army is examined in this section. Firstly, you will find
a description of the unit, outlining its place in the army.
Secondly, you will find complete rules for the unit and
details of any unique powers they possess or specialist
equipment they carry into battle. Also included are the
Dogs of War special characters – Borgio the Besieger,
Lucrezzia Belladonna and others.
The Mercenary Army
This section contains photographs of the miniatures
available for your Dogs of War army.
Dogs of War Army List
The army list takes all of the warriors and creatures
presented in the Cathay Bestiary and arrange them so
that you can choose a force for you games. The army
list separates them into Lords, Heroes, Core, Special
and Rare units. Each unit type has a points value to
help you pit your force against an opponent’s in a fair
match. This section includes Spoils of War, magic
items that you can give to your characters.
Find Out More While Warhammer Armies: Dogs of War contains
everything you need to play the game with your army,
there are always more tactis to use, different battles to
fight and painting ideas to try out. The monthly
magazine White dwarf contains articles about all
aspects of the Warhammer game and hobby, and you
can find articles specific to the Dogs of War on our
website:
www.dogsofwaronline.com
5
MERCENARIES OF TILEA
Unlike other Warhammer armies, the Dogs of War do
not come from a particular place, nor do they comprise
a particular race, although men do feature very strongly
amongst their number. They are bands of warriors who
live by fighting – fighting for pay, fighting for
adventure and, most importantly of all, fighting for the
chance to win fabulous wealth. Some are merely
bandits, pirates and cut-throats of the most
untrustworthy kind, but others are gallant Princes and
buccaneers who lead bold warriors to adventure and
conquest in faraway lands.
As already explained, not all mercenaries are human,
although many are. Amongst the Dogs of War,
freebooters from the frozen wastes of Norsca rub
shoulders with Corsairs from Araby and mysterious
warrior monks from the east. Mercenaries commonly
form into itinerant bands under the leadership of a
charismatic or especially brutal leader. The most
famous of these bands are, more often than not, known
by the name of their leader, such as Hagar Whitefang'
Were-Marauders, Khalag's Sure Shots, and the
renowned Golgfag's Ogres. An entire army of Dogs of
War is made up of many of these bands under the
overall leadership of a roguish mercenary general.
Mercenary armies of Dogs of War fight all over the
world. They are drawn to places where fortunes can be
won by ruthless adventurers. The treasure
the Lizardmen in Lustria are a major prize and have
attracted many a would-be conqueror, such as the
crazed Piaza Pizzaro and the near-legendary Sven
Hasselfriesian. Further east the mysterious Dragon
Isles and the shadowy lands of Cathay have tempted
soldiers of fortune such as Count Egmund Baernhof
and the infamous Thorson Grint. South to the
Southlands and the legendary treasures of Karak Zorn,
eastwards to Cathay, and west to the treasure
Lustria, the world is truly awash with rag
sell-swords who nurture wishful dreams of empire!
Although Dogs of War ply their bloody trade to every
point of the compass, the most notorious breeding
ground of mercenaries is the land of Tilea in the Old
World. From all the kingdoms of the Old World and
many lands beyond, sell-swords come to Tilea where
they can be assured of ready and profitable
employment. The reasons for this are quite obvious.
Tilea is an anarchic and largely ungovernable country,
where self-serving individuals rule precariously over
proudly independent cities. The real power lies with
wealthy Merchant Princes who plot and scheme against
the tax-gathering authorities and each other w
equal enthusiasm. Indeed, such is the tradition in Tilea
6
MERCENARIES OF TILEAUnlike other Warhammer armies, the Dogs of War do
not come from a particular place, nor do they comprise
a particular race, although men do feature very strongly
amongst their number. They are bands of warriors who
fighting for pay, fighting for
adventure and, most importantly of all, fighting for the
chance to win fabulous wealth. Some are merely
throats of the most
untrustworthy kind, but others are gallant Princes and
old warriors to adventure and
As already explained, not all mercenaries are human,
although many are. Amongst the Dogs of War,
freebooters from the frozen wastes of Norsca rub
shoulders with Corsairs from Araby and mysterious
rior monks from the east. Mercenaries commonly
form into itinerant bands under the leadership of a
charismatic or especially brutal leader. The most
famous of these bands are, more often than not, known
by the name of their leader, such as Hagar Whitefang's
Marauders, Khalag's Sure Shots, and the
renowned Golgfag's Ogres. An entire army of Dogs of
War is made up of many of these bands under the
overall leadership of a roguish mercenary general.
Mercenary armies of Dogs of War fight all over the
. They are drawn to places where fortunes can be
won by ruthless adventurers. The treasure-houses of
the Lizardmen in Lustria are a major prize and have
be conqueror, such as the
legendary Sven
lfriesian. Further east the mysterious Dragon
Isles and the shadowy lands of Cathay have tempted
soldiers of fortune such as Count Egmund Baernhof
and the infamous Thorson Grint. South to the
treasures of Karak Zorn,
to Cathay, and west to the treasure-houses of
Lustria, the world is truly awash with rag-tag armies of
swords who nurture wishful dreams of empire!
Although Dogs of War ply their bloody trade to every
point of the compass, the most notorious breeding-
ground of mercenaries is the land of Tilea in the Old
World. From all the kingdoms of the Old World and
swords come to Tilea where
they can be assured of ready and profitable
employment. The reasons for this are quite obvious.
is an anarchic and largely ungovernable country,
serving individuals rule precariously over
proudly independent cities. The real power lies with
wealthy Merchant Princes who plot and scheme against
gathering authorities and each other with almost
equal enthusiasm. Indeed, such is the tradition in Tilea
that all armies of any size are mercenary armies
for and deployed by a wealthy Prince, a devious
merchant or some ambitious tyrant.
Tilea is also a melting-pot to which all kinds o
mercenaries come with the notion of joining whatever
overseas adventure is flavour of the month. Such
ventures are sometimes funded by wealthy merchants
keen to open up new trade routes east and south, but
often the whole thing is down to some crazed
adventurer with a theory that the world is round, cubed,
the shape of a very tall floppy hat, or some other such
nonsense. No matter what the motivation, bold armies
of Dogs of War depart every few weeks from the ports
of Tilea and sail off into the sunset. O
are never heard of again, but just occasionally a ship
sails back stuffed to the gunnels with treasure, bearing
a few jewel-encrusted survivors back to a new life of
ease and luxury.
THE RISE OF MERCENARIESFrom early times, the merchants
to defend their ships from pirates on the high seas and
to escort their merchandise on overland trade routes. Of
course, warehouses and property also had to be
guarded, and so it became usual for merchants to
maintain troops more or less all the time.
The various mercantile families also used their
mercenaries to further their political ambitions at
home, either to make themselves absolute
their cities, or to oppose such tyrants and proclaim a
republic! In Tilea money is power
military might and status all amount to pretty much the
same thing.
MERCENARIES OF TILEA that all armies of any size are mercenary armies — paid
for and deployed by a wealthy Prince, a devious
merchant or some ambitious tyrant.
pot to which all kinds of
mercenaries come with the notion of joining whatever
overseas adventure is flavour of the month. Such
ventures are sometimes funded by wealthy merchants
keen to open up new trade routes east and south, but
often the whole thing is down to some crazed
enturer with a theory that the world is round, cubed,
the shape of a very tall floppy hat, or some other such
nonsense. No matter what the motivation, bold armies
of Dogs of War depart every few weeks from the ports
of Tilea and sail off into the sunset. On the whole they
are never heard of again, but just occasionally a ship
sails back stuffed to the gunnels with treasure, bearing
encrusted survivors back to a new life of
THE RISE OF MERCENARIES From early times, the merchants of Tilea hired soldiers
to defend their ships from pirates on the high seas and
to escort their merchandise on overland trade routes. Of
course, warehouses and property also had to be
guarded, and so it became usual for merchants to
or less all the time.
The various mercantile families also used their
political ambitions at
themselves absolute rulers of
such tyrants and proclaim a
power - and power,
military might and status all amount to pretty much the
7
THE MERCENARY BANDS The demand for soldiery led to the establishment of
numerous mercenary bands - soldiers who sold their
services to whichever merchant, trader or banker
happened to require them.
Merchants would sometimes hire troops on a more or
less permanent basis, but most would be hired only
when needed. Besides, the fees charged by the very
best fighters were far too high for ordinary merchants
to pay. The most successful mercenary captains
became rich and influential in their own right, and their
services were soon in demand throughout Tilea.
Rivalry between the different merchants inevitably led
to raids and even outright wars. When this happened it
was the mercenaries that settled things, and the side
which could muster the most money would usually win
pretty quickly! Merchants would sometimes squander
entire fortunes hiring mercenaries to fight their wars,
whilst money lenders were all too eager to provide
more cash secured against future earnings.
In this way the armies of Tilea developed as mercenary
armies. Many good fighters grew rich on the profits,
whilst warriors from all over the Old World would
gravitate to Tilea where their talents would be
appropriately rewarded.
INVASIONS AND STRIFE The Tileans were lucky that their lands remained
largely free of Orcs, Goblins and other monstrous
creatures during the early years. However, this could
not last forever, and in 475 a vast horde of greenskins
invaded Tilea from the east.
The Tilean merchants were not used to fighting foreign
invaders - most of their battles were against each other!
The sudden appearance of brutal greenskinned savages
burning crops, torching farms, and making off with
merchant caravans was quite a shock. So several of the
most powerful merchants got together and hired the
biggest army ever seen in Tilea up until that time.
The mercenary army marched out to meet the Orc
tribes. The Tilean general pitched his tents on one side
of a mighty river from where he could observe the
Orcs' crude encampment. Obviously he was pretty
appalled at the mess and ruin that the Orcs had caused
on the other side of the river. The thought of such
crude and uncultured creatures running loose in Tilea
was too awful to contemplate.
However, the Tileans did notice a very strange thing as
they observed the greenskins' camp. The various Orc
contingents would occasionally stop whatever task they
were about and begin to fight each other. Indeed, the
whole Orc army was plainly riven with dissent, and
only the personal attention of the big Orc warlord was
keeping it together. This gave the cunning Tilean
general an idea.
The Tileans decided that rather than fight the Orcs they
would simply hire half the Orc army to fight the other
half. That way, no matter which side won, the Tileans
couldn't possibly lose. What's more, the spoils won by
the victorious half would pay for the cost of hiring
them!
How exactly this was accomplished is not recorded, but
that the plan worked is beyond doubt. The Orcs were
promptly defeated. The Orcs who had been hired for
the battle were promptly re-employed and sent off to
the frontier under the command of a Tilean general, to
beat up the Orc tribes that were still there.
Since that day the Tileans have cheerfully employed
mercenaries of many races. Encouraged by the
willingness of Tileans to pay for good soldiers
regardless of race, mercenary bands have flocked to
Tilea to find work. As a result, Tilea has become a
melting pot where soldiers from many lands can be
found.
ADVENTURERS Eager to open up new trade routes the merchants of
Tilea have always been willing to finance expeditions
of exploration. Not only can this lead to new
discoveries and increased profit, but it also removes a
great many mercenary bands from Tilea itself. In times
of peace this is seen as a good thing because it means
that unemployed mercenaries, who would otherwise
spend their time wandering the cities of Tilea looking
for trouble, are diverted towards more profitable
pursuits.
The Tileans have always been willing to spend money
to make money, and are able to finance and equip
expeditions that other peoples would find impossible.
Consequently, Tilea has become a haven for
navigators, cartographers, explorers, and discoverers.
Scarcely a month goes by without one expedition or
other setting off for Lustria, the Southlands, or
overland to Cathay. Big expeditions require whole
armies of hired warriors, most of whom are destined to
perish horribly in the jungles and deserts of some
foreign land — assuming they don't get shipwrecked or
drowned beforehand!
For the lucky few who meet with success, the rewards
are great. The most successful generals return home as
heroes, their ships stuffed to the gunnels with treasure,
their journals filled with highly imaginative accounts of
new lands, exotic tribes, and their own heroic deeds.
Others don't return home at all, but set themselves up
as rulers of the cities and lands that they discover,
where they live in the lap of luxury.
8
9
THE MERCHANT PRINCES
THE RISE OF THE TILEAN
MERCHANT PRINCES The Tileans became involved in trade from the earliest
times, soon after the old Elven ruins were settled by
human tribes and gradually rebuilt as Tilean cities.
Because of the location of Elea, it could be reached by
High Elf ships by sea and Dwarf traders over land. The
Tileans were therefore in the ideal position to act as
middlemen in the exchange of goods between these
two races. Such was the animosity between Elves and
Dwarfs ever since the War of the Beard that they
preferred not to deal with each other directly if they
could avoid it! Of course the Tileans made sure they
took a respectable share of the profits.
Merchants thrived in all of the city-states of Tilea, and
the profits of trade enabled them to become more and
more powerful. Naturally they took an active part in
the government of their home cities, either as sole
rulers or by sitting on the ruling council.
AMBITION, TYRANNY AND THE
VENDETTA In most cases a single merchant family is pre-eminent
in each of the Tilean cities at any one time. In republics
the power is shared more or less equally between
several families, to avoid unnecessary bloodshed in the
streets! Often where one household is more powerful
and respected, the head of the family becomes the
ruling Prince of the city. Such rulers are known as
Merchant Princes.
There is no hereditary right to rule and so every
Merchant Prince must watch out for rivals making a
bid for power. It is quite usual for the ruler to be
toppled from power by a rival contender from another
family or even from among his own relatives. Such
power struggles usually take the form of violent street
fights between warriors hired by either side.
Sometimes an ambitious pretender to the princely
throne will go as far as hiring an entire army to oust his
rival. It is a Tilean custom for anyone whose ancestor
ever wielded political power to claim the title of
Merchant Prince. This alone can lead to political
rivalries and never-ending vendettas.
Anyone who rises to power, whether by intrigue,
assassination or force of arms, is certain to make
enemies on the way. In Tilea the tradition of getting
even with your enemies is strong. This has given rise to
the notorious custom of the vendetta. Unlike Dwarf
grudges, which are struck off the book when resolved,
vendettas are permanent. They are not written down,
but instead are remembered and cherished for
generations within a family, to be set aside or renewed
as occasion demands.
Anyone who is looking for an excuse to topple the
ruler and usurp his position, or for that matter, any
Merchant Prince looking for a reason to make war on a
rival principality, simply has to dredge up some long
standing vendetta. On the other hand, if reconciliation
or a political alliance is in order vendettas are
conveniently put aside for another day.
THE CITIZENS The rulers of Tilea were never feudal landowners in the
same way as the mighty nobles of Bretonnia and the
Empire. In contrast, the most important Tileans have
always, by tradition, resided in the cities and not in
castles in the countryside. Trade is the primary source
of wealth rather than feudal domains and fields tilled
by peasants.
A Merchant Prince's household includes his own
family and numerous relatives all of whom look up to
him as the head of this extended family.
countless craftsmen, artists, traders, sea captains,
servants, grooms and many other people besides. Every
merchant takes pride in employing the best people he
can afford, and the Merchant Prince of a city must
always employ the very best people for the sake of
appearances.
Rural Tileans farm the extensive and fertile fields
outside the city walls. Some of these farms are owned
by a family that has lived in the area for years. Others
are owned by merchants who run the farms and
vineyards to produce commodities that they can sell
through their trading networks.
Of course there are frequent border disputes between
10
The rulers of Tilea were never feudal landowners in the
same way as the mighty nobles of Bretonnia and the
Empire. In contrast, the most important Tileans have
always, by tradition, resided in the cities and not in
in the countryside. Trade is the primary source
of wealth rather than feudal domains and fields tilled
A Merchant Prince's household includes his own
family and numerous relatives all of whom look up to
him as the head of this extended family. He employs
countless craftsmen, artists, traders, sea captains,
servants, grooms and many other people besides. Every
merchant takes pride in employing the best people he
can afford, and the Merchant Prince of a city must
e for the sake of
Rural Tileans farm the extensive and fertile fields
outside the city walls. Some of these farms are owned
by a family that has lived in the area for years. Others
are owned by merchants who run the farms and
uce commodities that they can sell
Of course there are frequent border disputes between
the cities of Tilea. Sometimes these are settled by
skirmishes, sometimes by an agreement to lend a large
sum of cash! Some cities cont
while others are small enough for a watchman in a
watchtower to see the border beacons in every
direction. The most powerful merchants usually build
lavish villas out in the countryside for themselves.
The coastal regions of Tilea hav
subjected to the ravages of sea raiders including the
savage Norse, Corsairs from Araby, and various other
pirates. Similarly, marauders coming out of the eastern
mountains and swarms of vile Skaven coming out of
the ground have frequently me
The quickest and most sensible thing for the country
folk to do when this happens is to abandon their farms
and seek the safety of the strong walls of their city,
swelling the ranks of the defenders. Often they burn the
crops in the fields rather than allow the enemy to eat
them. Faced with a siege, the raiders usually return to
their ships or skulk off empty
Mean cities have endured through many dark centuries,
keeping the light of civilisation and prudent fin
alive and well within their walls.
the cities of Tilea. Sometimes these are settled by
skirmishes, sometimes by an agreement to lend a large
sum of cash! Some cities control a very large area
while others are small enough for a watchman in a
watchtower to see the border beacons in every
direction. The most powerful merchants usually build
lavish villas out in the countryside for themselves.
The coastal regions of Tilea have always been
subjected to the ravages of sea raiders including the
savage Norse, Corsairs from Araby, and various other
pirates. Similarly, marauders coming out of the eastern
mountains and swarms of vile Skaven coming out of
the ground have frequently menaced the countryside.
The quickest and most sensible thing for the country
folk to do when this happens is to abandon their farms
and seek the safety of the strong walls of their city,
swelling the ranks of the defenders. Often they burn the
fields rather than allow the enemy to eat
them. Faced with a siege, the raiders usually return to
their ships or skulk off empty-handed. In this way the
Mean cities have endured through many dark centuries,
keeping the light of civilisation and prudent finance
alive and well within their walls.
11
12
13
14
THE LAND OF TILEA The fractious principalities and republics which populate Tilea are a diverse lot, wracked
with discord and dissent. But although they have fought against each other for centuries, they
will still unite on one thing: they all agree that Tileans are the bravest warriors and most
skilled artisans in the world!
THE ANCIENT LAND OF TILEA Tilea is the name of the fertile lands surrounding the
warm and tranquil Tilean Sea. This region is separated
from the surrounding continent by high mountains. To
the north run the Irrana peaks which stand like saw
teeth against the sky. Beyond them are the even higher
and more dangerous peaks known as the Vaults. Only a
Dwarf could hope to cross these except by one of the
few passes.
To the east runs the long mountain chain of the rugged
Apuccinis, which divide the plains of Tilea from the
wilderness that is the Border Princes. In former times,
fierce tribes of Ores would swarm out of the Badlands,
across the region now held by the Border Princes and
over the Apuccini Mountains to pillage the riches of
Tilea. The mountains are still dangerous and Orc
raiders are still a nuisance, but nowhere near as much
as they were then.
To the west, the Abasko Mountains separate Tilea from
the arid plateau of Estalia. The only great Tilean state
on this side of the Tilean Sea is Tobaro, which benefits
from the natural defences of the mountains and the
rugged coastline with its many rocky islands.
Tilea is not a single unified realm by any means.
Indeed, the Tileans are said to be naturally anarchic and
do not bend easily to government of any kind. Scarce
wonder then, that Tilea is a patchwork of fiercely
independent principalities, some ruled by despots,
others by powerful Merchant Princes, and some by a
republican council of one kind or another.
THE FABLED ORIGINS OF THE
TILEANS Elven scholars tell of a mysterious city that
disappeared beneath the Blighted Marshes in the
remote past. This ancient city was called Til, Tilae, or
perhaps Tylos — there is no way of knowing for sure.
Tylos or Tyleus is also the name of a legendary figure
in Tilean folklore, and is traditionally identified as the
father of the Tilean people. If these legends are true it
could mean that the modern Means are descended from
the primitive people who dwelt in and around the
strange ancient city which disappeared beneath the
Blighted Marshes.
Although today's Tileans are unlikely to be direct
descendants of the citizens of Tylos, who presumably
perished in the cataclysm that engulfed their city, they
might well be descended from the tribesfolk who
tended the crops and grazed the flocks that fed and
clothed the inhabitants of the nearby metropolis. One
legend records a tithe of slaves levied on the tribes
which had to be sent every year to Tyleus to labour on
his great building projects. When the city of Tylos (if
that was indeed its name) met its destruction, no doubt
a great burden of tribute was lifted from the people of
the surrounding regions.
TILEAN LANDSCAPES Tilea is a warmer and sunnier land than the Empire or
Bretonnia. Indeed, the southernmost regions can be
quite arid in high summer. Otherwise, the coastal
plains are green and fertile and easily cultivated. This
is a rich and abundant land. The seas are full of fish
and the foothills of the mountains are covered in open
woodland which is excellent hunting country. The
Tileans are known for eating and drinking well, and
there is tremendous rivalry between Bretonnians and
Tileans as to which of them knows most about good
food!
The Apuccini Mountains are rugged and bare with
sparse vegetation, but not so cold or snowbound as the
higher mountain ranges further north. The Abasko
Mountains are much the same, but the Irrana
Mountains, being part of the Vaults, are much colder
and more treacherous.
The Blighted Marshes are exactly as their name
suggests: a vast expanse of bleak and dangerous
stagnation. Tileans hardly ever venture into them and
of those that do, few ever return.
15
The Tilean Sea is warm and calm. It is sometimes
tempestuous, but only treacherous around the rocky
islands of the coast south of Tobaro, and in the Pirates'
Current. Apart from this, the sea is calm and easy
sailing for small ships and sleek galleys. This has
greatly benefited trade around the sea between the
Tilean cities, but it has also made the coast vulnerable
to pirates, Corsairs of Araby and raiders from as far
away as Norsca and even Naggaroth.
THE LAND AND ITS PEOPLE The ancient land of Tilea lies to the south of the Em-
pire, far from the taint of Chaos. It is a warm and hos-
pitable land of plains and rolling hills. Ages-old
villages and farms lay scattered throughout the
countryside, many of them having changed little over
the millennia. The nation is circled by mountain
ranges, and for this reason Tilea is thought by its
neighbors to be a place of safety and comfort,
populated by soft and decadent people accustomed to
easy living. But they are wrong.
In the depths of the Blighted Marshes the Skaven
twitter and screech while plotting the downfall of the
city-states. Dark Elves pounce on Tilea’s coastal com-
munities in lightning raids launched from the seas. In
the mountains and deep forests lurk Greenskin races
and countless other species of evil.
Of course the deadliest threat in Tilea is humanity
itself. Merchants vie for the riches of trade as titled
princes shout over each other for governing power.
Pirates raid villages and attack galleons everywhere in
this region. In the north, nobles of Bretonnia and the
Empire plot to seize control of Tilea’s land and wealth
for themselves. All the while the worshippers of the
many gods tempt to seduce the souls of humankind.
Despite this constant struggle, the people of Tilea are
highly social. At the crossroads of the Old World,
Tileans are comfortable among strangers and form fast
friendships with no promise of lasting. This contributes
to its reputation as a mercenary culture well aware that
every person has both a price and something to trade.
As a society, Tileans do not hide from the dark secrets
of Chaos or deny that the Skaven lurk under the floor-
boards, and are willing to acknowledge any god who
may aid them.
PRINCIPAL GEOGRAPHY “Tilea is divided into three parts,” begins the Bellona
Myrmidia and so it remains. The region is roughly the
shape of a horseshoe, wrapping itself around the Tilean
Sea and framed by high mountains.
The stunted western arm of this horseshoe ends at the
Abasko Mountains, beyond which are the fractured
Estalian Kingdoms. The mountains continue marching
even as they pass under the sea, forming a rugged
landscape with few places for settlement.
The coast here is choked by a vast island chain known
as the Thousand Islas, a treacherous zone of
uninhabited islets and sharp reefs that have never been
fully charted. These rocky islands have sheltered bays
and coves where vessels may seek refuge from a
pursuer or bad weather. Even taking one of the better-
known lanes through these waters may test a sailor’s
nerve, as they may face swirling currents, rapid shifts
in wind direction, mirages and fast moving
thunderstorms. The southernmost point of the
Thousand Islas is known as Fools’ Point, a craggy
haven for seagulls and little else.
Western Tileans are typically wary of strangers and
acknowledge no prince or city-state as ruler. They are
content to live simply as fishermen or keep herds of
goats in green valleys high in the mountains. Many
have reputations as cheats and conspirators who rob
from caravans moving through the mountain trails.
This has done little to improve relations with the
Estalians, who view themselves as rivals with the
Tileans as heirs to the ancient but short-lived Reman
Empire. There is little industry, and while the Abaskos
are thought to be rich in copper, most of the easily
reached veins were mined out long ago.
The city of Tobaro is a vital trading center in this
region, being a seaport within a few days’ travel of
nearly every other Tilean city-state, as well a having
links to the Estalian mainland by way of the Tramoto
Pass. The pass is a steep-sided canyon carved by the
River Eboro, which has its source in the Irrana
Mountains but cuts straight through the Abaskos on its
way to the Tilean Sea. Both the Tileans and Estalians
have invested in bridgeworks and walled camps for
travelers along this route. However, these are just as
likely as not to be held by brigands and highwaymen.
To the north, the swollen delta of the Blighted Marshes
juts into the Tilean Sea like a cancerous growth. This
low territory collects up hundreds of streams running
down the slopes of the Irrana Mountains, many of
which feed into the brackish plodding waters of the
River Bercelli. No human willingly visits this dismal
bog, for there’s nothing of value in its stinking expanse
of fetid pools and marsh weeds. The trees here are few
and sickly, and creatures unmentionable writhe in the
shallows, curling their limbs into the roots where they
can hide and await the passage of something meaty.
Somewhere in the west of the Blighted Marshes is the
mythical city of Skavenblight. The wicked rat
that breed within its filthy tunnels are the stuff of night
mares and dark tales throughout Tilea. What the
Skaven do in there isn’t well understood, but their
influence stretches further than any human would dare
imagine. Though usually content to work in secret,
these twisted creatures sometimes pile into crude boats
to conduct raids at sea, or climb up through the sewers
into a city at night when they can abduct sleepers
straight from their beds. The fates of these ki
victims aren’t clear, but it’s believed that many are sold
as slaves while the rest are subjected to horrifying
experiments in the warrens of Skavenblight.
The broad arch of the Tilean horseshoe stretches away
to the east of the Blighted Marshes, curv
a broad peninsula. This landmass is what many
foreigners equate with the whole of Tilea, being an
obvious geographic feature reaching out from the Old
World toward Araby across the Great Ocean. The
region hosts a variety of environments, wi
mountains along its northern and eastern borders,
wooded foothills and fertile river valleys, dry plains
and sandy beaches.
Surrounding the Golfo di Miragliano and running south
along the Tilea Sea is a hilly country divided into acres
of farmland and fallow fields, with pockets of cypress
trees standing amongst them like great assemblies of
pikemen. Groves of olive trees cling to the hills, their
tenders living in mud brick houses with tiled terracotta
roofs. These are in turn watched over by the
manors and villas of the nobility, whose private armies
are sometimes called upon to defend against Orc raids
launched from the Vaults. As the primary land route to
Bretonnia, the Nuvolone Pass is very well policed and
kept open throughout most of the year by patrols of
mounted crossbowmen.
The spine of the Apuccini Mountains forms a barrier
between Tilea and the Border Princes. Nestled against
16
The city of Tobaro is a vital trading center in this
region, being a seaport within a few days’ travel of
state, as well a having
talian mainland by way of the Tramoto
sided canyon carved by the
River Eboro, which has its source in the Irrana
Mountains but cuts straight through the Abaskos on its
way to the Tilean Sea. Both the Tileans and Estalians
have invested in bridgeworks and walled camps for
ever, these are just as
likely as not to be held by brigands and highwaymen.
To the north, the swollen delta of the Blighted Marshes
juts into the Tilean Sea like a cancerous growth. This
eams running
down the slopes of the Irrana Mountains, many of
which feed into the brackish plodding waters of the
River Bercelli. No human willingly visits this dismal
bog, for there’s nothing of value in its stinking expanse
. The trees here are few
and sickly, and creatures unmentionable writhe in the
lows, curling their limbs into the roots where they
can hide and await the passage of something meaty.
Somewhere in the west of the Blighted Marshes is the
Skavenblight. The wicked rat-things
that breed within its filthy tunnels are the stuff of night-
mares and dark tales throughout Tilea. What the
Skaven do in there isn’t well understood, but their
influence stretches further than any human would dare
ne. Though usually content to work in secret,
these twisted creatures sometimes pile into crude boats
to conduct raids at sea, or climb up through the sewers
into a city at night when they can abduct sleepers
straight from their beds. The fates of these kidnap
victims aren’t clear, but it’s believed that many are sold
as slaves while the rest are subjected to horrifying
experiments in the warrens of Skavenblight.
The broad arch of the Tilean horseshoe stretches away
to the east of the Blighted Marshes, curving south into
a broad peninsula. This landmass is what many
foreigners equate with the whole of Tilea, being an
obvious geographic feature reaching out from the Old
World toward Araby across the Great Ocean. The
ronments, with ragged
mountains along its northern and eastern borders,
wooded foothills and fertile river valleys, dry plains
Surrounding the Golfo di Miragliano and running south
along the Tilea Sea is a hilly country divided into acres
d and fallow fields, with pockets of cypress
trees standing amongst them like great assemblies of
pikemen. Groves of olive trees cling to the hills, their
tenders living in mud brick houses with tiled terracotta
roofs. These are in turn watched over by the fortified
manors and villas of the nobility, whose private armies
are sometimes called upon to defend against Orc raids
launched from the Vaults. As the primary land route to
Bretonnia, the Nuvolone Pass is very well policed and
of the year by patrols of
The spine of the Apuccini Mountains forms a barrier
between Tilea and the Border Princes. Nestled against
17
the western slopes of the Apuccinis is the Tettoverde
Wood, an alder forest filling a triangle of land formed
by the rivers Cristallo and Bellagio. In the autumn, this
forest turns fiery red and temporarily earns the
nickname Tettorosso, a term that can easily confuse the
unwary voyager. These woods are important landmark
for those taking the Via Nano, a road that may be older
than the Reman Empire and one that has been part of
the spice and silk trade for a thousand years or more.
When leaving Tilea along this stony path, travelers
must ford the Bellagio near the last southern stands of
the Tettoverde before twisting up the slopes of the
Apuccinis on their way to the Border Princes. The Via
Nano is among the most dangerous roads in all of
Tilea, with countless blind turns and high cliffs giving
ambushers every advantage. Mercenary companies
based around Trantio offer their protective services for
a high price, knowing the value of the cargoes that
move through here.
Further south are the Trantine Hills, a favourite site for
armed companies on mock manoeuvres and as a mutu-
ally accepted battlefield for rival city-states. The hills
are covered in dry grass and are roamed by herds of
wild horses and longhorn cattle. An important part of
any Tilean soldier’s training is learning to capture
mustangs and wrangle cows, as well as avoiding the
wrath of angry bulls. Reflexes are sharpened in these
duels of man against beast, along with a respect for the
power of nature but also a confidence in one’s ability
to command it.
Clusters of grey elms mark one’s approach to the lower
reaches of the Tilean peninsula, where sea breezes
bring cool air and moisture to a land sometimes
parched by long summer days. Fed by the mineral-rich
waters of the rivers Remo and Riati, the central
coastline and croplands yield olives, grapes, cheese and
meats of good quality. Wine and olive oil are produced
in such quantities that a number of merchant families in
the port cities of Remas and Luccini have entire fleets
dedicated to exporting them. As with other areas of
Tilea, the working classes owe their lives to local
princes, but here there is greater wealth and more
powerful factions than found anywhere else in this
land. The prosperity of this region is partly to blame for
the inability of any one leader to gain strength, as there
are simply too many interested parties with too great a
stake in the area’s politics and economy.
In southernmost Tilea the Apuccini Mountains give
way to hills. These are at last swallowed by the
Sussurrio Wood, the murmuring forest. Local legends
maintain that the woods spread from Elven burial
mounds placed there millennia ago, and that their
spirits and ghosts live within the trees. Most who have
explored this forest report voices and odd sensations,
and very often lose their ways. Some swear that fairies
and gnomes play at magic and weave dreams within
the Sussurrio.
At the end of this arm of the horseshoe is the arid Plain
of Luccini, a rocky waste tufted with wheat grass not
worth the trouble of harvesting. Most Tileans avoid it,
staying close to the shore if they must make a journey
between the city of Luccini and the town of Monte
Castello on the Black Gulf. The coastal settlements
along this road face the waterway known as Pirate’s
Current, and the rogue’s island haven of Sartosa across
the channel. The attitude of many Tileans in this region
is guarded, since they are particularly vulnerable to at-
tacks from border princes, Dark Elves raiders and other
seaborne enemies.
THE SEA The Tilean Sea is a wide channel of generally calm wa-
ters that divides Tilea into its three regions. This warm
and shallow sea is beautiful to the eye, and the subject
of much Tilean artwork and lore. Its glasslike surface is
to be feared as much as admired, as this means light
winds and long delays for sailors. At its worst, it
requires rowing a heavy ship for hundreds of miles to
shore, a slavish task certain to lower morale.
These are crowded waters. Traders from all over the
known world visit Tilea, and traffic is heaviest between
the city-states of Remas and Luccini. Merchant
convoys and their armed escorts arrive daily, stopping
at a favourite port city to quickly refit before heading
back onto the open sea. Except in the most remote
corners of the Tilean Sea, it is expected that another
ship will be spied every few hours, day or night. All
good captains employ an expert spotter who can tell the
18
difference between an innocent trading vessel and a
pirate that’s only masquerading as one.
At its northern terminus, the headland of the Blighted
Marshes divides the Tilean Sea into two bays. Both are
important to the sea trade and present unique dangers.
Tilean harbour pilots have mastered the art of extortion
in these bays, sometimes intentionally grounding a fat
trading vessel where raiders can easily take it.
To the west is the Golfo di Fodore, where jagged rocks
hide just below the waters. It is most treacherous along
the Estalian side where rough waters and sheer granite
cliffs may claim unlucky ships. The sailors of nearby
Tobaro have made an art of navigating these hazards,
but they form an effective barrier against pirates and
help to reduce the effect of storm surges.
To the east of the Blighted Marshes is the Golfo di
Miragliano, also called the Golfo di Pearls. This is a
dark and muddy bay mined with sandbars that shift
daily. This brackish sea often floods the port of
Miragliano and its famous canals during high tide.
The coastlines of eastern Tilea are typically sandy or
rocky beaches that stretch for unbroken miles to the
Black Gulf. This gulf separates Tilea from the Border
Princes and the Badlands, lawless regions where the
fight for supremacy is waged by desperate factions
loyal only to their avarice. Here the southwestern
reaches of the Tilean Sea blend into the Bay of Wrecks
and the Lagoon of Tears. This is the gateway to the
Dwarfhold of Barak Varr and the key to dominating
trade from far Ind and mysterious Cathay.
Much of the bounty of the sea ends up on dinner plates.
The harvesting of mussels, clams, crabs and shrimp
forms the livelihood of many Tileans. Tuna fish,
anchovies and mackerel are other important seafoods
caught in this region.
THE MOUNTAINS Tilea is framed and protected by its mountains. They
are roamed by red deer and long-haired goats as well as
the wranglers, hunters and herders who make their
livelihoods from them. As with all of the Old World’s
mountains, they are also plagued with Orcs, Giants,
Ogres and many frightening beasts besides. Travellers
through this land are warned to stay on guard.
The snow-capped peaks of the Irrana and Abasko
Mountains make up much of western Tilea. This is a
bleak but beautiful area peppered with lonely villages
and monasteries, with few roads and mountain passes.
It is much beloved by priests and other seekers of
enlightenment as a place where one may commune
with the gods while hiking and climbing its craggy
features.
The Irranas form Tilea’s northwest border. As one
travels east, these mountains become increasingly
jagged and uneven, their peaks seeming to lean towards
one another. These are the Vaults, a jumbled and mist-
shrouded region of deep valleys and impossible heights
formed from the collision of three different mountain
ranges. It is named for the sensation one gets while in
one of the troughs, the walls on either side rising so
steeply that only a bare strip of the sky may be visible.
These mountains are the domain of the Dwarfs of
Karak Grom. The only humans who live here to
compete with them are the desperate, the outcast and
the shunned. The Apuccini Mountains form the eastern border of
this land. Through them are several passes to the
Border Princes, and most of the smaller settlements of
eastern Tilea can be found along the roads. Life for
these villagers has improved only because of increased
settlement in the Border Princes, drawing away raiding
Orc warbands while bringing additional wealth as an
important trade corridor.
Separating the two most significant passes through the
Apuccinis are the Trantine Hills. The villages along the
fringes of these hills are renowned for their wines and
the quality of their beef taken from white cattle
rumoured to have been left behind by Elves in
centuries past. The region hosts frequent wars between
Trantio and Pavona, and occassionally between the
great cities of Lucchini, Remas and Verezzo. Orcs and
bandits also lay claim to these hills and sometimes pour
into the lowlands to take what they want and burn the
rest, so when the princes’ armies aren’t fighting one
another they’re defending the Trantines from
marauders.
THE PLAINS The eastern arm of Tilea is a broad swathe of land that
is known to be exceptionally dry, where tenacious olive
trees cling to life amidst fields of brown grass baking
in the sun. It is good territory for training infantry and
mercenaries, and there are often companies of pikemen
or cavalry practicing maneuvers on this level terrain,
kicking up dust. Beyond this martial function, it is hard
land to subsist on at the best of times. The Tilean
inland is also claimed by rogue fighting units from one
of the city-states, intrepid Border Princes in a little over
their heads and disorganized Goblin clans looking for
easy targets.
Heat lightning can spark fiery maelstroms in the arid
lowlands that may burn out of control for weeks. The
smoke from these fires covers southern Tilea with a
pale haze through autumn, turning the sun re
washing the atmosphere in a rose light. With each
wildfire a fresh layer of dust is laid down over this
parched earth. In the aftermath are landscapes turned to
charcoal, sometimes stretching from the sea to the
mountains. It takes surprisingly little time for these
blackened lands to recover, but of course there wasn’t
very much there to begin with.
Along the Tilean Sea’s more hospitable eastern
seaboard are soils supplied with rich silt from the many
streams and rivers that flow down from the Trant
Hills. Most of Tilea’s population lives in this
patchwork of vineyards and farms yielding an
abundance of cereals, fruits, cheeses, salt, garlic and
native seasonings. The southeast has less variety, being
primarily wheat fields, poultry farms and goa
Roads first laid down in ancient times cross the plains,
and travellers along these arteries will pass marble
tombs and ruined monuments to a dead culture. Some
stretches of these paths are well-maintained by locals,
but most have fallen into disrepair and are useful only
as guides. Horses and carts are more likely to travel
along the sides of the crumbling stonework tracks,
counting the carved milestones that still mark the way
as they did for the Reman Empire.
19
states, intrepid Border Princes in a little over
disorganized Goblin clans looking for
Heat lightning can spark fiery maelstroms in the arid
lowlands that may burn out of control for weeks. The
smoke from these fires covers southern Tilea with a
pale haze through autumn, turning the sun red and
ing the atmosphere in a rose light. With each
wildfire a fresh layer of dust is laid down over this
parched earth. In the aftermath are landscapes turned to
charcoal, sometimes stretching from the sea to the
le time for these
blackened lands to recover, but of course there wasn’t
Along the Tilean Sea’s more hospitable eastern
seaboard are soils supplied with rich silt from the many
streams and rivers that flow down from the Trantine
Hills. Most of Tilea’s population lives in this
yards and farms yielding an
abundance of cereals, fruits, cheeses, salt, garlic and
native seasonings. The southeast has less variety, being
primarily wheat fields, poultry farms and goat herds.
Roads first laid down in ancient times cross the plains,
and travellers along these arteries will pass marble
tombs and ruined monuments to a dead culture. Some
maintained by locals,
epair and are useful only
as guides. Horses and carts are more likely to travel
along the sides of the crumbling stonework tracks,
counting the carved milestones that still mark the way
For many villages of central Tilea i
tradition to bury the dead in cairns made of broken
rocks taken from roads. This habit has resulted in
graveyards that lie along unpaved trails stripped bare of
their cobblestones. Indeed, it’s unlucky for a Tilean
graveyard to be approached by a paved road, a
superstition taken to such an extent that some villagers
will clear the cobbles for miles if there is a grave
anywhere within sight of it. These sudden disappearing
roadways have gotten many a foreigner lost, while the
natives see this as a good way to frustrate would
raiders.
CLIMATE Tilea has a mild but arid climate, the temperature
generally warm and not varying greatly between north
and south. In all seasons but summer it is usual for a
heavy morning overcast along the coasts.
reeking mist hangs around the Blighted Marshes and
thick woodsmoke drifts through the streets of every
city-state. But no matter where one goes, there is a
whiff of salt ocean air.
The western and northern arms of Tilea receive a fair
share of rainfall as clouds blowing in from the Tilean
Sea and Great Ocean burst when they reach the
mountains. The eastern plains of the region are quite
dry, with brief rain showers in early spring and autumn
but rarely at any other time. In the winter, fogs roll in
off the sea. Some of these can be of legendary height or
speed, or last for days.
For many villages of central Tilea it has become a
tion to bury the dead in cairns made of broken
rocks taken from roads. This habit has resulted in
graveyards that lie along unpaved trails stripped bare of
blestones. Indeed, it’s unlucky for a Tilean
ed by a paved road, a
superstition taken to such an extent that some villagers
will clear the cobbles for miles if there is a grave
anywhere within sight of it. These sudden disappearing
roadways have gotten many a foreigner lost, while the
s as a good way to frustrate would-be
Tilea has a mild but arid climate, the temperature
ally warm and not varying greatly between north
and south. In all seasons but summer it is usual for a
heavy morning overcast along the coasts. A warm
reeking mist hangs around the Blighted Marshes and
thick woodsmoke drifts through the streets of every
ter where one goes, there is a
The western and northern arms of Tilea receive a fair
nfall as clouds blowing in from the Tilean
Sea and Great Ocean burst when they reach the
mountains. The eastern plains of the region are quite
dry, with brief rain showers in early spring and autumn
but rarely at any other time. In the winter, fogs roll in
off the sea. Some of these can be of legendary height or
20
During the coldest months light snow falls in the higher
elevations and in some parts of the north. As the year
grows warmer, the very rich will hire expeditions to
bring ice down from the mountain peaks to satisfy the
novel luxury of a cold drink in the city-states. At the
height of summer the entire land swelters under a heat
wave, affecting the far south and the plain of Luccini
particularly. These dry spells have been responsible for
famines lasting years, and in some parts of Tilea it
seems as though the lean times only improve just
beforee another drought.
Every few years, a high storm-wind that the Tileans
call il Sirocco arrives from the south, bringing with it
dust from the furthest reaches of Araby that clogs the
lungs of anyone caught in its wake. Many a Tilean
carries a lifelong hacking cough as a result of breathing
in the foul air of il Sirocco.
THE DECAYING RUINS OF A FORMER
GOLDEN AGE Many years ago the Elves of Ulthuan were attracted to
the shores of the Tilean Sea where they founded
several colonies as part of their trading network in the
Old World. The ruins of most of these are now buried
beneath later Tilean cities, but there are some that still
lie abandoned as heaps of masonry and fallen columns
overgrown with wild flowers and ivy. Here, tomb
robbers dig holes to look for ancient Elf gems and
relics.
There are no known Elven ruins situated close to the
Blighted Marshes. Perhaps this is because the Elves
chose to avoid the ancient city of Tylos, inhabited, as it
no doubt was, by savage and primitive humans. The
Elves traded with the humans, and perhaps it is from
the mercantile Elves that the Tileans inherited their
own traditions of trade. The superior culture and highly
developed civilisation of the Elves must have made
quite an impression on the people of Tylos who had
little knowledge of metalwork or even writing before
the Elves arrived.
THE RISE OF THE TILEAN CITY
STATES Even before the High Elves abandoned the Old World,
Tilean tribes were already settling along the fertile
coastal plains. Despite sharing the same origins and
traditions, the settlements that grew up on top of the
Elven ruins were never united into a single realm.
There were two good reasons for this.
Firstly, unlike the Empire and Bretonnia, Tilea was
fortunate in not being overrun by Orcs & Goblins in
the aftermath of the war between the Elves and Dwarfs
and the subsequent abandonment of the Elven cities.
This was due to the barrier provided by the high
mountains on all sides. The Tileans did not have to
struggle for survival with these savage races and fight
for possession of the land. It is true that the Skaven
came to infest the smouldering ruins in the Blighted
Marshes, but these invaders preferred to hide, seldom
appearing in the surrounding lands. Civilised life,
culture, and especially trade was able to flourish while
northern peoples studied only war in a bitter and
prolonged struggle against the Orcs & Goblins. When
these savage tribes did eventually break into Tilea, they
found populous cities with strong walls and well-
equipped armies to resist them.
Secondly, the Tileans are independent minded, strong-
willed, and, some would say, impossible to govern by
force. A Tilean's sense of pride and loyalty is always
first and foremost to his own family, his immediate
locale, and only then to his city. This meant that any
attempts at empire building within Tilea were bitterly
resisted. Cities would resist conquering tyrants for
years and if anyone managed to subjugate several cities
and started calling himself 'King' or 'Emperor', his
doom was sealed and a gruesome assassination was
certain to follow fairly swiftly!
TILEAN GENIUS The lively minds of the Tileans account for the many
great artists, architects, scholars, explorers, merchants,
inventive geniuses, astronomers, diplomats and wizards
for which Tilea is renowned. Perhaps this is due to the
ancient influence of the Elves. Early contact with such
an advanced civilisation could be one reason why the
Tileans are so very different from the peoples of the
Empire and Bretonnia.
21
22
23
THE PRINCIPALITIES OF TILEA
Whether or not they are aware of it, every Tilean
community large or small is governed by one of the
mighty city-states. These cramped centres of commerce
are where the most powerful and wealthy princes have
gathered, imposing their right to collect taxes and raise
armies to defend themselves from their rivals. The
struggle between the city-states is an ever changing
dance of influence and territorial claims, frequently
settled by military engagements but just as often by
posturing, bribery and ransoms.
Because of this arrangement, politics plays an
enormous role in the lives of most Tileans, though
most will have no voice in it. Conscription and
rationing are common, but it’s accepted as a temporary
sacrifice to ensure long term survival. After all, “the
call of the city is the order of the state,” or so the
princes assert in their courts. But things are not as
despotic as one might expect, and vil lages along the borders between two states may choose
to join either. It serves each prince to be agreeable as
well as ambitious, as Tileans have a strong sense of
pride and they will only follow those that they trust and
respect.
One cannot forget that Tilea has been inhabited for
more than four thousand years, existing in much the
same state as it is in today. Powers may change hand or
natural disasters may empty a region of its entire
populace, only later to be resettled and rebuilt using the
same stone blocks hewn by bronze axes in ancient
times. Thus the typical Tilean settlement is composed
of buildings of various styles but with walls of a
mottled grey, lichen-crusted colour. Even the roof tiles
are likely to be grey, made from slate that’s found all
along the coast and in great deposits that rise out of the
plains. Only in the larger towns and cities is there a
trend to whitewash walls and furnish houses with red
clay tile roofs. Still, the peculiars of any region will
give rise to unique traditions, lending to each small
village a strong sense of identity, and to each city a
certain character.
THE TORMENTED PRINCIPALITY OF
TOBARO Tobaro is the only great Tilean city on the western
shores of the Tilean Sea. Here the narrow coastal plain
of Tilea is separated from the arid uplands of Estalia by
the Abasko Mountains. Tobaro is situated on the coast.
It is quite a rugged coastline, especially to the south
where there are numerous small rocky islands. These
are inhabited by bird-like creatures called Sirens that
sing so sweetly that they lure unwary sailors to their
doom on the rocks. Most of these islands are
uninhabited by men, except for those that are isolated
and remote enough to provide lairs for pirates and
raiders.
Tobaro was once an Elven outpost and its centre is
dominated by a high rock which has become the
acropolis of the city. On its flat summit, surrounded by
strong walls, is the palazzo of the Princes of Tobaro
and the upper city. The lower city is surrounded by an
24
outer wall of great strength. Tobaro has resisted several
sieges, holding out against the Estalians and also the
hordes of Araby during Sultan Jaffar's attempted
conquest of Estalia. Tobaro provided a port from which
the Bretonnians and Tileans were able to send help to
the beleaguered Estalians.
For this reason the Sultan Jaffar laid siege to it from
land and sea, but the city did not fall. A much more
serious threat was to emerge later, when Skaven broke
through into the honeycomb of ancient Elven
catacombs in the acropolis rock. This enabled them to
attack the city from within and its strong fortifications
were of no avail. The fighting in the streets and
destruction in the city was terrible.
The Prince of Tobaro, Meldo Marcelli, managed to
escape with many of his soldiers and most of his ships.
Arriving in Remas he spent all his wealth hiring a great
army of mercenaries, including a strong contingent
from Remas.
Returning without delay, and reinforced by a
contingent of Elf seafarers, Meldo and his army
stormed the city and recaptured it, driving the Skaven
back into the catacombs. There followed further bitter
fighting within the rock of the acropolis before all the
Skaven were finally cleared. Now many of the tunnels
have been walled up and a garrison of mercenaries are
permanently on guard deep within the acropolis itself.
Tobaro has remained a principality, but only just. Less
than three centuries after the heroic recapture of the
city by Meldo Marcelli, his family, who had held on to
the principality one way or another, finally split up into
quarrelling factions. There were several eligible
candidates who claimed the title of Prince. These were
busy plotting against each other when a prophecy of
doom began to circulate in the city. This predicted that
the next Prince of Tobaro was destined to meet a
horrible end. The rival claimants agreed to play safe
and elected a pig to preside over the council of citizens
as
Prince, at least until the prophecy came to pass!
Nothing happened. Years passed and the pig presided
wearing the princely hat and gold chain of office.
Tobaro became rather more peaceful than of late. The
would-be contenders for the princedom began to fret
and one of them plotted to kill the pig. Then it was
pointed out by his rivals that anyone who assassinated
the pig, who was now styled Piggolo I, would actually
be committing treason and therefore subject to
execution himself! The pig continued to reign into old
age, -until, while inspecting the guard, he fell off the
battlements of Tobaro into the sea!
By that time there was only one of the rival contenders
still alive, who assumed the office without opposition.
Since then Tobaro has remained a principality despite
numerous plots and attempts to set up a republic.
THE MIGHTY PRINCIPALITY OF
MIRAGLIANO Miragliano is a bastion against the Skaven. Because of
its position near the Blighted Marshes, which are fetid
and ridden with disease, Miragliano has often been
victim to outbreaks of plague over the centuries. The
Red Pox of 1812 was the worst pestilence, wiping out
three quarters of the population of the city. An
infestation of large rats was blamed, and since then the
city has employed professional rat-catchers among its
mercenary troops. As well as exterminating rats, the
rat-catchers fight running battles against Skaven Gutter
Runners. No one knows exactly where the Skaven
come from, except that there are many of them in and
around the fringes of the Blighted Marshes. A high
price is placed on their heads, dead or alive.
Since the Red Pox, large parts of the old, squalid city
have been rebuilt by the Princes of Miragliano. The
city was not originally an Elven colony and grew up in
a rambling way over many centuries. The Princes have
gradually imposed an orderly plan on the city. This was
initially drafted by the great Leonardo de Miragliano
who was commissioned with this task by Prince
Cosimo. It has taken many centuries since then to bring
the plan to fruition. Each subsequent Prince and many
of the merchant families have endeavoured to beautify
the city with palazzi, piazzas, fine bridges and
sculptures.
Miragliano is bisected by several broad and elegant
canals and many other narrow ones. The populace use
these as streets and so there is always traffic of ornate
barges going to and fro through the city, under its many
bridges. However, these canals can become smelly and
make the city vulnerable to plagues. Besides this, the
canals do, of course, make easy ways into the city for
Skaven agents. To guard against this there are canal
gates, each blocked by a huge iron portcullis and
guarded by rat-catchers.
The defences of Miragliano are strong and utilise the
marshy nature of the countryside. The moat is very
wide and the walls are specially designed to give
maximum advantage to artillery. This is al
the genius Leonardo, before he entered service with the
Emperor.
The Princes of Miragliano have always been patrons of
learning and science as much as art, if not more so.
Being so close to the mountain passes, and in past
centuries under some threat from Bretonnia and the
Empire, the Princes have been especially concerned
with warfare and defences. It is no surprise that not
only Leonardo da Miragliano, but also Borgio the
Besieger began their careers in this city.
The defences of Miragliano feature several tall towers
which were built to give a view far across the flat
landscape. Unfortunately, because of the unstable
nature of the ground, most of these are leaning at
awkward angles. However, thanks to the exceptional
engineering, intrigue and assassination are as much a
part the Tilean way of life as fine food and music. Any
man who dares to cross a powerful Tilean Prince or an
influential merchant or money lender is likely to find
himself on the wrong end of a dagger or, more likely,
feeding the fishes at the bottom of the local harbour. As
a consequence, an entire professional class of assassins,
poisoners and hired thugs has grown up all too willing
to exact vengeance on behalf of their clients. In a land
where money buys power and military might. it is
hardly surprising that it also buys justice or, to give it
its proper title, revenge!
These hired killers have a formidable reputation, and
no-one, not even the most powerful Tilean merchants,
25
wide and the walls are specially designed to give
maximum advantage to artillery. This is all the work of
the genius Leonardo, before he entered service with the
The Princes of Miragliano have always been patrons of
learning and science as much as art, if not more so.
Being so close to the mountain passes, and in past
e threat from Bretonnia and the
Empire, the Princes have been especially concerned
with warfare and defences. It is no surprise that not
only Leonardo da Miragliano, but also Borgio the
Besieger began their careers in this city.
feature several tall towers
which were built to give a view far across the flat
landscape. Unfortunately, because of the unstable
nature of the ground, most of these are leaning at
awkward angles. However, thanks to the exceptional
d assassination are as much a
part the Tilean way of life as fine food and music. Any
man who dares to cross a powerful Tilean Prince or an
influential merchant or money lender is likely to find
himself on the wrong end of a dagger or, more likely,
the fishes at the bottom of the local harbour. As
a consequence, an entire professional class of assassins,
poisoners and hired thugs has grown up all too willing
to exact vengeance on behalf of their clients. In a land
might. it is
hardly surprising that it also buys justice or, to give it
reputation, and
one, not even the most powerful Tilean merchants,
would want to get on the wrong side of them. A
warning is usually enough to banish any thought of
betrayal or double-dealing. A bloodied dagger found
embedded in a door, or in some innocent servant, is
just one recognised sign of disapproval. Finding an
unwelcome note beside your pillow in the morning
also be a sobering experience.
Whilst native Tileans are well versed in these rituals of
intrigue, this is not always true when it comes to other
races. When Golgfag the Ogre was in the employ of
Lorenzo Lupo, he, managed to offend most of the
locals one way or another. When he awoke to find a
horse's severed head upon his pillow he merely
remarked that it was the best horse's head he had ever
eaten. Several subsequent attempts on his life resulted
in a dramatic reduction in the number of professional
killers in Luccini. At one point there were so few
murderers, assassins and poisoners remaining in his
city that Lorenzo Lupo was concerned law and order
would break down altogether!
(Leonardo among them) these towers do not fall d
Indeed, Miragliano has set a fashion in architecture
which has been copied in other cities, especially
Luccini where the Princes are renowned for their great
sense of humour. Now every city either boasts its own
leaning tower or aspires to have one. O
could such a thing happen! Borgio once commented
that executed men look so much better hanging from a
leaning tower. He should know! He would often
execute his opponents a dozen at a time. It is said that
the weight made the towers lean over a
degrees during his rule!
would want to get on the wrong side of them. A
warning is usually enough to banish any thought of
dealing. A bloodied dagger found
embedded in a door, or in some innocent servant, is
just one recognised sign of disapproval. Finding an
unwelcome note beside your pillow in the morning can
also be a sobering experience.
Whilst native Tileans are well versed in these rituals of
intrigue, this is not always true when it comes to other
races. When Golgfag the Ogre was in the employ of
Lorenzo Lupo, he, managed to offend most of the
one way or another. When he awoke to find a
horse's severed head upon his pillow he merely
remarked that it was the best horse's head he had ever
eaten. Several subsequent attempts on his life resulted
in a dramatic reduction in the number of professional
killers in Luccini. At one point there were so few
murderers, assassins and poisoners remaining in his
city that Lorenzo Lupo was concerned law and order
would break down altogether! skills of the architects
(Leonardo among them) these towers do not fall down.
Indeed, Miragliano has set a fashion in architecture
which has been copied in other cities, especially
Luccini where the Princes are renowned for their great
sense of humour. Now every city either boasts its own
leaning tower or aspires to have one. Only in Tilea
could such a thing happen! Borgio once commented
that executed men look so much better hanging from a
leaning tower. He should know! He would often
execute his opponents a dozen at a time. It is said that
the weight made the towers lean over a couple more
26
THE TURBULENT PRINCIPALITY OF
TRANTIO Trantio is rather an upstart city. Many centuries ago it
was not very powerful at all. Situated inland in a hilly
area, it was a bit of a backwater and did not prosper
greatly from trade. It was one of the first cities to
overthrow its Prince and become a republic. This
republic lasted a long time, but eventually became
decadent. However, all attempts to capture the city by
mercenary armies from Remas and Miragliano were
thwarted by the republic suddenly changing sides at the
right moment. Trantio became notorious for playing off
rivals against each other in order to keep its
independence.
This all changed when Marco Colombo returned from
Lustria with enormous wealth. Taking over the
mercenary army of his patron, Orlando, exiled Prince
of Trantio, he succeeded in capturing the city and
becoming its Prince.
Marco was an exemplary Prince and was clever enough
to keep his gains and establish his family securely as
Merchant Princes in Trantio. The city soon began to
prosper from trade and exploited its position to trade
westwards across the sea and eastwards over the
mountains. Thus Trantio has become one of the most
cultured and beautiful of all Tilean cities. Dwarf
workmanship and skill travels westwards along old
trade routes through Trantio into Tilea and the west.
This shows its influence in the quality and ambition of
the buildings, raised using many Dwarf techniques of
construction. The fortifications, gatehouses and towers
are particularly massive. Vast quantities of marble were
brought down from quarries in the Apuccini Mountains
as well as the exotic pink-veined Trantine for which the
city is famous. This stone was used for Grottio's huge
sculpture 'The Five Graces' which adorns the piazza in
Verezzo.
THE PERFIDIOUS PRINCIPALITY OF
PAVONA The small city of Pavona quickly rose to become a
serious rival to Trantio for the eastern trade into the
Dwarf realms, Border Princes and beyond. So intense
was this rivalry that the territory between the two cities
became a famous stomping ground for mercenary
generals. Not only were there many wars, but also
many attempts at reconciliation. This led to the
princely families becoming entwined through a
succession of marriage alliances. The pacts were often
short lived, with the marriages ending in poisoning or
some other form of assassination.
Trantio and Pavona are usually at each other's throats,
their intense rivalry often seeming to others to be a
fatal weakness. However, as soon as a hostile army
from any other city appears on the scene, the two cities
promptly forget their quarrel and join forces to beat up
the common enemy. In this way Luccini, Verezzo and
Miragliano have all experienced humiliating defeats in
the hills around Trantio or Pavona.
The city of Pavona itself remains small in comparison
to other Tilean cities. The city is noted for its many
bridges which are not over rivers, or canals, but high
above the narrow streets, enabling the nobility to go
from one house or palazzo to another, without having
to descend into the bustle of the streets below.
THE REBELLIOUS REPUBLIC OF
REMAS Remas is a great and old city located on the coast. The
huge circular harbour of Remas was built, it is said, by
the High Elves for their trading ships. Now, even
though it is ruined and colossal chunks of masonry lie
half submerged in the sea, it still shelters the large and
powerful fleet of Remas. The narrow entrance to the
harbour is spanned by a mighty bridge resting on great
stone piers. This bridge not only carries the road
linking the two sides of the city, but bears the weight of
many fine houses and palaces of the Merchant Princes
on both sides of the street. These rise up in three, four
and five storeys with overhanging balconies. There are
towers too at either end and in the middle of the bridge
and, being Tilea, some of these are leaning at gravity-
defying angles, supported by numerous colossal
buttresses!
The rest of Remas is laid out on a grand scale within a
long circuit of defences. The city is very populous and
is famous for its strong mercenary army, most of which
fight as pikemen. These are supplied by the retinues of
the many merchant houses. The city state of Remas has
been a relatively stable republic for several centuries
thanks to these troops, who have resisted tyrants and
would-be conquerors on innumerable occasions.
Remas became a republic during the long period of
famines which beset the whole of Tilea. These famines
were caused by plagues of rats and mice which ate the
corn in the fields and the grain in the storehouses. The
situation became so bad that grain had to be imported
from wherever there was a surplus, but thanks to Tilean
mercantile expertise, and Tilean seafarers, deals were
27
done and grain was shipped in from such places as
Bretonnia and the Empire.
Some Merchant Princes were tempted to hoard up the
grain to sell at a high price. Needless to say there were
popular revolts and these Princes were overthrown,
which is what happened in Remas and Verezzo.
The worst event to befall Remas was the Dark Elf raid
in 1487. The fleet of galleys that would usually defend
the approaches to the harbour were all at sea, and the
Dark Elves took advantage of an =seasonal mist to
reach the harbour entrance. However, their ships were
stopped at the terrible 'Battle of the Bridge' in which a
large part of the bridge was sacked and burnt by the
Dark Elves, who also took away many people as
slaves. Remas' mercenary garrison was able to hold
either end of the bridge until the enemy, satiated with
destruction, decided to leave. This attack angered all of
Tilea and the bridge was eventually restored to its
former glory. The citizens cherish a deep dislike of the
Naggarothi to this day and are very happy to provide
mercenaries, artillery and war galleys at a discount
price to anyone who happens to be at war with them.
Because of its central position, Remas is often in a state
of hostilities with its great trading rivals Miragliano,
Verezzo and Luccini. There have been many sea battles
between the fleets of Remas and Luccini and also
against the pirates of Sartosa. Tobaro, on the other
hand, is often the ally of Remas and mercenaries from
Remas have helped the Princes of Tobaro hold on to
their city in several sieges and against numerous plots.
It is worth examining how the Republic of Remas is
governed, since it is one of the least corrupt and longest
lived republics. Each of the powerful merchant families
is represented on the council of fifty. This assembly
debates every issue and makes decisions and laws.
Three members of the council are chosen randomly
each year to preside over it as a triumvirate. The policy
of the republic for that year becomes whatever the
special interests of the triumvirs, or their families, may
be. So if one of the triumvirs happens to be most
concerned with merchant ventures, the republic will
probably finance a trading venture in that year. If one
of the triumvirs is a patron of the arts, the republic can
expect to gain a new public edifice decorated by the
finest artists in Tilea. If one or more of the triumvirs
happens to be a noteworthy mercenary general then the
neighbouring states will become rather alarmed and
start renovating their defences!
Unfortunately, one weakness of the system of
government in Remas is that the triumvirs sometimes
fall out with each other. This results in occasional civil
wars in which two triumvirs set upon the other with
their mercenary forces. Sudden changing of sides and
re-alignment between the contending triumvirs is not
unknown, even leading to confusion in the ranks in the
middle of a battle! Usually the cause of the trouble is
when one of the triumvirs tries to make himself sole
Prince, and his colleagues resist his attempted coup in
the interests of the republic. Often such an attempt to
take over the state can be pre-empted by assassination
or a brisk series of street battles leading to the
proscription and exile of the would-be tyrant's
supporters.
THE SERENE REPUBLIC OF VEREZZO Verezzo is also a republic, but of a completely different
kind to Remas. Verezzo lies inland, dominating the
fertile plain with its walls and many bastions. The city
is very compact and crowded with people. The streets
are very narrow and winding and the houses are built
very tall because of the lack of space. Some have risen
so high that they have become towers which have been
built into the defences. The reason for this is that the
walls are so strong and occupy such a good vantage
point on the only rising ground for miles around, that
the citizens are reluctant to change them and build a
wider and less formidable circuit.
28
Like Remas, Verezzo became a republic as a result of
the great famines. The Prince hoarded up grain and
tried to sell it to the citizens at an extortionate price. He
was soon toppled from power with the help of
mercenaries and a republic was proclaimed. The
republic of Verezzo is much more democratic than that
of Remas, probably because there are so many
merchant families and anyone with aspirations to great
power is likely to risk assassination from several
quarters.
In Verezzo there is an elaborate voting system in which
the merchant families are divided into factions
distinguished by voting colours (the reds, greens, blues
and yellows). The colours are associated with
particular factions and policies, so after the voting in
Verezzo it might be said in Remas or Luccini, "the reds
are in in Verezzo, we are in for trouble!" or "don't lend
Verezzo any gold while the yellows are in", and so on.
The colours are also used to designate teams in various
rowdy games played in the cramped piazzas of the city.
Naturally, these games are flavoured with politics and
intrigue!
THE ANCIENT PRINCIPALITY OF
LUCCINI The city of Luccini stands beside the Tilean Sea at the
southern tip of Tilea, opposite the island of Sartosa.
Luccini is almost continuously at war with the pirates
of Sartosa and has a very strong fleet of galleys.
Luccini is in fact one of the strongest military powers
in Tilea and many mercenary generals of repute have
learned their trade there.
The city is very old and clustered around a high rock
called the acropolis. Like the acropolis in Tobaro, this
was the centre of an ancient Elven colony. There is a
legend that Luccini was founded by the twins Lucan
and Luccina who were king and queen of a pastoral
tribe who settled around the ruin-strewn acropolis. On
its summit they built their palace.
The city was named after Luccina who is regarded as a
sort of patron goddess. Lucan is also venerated as a
deity and there is a fine temple to the divine twins on
the acropolis. The Princes of Luccini usually claim
descent from these two legendary figures which means
that there are two rival factions: those claiming descent
from Lucan and those claiming Luccina as their
ancestor. Not surprisingly, the principality has changed
hands between these dynasties more times than anyone
can remember, and not without blood being spilt as
abundantly as wine in the notorious revels for which
the city is famous!
The Princes of Luccini are noted for their often bizarre
sense of humour, a family trait said to go back to their
ancestors. If anyone claims to be Prince who seems to
be rather dour or miserable he is soon assassinated or
banished into exile by a more jovial contender. Indeed,
an aspiring Prince often strengthens his claim before
the citizens by assassinating or overthrowing his
opponents in a particularly humorous manner! So it is
said that “the Prince of Luccini is most dangerous
when he is laughing!”
THE MIGHTY FORTRESS OF MONTE
CASTELLO The fortress of Monte Castello is built upon the
colossal ruins of one of the easternmost of the ancient
Elf citadels. This one was captured and occupied by the
Dwarfs who rebuilt the foundations even more
massively. Many centuries later the great mercenary
general Ferrante 'the fierce' built a fortress on top of the
ruins to guard the eastern approaches of Luccini from
the sea.
Monte Castello remains the easternmost outpost of
Tilea. Beyond stretch the barren lands of the Border
Princes which run up the eastern side of the Apuccini
mountains. This land is still being won from the Ores
& Goblins. The fortress was originally built to prevent
incursions of Orc & Goblin tribes from the east and
also to guard against any enemies coming across the
Black Gulf and gaining a foothold on the Tilean
peninsula. The fortress stands on a natural knoll of rock
overlooking the narrow straits which lead into the long
bay known as the Gulf of Tears.
The fortress is immensely strong, its fortifications
having been rebuilt and improved many times by some
of the best mercenary leaders. The Castello has
traditionally been garrisoned by troops from all over
Tilea, paid for by all the Tilean cities, since all city
states benefit from the security it gives to the entire
region. Only the best mercenaries and the best
mercenary generals are ever hired to hold it.
The Castello has been besieged many times and has
never fallen. The most notable siege lasted over a year.
The garrison, reduced to only five hundred Tileans,
suddenly found itself surrounded by over one hundred
thousand Orcs & Goblins led by a certain Unguth the
Vile, who was determined to capture it as a prelude to
invading Tilea itself. The garrison of the Castello,
beating off countless assaults and enduring endless
weeks of bitter siege warfare, dwindled by a few men
every day, while the Orc horde was constantly
reinforced by numerous fresh contingents eager to join
the mighty Orc army.
Cut off by land, the Castello was supplied by sea until
this route was maliciously cut by the warships of an
unknown enemy desiring to see the fortress fall once
and for all. To this day, no one knows for sure who
attacked the supply galleys. Tileans often accuse the
Corsairs of Araby or the pirates, but the most ominous
rumour holds that the ships were overrun by an
infestation of rats as part of the evil schemes of the
Skaven.
Starving and desperate, the garrison held out until the
mercenary commander, the old and resolute Galeazzo,
was mortally wounded whilst repelling another Orc
assault. He was hurried from the ramparts into the
commandantery. Residing in the Castello at this time
was the general's formidable and spirited daughter,
Monna Lissa. Despite her efforts to staunch the blood,
Old Galeazzo succumbed to his wounds. Monna Lissa,
fearing that the garrison would lose heart, donned her
father's armour and pretending to be Galeazzo himself,
led the garrison in repelling three more att
following days. After the third attack, Monna Lissa lost
her helmet and her long flowing tresses were seen by
the troops. They demanded to know what had
happened to their leader. When it was revealed that he
was dead, the mercenaries were disheartened. They
resolved to stake all on one last sally, abandoning the
Castello in a desperate attempt to escape back to Tilea.
Monna Lissa implored them not to sally out to certain
death and thereby let the Castello fall into enemy
hands, but no persuasion, not even promises of
enormous rewards in gold, could make them change
their minds. Then Monna Lissa pointed out that if the
Orcs took the Castello they would certainly deface
29
Tilea itself. The garrison of the Castello,
beating off countless assaults and enduring endless
weeks of bitter siege warfare, dwindled by a few men
every day, while the Orc horde was constantly
reinforced by numerous fresh contingents eager to join
Cut off by land, the Castello was supplied by sea until
this route was maliciously cut by the warships of an
unknown enemy desiring to see the fortress fall once
and for all. To this day, no one knows for sure who
ys. Tileans often accuse the
Corsairs of Araby or the pirates, but the most ominous
rumour holds that the ships were overrun by an
infestation of rats as part of the evil schemes of the
Starving and desperate, the garrison held out until the
ary commander, the old and resolute Galeazzo,
was mortally wounded whilst repelling another Orc
assault. He was hurried from the ramparts into the
commandantery. Residing in the Castello at this time
was the general's formidable and spirited daughter,
a Lissa. Despite her efforts to staunch the blood,
Old Galeazzo succumbed to his wounds. Monna Lissa,
fearing that the garrison would lose heart, donned her
father's armour and pretending to be Galeazzo himself,
led the garrison in repelling three more attacks in the
following days. After the third attack, Monna Lissa lost
her helmet and her long flowing tresses were seen by
the troops. They demanded to know what had
happened to their leader. When it was revealed that he
artened. They
resolved to stake all on one last sally, abandoning the
Castello in a desperate attempt to escape back to Tilea.
Monna Lissa implored them not to sally out to certain
death and thereby let the Castello fall into enemy
, not even promises of
make them change
their minds. Then Monna Lissa pointed out that if the
Orcs took the Castello they would certainly deface
Tintoverdi's masterpiece 'The Five Seasons' which
adorned the commandantery ba
was thought to be the finest fresco in all Tilea if not the
world. She begged all those who were willing to stay
and defend this treasure to the death to step forward,
the rest could go if they wished.
One by one, the soldiers stepped f
eyes, saying: “I will die befo
Tintoverdi!” and “No Orc shall ever
image of Spring!” and similar such things. Eventually
the entire company resolved to remain to the bitter end.
The siege continued for a further three months and the
Castello did not fall. Monna Lissa herself was mortally
wounded by a Goblin arrow on the day the Castello
was relieved by an enormous army marching from
Luccini. The relieving force broke and scattered the
Orc horde. They found only twenty
alive in the Castello. Around the walls the Orc &
Goblin corpses lay so thick that the moat had been
filled up and was firm enough to bear the weight of Orc
siege towers!
Ever since the great siege of Monte Castello, Mon
Lissa has become a symbol of good fortune and
victory. So much so that it is a tradition for mercenary
battle standards to depict the Tilean war goddess
Myrmidia with the features of Monna
portrayed in the famous portrait of her by Cellibotti.
Tintoverdi's masterpiece 'The Five Seasons' which
adorned the commandantery banqueting room. This
was thought to be the finest fresco in all Tilea if not the
world. She begged all those who were willing to stay
and defend this treasure to the death to step forward,
the rest could go if they wished.
soldiers stepped forward, tears in their
re Orcs scrawl upon
No Orc shall ever gaze upon the
and similar such things. Eventually
the entire company resolved to remain to the bitter end.
r a further three months and the
Castello did not fall. Monna Lissa herself was mortally
wounded by a Goblin arrow on the day the Castello
was relieved by an enormous army marching from
Luccini. The relieving force broke and scattered the
ound only twenty-five pikemen still
alive in the Castello. Around the walls the Orc &
Goblin corpses lay so thick that the moat had been
filled up and was firm enough to bear the weight of Orc
Ever since the great siege of Monte Castello, Monna
Lissa has become a symbol of good fortune and
victory. So much so that it is a tradition for mercenary
battle standards to depict the Tilean war goddess
Myrmidia with the features of Monna Lissa, as
portrayed in the famous portrait of her by Cellibotti.
30
THE DECADENT PIRATE
PRINCIPALITY OF SARTOSA The island of Sartosa has a rocky coastline and a
rugged interior. The Elves had a colony there which
was later occupied by Tileans from the mainland.
Unfortunately the city they built was destroyed by
Dark Elves acting in concert with Settra's fleet. Almost
the entire population perished or was carried off into
slavery.
The city of Sartosa remained in a ruinous state for a
long time. Eventually Norse raiders landed on the
island and easily overcame the scattered inhabitants
and the small garrison of troops from Luccini. From
this base, the Norse ravaged the coasts of Tilea until
they were defeated in a sea battle off Cappo Cinno. The
remaining Norsemen were hired by Luccini as
mercenaries and allowed to stay on the island to guard
it. However, their descendants were overwhelmed by
an invasion fleet of Corsairs of Araby led by Nafal
Muq in 1240. The Corsairs held on to the island for
roughly two hundred and fifty years, during which time
they were a constant menace. There were several naval
battles fought in the seas around Sartosa between the
Corsairs and the galleys of Luccini, Remas and Tobaro.
Eventually, the island was wrested from the grip of the
Corsairs by a mercenary army led by Luciano Catena.
He was a Prince of Luccini and descendant, as his
name suggests, of the divine twins Lucan and Luccina.
The Emir, Abd al Wazaq, and his Corsairs were driven
back into their stronghold in the city of Sartosa and
forced to surrender after a long and extremely bloody
siege. Luciano allowed Al Wazaq to escape to Araby in
return for leaving behind his considerable stash of
treasure, mostly art looted from Tilea. Al Wazaq also
had to surrender of his enormous harem which in his
desperation he had trained to defend him as his
personal bodyguard. These were promptly recruited by
the Tileans as a mercenary regiment! The rest of the
surviving Corsairs were allowed to stay and were hired
by Luciano to serve in his fleet. This was one of the
earliest occasions on which mercenaries from Araby
were hired by a Tilean general.
Luciano and his heirs ruled Sartosa as a principality for
a time. During this period the city was rebuilt and its
defences made strong. It soon became a base for the
mercenary fleet of the Princes of Luccini. However,
this brief period of stability was not to last. There were
now many mercenary contingents occupying
strongholds on various parts of the island, and some in
different fortress towers within the city itself.
Rebellions against the Prince became more frequent
and Sartosa became increasingly difficult to control.
The Prince's rule over the island finally came to an end
when the mercenary flotilla of galleys based on Sartosa
mutinied. Then the island rapidly fell into anarchy as
the mercenary bands set upon each other.
Most of the mercenaries on the island took to piracy,
pillaging Tilean shipping and anything else sailing the
Tilean Sea. This proved much more lucrative than
hiring themselves out to fight, since the chances of
survival were greater as were the potential
various mercenary bands occupying the island
fighting each other with their usual intensity and began
to cooperate in their piratical schemes. The raids on
ships and shores around the Tilean sea brought in
hordes of captives and hostages who were never
ransomed. These augmented the swelling population of
Sartosa until it became a notoriously rough and lively
den of pirates.
Eventually it became the custom to elect a 'Pirate
Prince' of Sartosa. This is a rather grandiose title for
one who does not really rule, but just settles disputes
over loot with rough justice. Many such Princes have
come and gone in the centuries up to the present time.
Most have come to a very sticky end one way or
another! The longest lasting has been the present
notorious 'Pirate Princess of Sartosa', no doubt because
her reputation for being ten times more cruel than any
of her predecessors is no exaggeration!
The city of Sartosa is a rambling mass of ruins and
dwellings with Elf and Dwarf architecture mixed in
with that of Tilea and Araby, all patched up in various
ways by the inhabitants after the occasional
cannonades from passing ships. Many of the pirate
taverns are in caves hollowed out of the rock. There are
rumoured to be vast stashes of treasure hidden in
various places all over the island. However, it should
be noted that maps bought in the streets of Sartosa are
unlikely to be reliable!
31
Most of the mercenaries on the island took to piracy,
pillaging Tilean shipping and anything else sailing the
Tilean Sea. This proved much more lucrative than
hiring themselves out to fight, since the chances of
survival were greater as were the potential riches. The
various mercenary bands occupying the island stopped
each other with their usual intensity and began
to cooperate in their piratical schemes. The raids on
ships and shores around the Tilean sea brought in
s who were never
ransomed. These augmented the swelling population of
Sartosa until it became a notoriously rough and lively
Eventually it became the custom to elect a 'Pirate
Prince' of Sartosa. This is a rather grandiose title for
o does not really rule, but just settles disputes
over loot with rough justice. Many such Princes have
come and gone in the centuries up to the present time.
Most have come to a very sticky end one way or
another! The longest lasting has been the present
otorious 'Pirate Princess of Sartosa', no doubt because
her reputation for being ten times more cruel than any
The city of Sartosa is a rambling mass of ruins and
dwellings with Elf and Dwarf architecture mixed in
th that of Tilea and Araby, all patched up in various
ways by the inhabitants after the occasional
cannonades from passing ships. Many of the pirate
taverns are in caves hollowed out of the rock. There are
rumoured to be vast stashes of treasure hidden in
various places all over the island. However, it should
be noted that maps bought in the streets of Sartosa are
THE LEGEND OF BLACK
This accursed captain has sailed these seas since the
time of Sigmar, ever forbidden to
King Death. No-one knows how it is he came to
anger the Lord of the Sea of Lost Souls, but all know
that to spy his ship, the Flying Marienburger, is to
most likely to gaze upon your own impending death.
Legends claim that Black-Wyrd san
Nagash in the time of Myrmidia, turning the waters
so foul that even today all maps mark them under the
name of the Black Gulf. Some shanties even claim
that he called the comet down upon the city of
Mordheim, then sailed up the Stir and loo
far as many pirates are concerned it was Black
who liberated Sartosa from the Sea Elves at the dawn
of the Classical Age and again in 1757 from the
Tileans who had set up a fortress there. Even today a
chair on the Sartosan Pirate Lord coun
for the First Pirate King, although he is yet to claim
it.
While naval lords laugh at these ludicrous claims,
troubling reports still come in from sea
the Sea of Claws to the Gromril Coast. It is said that
ships, be they merchantman, pirate or privateer, have
been pursued and sunk by a ship sporting the Flying
Marienburger’s colours. The few survivors report that
it could move without a gust of air or even against the
prevailing wind and it was able to sail beneath the
waves at will. House de Roelef has offered a reward
of 882 pieces of Lustrian Gold to whoever can sink
him; but so far, no pirate hunter has engaged him and
lived to tell the tale.
THE LEGEND OF BLACK-WYRD
This accursed captain has sailed these seas since the
time of Sigmar, ever forbidden to enter the court of
one knows how it is he came to
anger the Lord of the Sea of Lost Souls, but all know
that to spy his ship, the Flying Marienburger, is to
most likely to gaze upon your own impending death.
Wyrd sank the fleet of
Nagash in the time of Myrmidia, turning the waters
so foul that even today all maps mark them under the
name of the Black Gulf. Some shanties even claim
that he called the comet down upon the city of
Mordheim, then sailed up the Stir and looted it. As
far as many pirates are concerned it was Black-Wyrd
who liberated Sartosa from the Sea Elves at the dawn
of the Classical Age and again in 1757 from the
Tileans who had set up a fortress there. Even today a
chair on the Sartosan Pirate Lord council is set aside
for the First Pirate King, although he is yet to claim
While naval lords laugh at these ludicrous claims,
troubling reports still come in from sea-farers from
the Sea of Claws to the Gromril Coast. It is said that
ntman, pirate or privateer, have
been pursued and sunk by a ship sporting the Flying
Marienburger’s colours. The few survivors report that
it could move without a gust of air or even against the
prevailing wind and it was able to sail beneath the
will. House de Roelef has offered a reward
of 882 pieces of Lustrian Gold to whoever can sink
him; but so far, no pirate hunter has engaged him and
32
33
34
35
THE AGE OF EXPLORATION
OLD TRADE ROUTES Even from the earliest times the Tileans were sailing to
and fro across the 'Mean Sea in primitive skin boats.
After contact with the Elves they developed swift,
oared galleys, and soon became proficient sailors. Prior
to the Araby Crusades, the Tilean Sea was plagued by
Corsairs and pirates, but afterwards the Tileans gained
the upper hand and swept these troublemakers from
their waters. From this time Tilean seafarers were able
to venture further afield.
Following the defeat of Sultan Jaffar by Old World
crusaders, Tilean merchants gained access to the ports
of Araby which in turn opened gateways to the west
and south. Later still, Tilean ships were seen in the all
the ports of the Old World, carrying exotic
merchandise from Araby and the lands beyond.
Encounters with Elves
The High Elves had never completely abandoned the
oceans around the Old World even though they had
deserted their ancient colonies. When the Mean tribes
developed into states with their own cities, the Elves
were ready to resume contact. At the same time Tilean
trade with the Dwarfs to the east was flourishing. Most
of this trade was conducted overland.
The main concern of the Tilean merchants has always
been expanding their business, or, to put it bluntly,
making money. Most of the successful merchants not
only attempted to secure the old trade routes, but were
interested in opening up new ones. The oldest trade
routes where the sea route to Ulthuan, the land route
across the mountains to the Dwarf Kingdom, the
extension of this route across the mountains and into
the Empire, and the route across the Tilean sea to
Tobaro.
It was Elf seafarers who re-opened the ancient trade
route to their former colonies in the Old World many
centuries after they had abandoned them. Here they
encountered the Tileans established among the ruins,
re-using the tumbled Elven masonry to build their own
cities. The Elves found the Tileans to be easy people to
trade with, eager to exchange all kinds of things for
exotic luxuries from Ulthuan. As for the Elves, they
were interested in acquiring ancient artefacts and
sculptures which the Tileans were finding among the
old Elf ruins. It was no doubt these early contacts
which stimulated the Tilean taste for both art and
profit.
The Old Dwarf Road There were also Dwarf traders coming into Tilea along
the mountain roads from the east. They were eager to
find out what was left after the Elves had finally gone.
Dwarf adventurers had doubtless plundered the Elf
ruins even before the Tileans resettled them.
Eventually the Dwarfs came again and found the cities
inhabited once more, this time by men. There were
plenty of things which the Tileans were willing to buy
from the Dwarf traders in exchange for gems and
exotic metals obtained from the Elves: iron, copper,
gold, silver and expertise in metalworking and
building. It seems likely that the wily Tileans
persuaded the Dwarfs to show them how to build really
strong walls for their cities. In fact, it is a joke in Tilea
that when Tileans combine Elven architecture with
Dwarf masonry you get a leaning tower!
The Dwarfs were eager to get hold of High Elf goods
which the Elves themselves would certainly not give
them, even for all the gold in the Worlds Edge
Mountains. Similarly, the Elves wanted metals and
gems but the Dwarfs would not trade with them on
account of the great grudge they held. The 'Means
traded happily with both and grew rich.
Northern Trade
Items traded from Elves and Dwarfs could be
exchanged in Bretonnia and in the Empire for all kinds
of things, ranging from gold to furs from the far north
and also, of course, warhorses! Since Bretonnians were
loath to sell any of their fine breed, and since it was
banned by the king in any case, Tileans have always
obtained most of their horses from the Empire.
Trade with the Empire expanded, whereas trade with
Bretonnia was never as lucrative. This was partly
because the hidden realm of Athel Loren lay in the
way, and traders did not like to venture into the forest.
To go around the edge, through the Irrana Mountains,
was equally dangerous. Furthermore, there was a
festering state of hostility between Miragliano and the
Bretonnian dukes and barons on the other side of the
mountains. Sea trade was better, but ran the risk of
encountering Corsairs from Araby, Norsemen, Dark
Elves and pirates.
36
The Route to the North
Although the Vaults are higher mountains than the
Irranas and are much more perilous, especially in
winter, there is a little used Dwarf road which skirts the
highest peaks and cuts through the aptly named
'Winter's Teeth Pass'. This joins Tilea to the Dwarf
Kingdom, and leads the way to the Empire, either via
the Dwarf tunnels beneath the mountains or via
Blackfire Pass.
Mercenaries travel this road from the north to reach
Tilea where they can be sure of finding ready
employment. Merchant convoys use the same route,
often travelling through the Dwarf Kingdom to save
time. Dwarfs are not always keen to allow free passage
to human tradesmen and charge a high toll. However,
the alternative is to risk the Dwarf road as it skirts the
Border Princes, and crosses into the Empire via
Blackfire Pass.
It was this well developed trade between the Empire
and the cities of Tilea that made it easy for Elector
Counts to hire mercenaries to fight in the civil wars
that periodically ravaged the Empire before the time of
Magnus the Pious. Indeed, during the time of the Three
Emperors there were numerous Tileans serving as
mercenaries on opposing sides!
Whoever became Emperor usually considered it
prudent not only to continue to use Tilean mercenaries,
but to hire all those of his defeated rivals as well, to
deprive opponents of the services of such useful troops.
Thus it has become a tradition for Emperors to hire
Tileans. Crossbowmen are the most favoured, since the
Empire originally only had archers recruited from
among the foresters or even from Kislev. Even when
hand guns became available, a crossbow in the hands
of a skilled Tilean marksman still had the edge in terms
of range and accuracy.
NORSCA AND THE FAR NORTH Longships full of hairy northern barbarians began
appearing in the Tilean sea as long ago as the 800s.
The coasts of Tilea were subsequently ravaged on
numerous occasions as were the shores of Araby and
Estalia. On several occasions raiding warbands were
surrounded and cut off from their ships by the Tileans.
Recognising that the Norse were good warriors, the
Tileans would offer the Norse employment as
mercenaries.
Soon a flourishing trade developed, with furs, amber
and many other things coming out of the far north in
return for Tilean gold, wine and items of Elf and Dwarf
work obtained by the Tileans. It was the Dwarf rune
weapons which particularly delighted Norse chieftains,
such that a single sword might be enough on its own to
hire a Norse chief and his warband.
Through contact with the Norse, which increased
greatly following the establishment of a Norse
stronghold on Sartosa, 'Mean merchants heard about
the Norse voyages of exploration, such as the
renowned expeditions made by Erik the Lost and his
son, Losteriksson, to Lustria and other distant lands.
Norse maps, written in runes on sealskin and walrus
hide, were eagerly bought by Tilean merchants for
gold. In this way the Tileans gathered a greater
knowledge of the true geography of the known world
than any other people except the Elves of Ulthuan.
The Elves would never divulge these secrets to other
races, wanting only to keep it all for themselves.
Neither would the canny Dwarfs reveal much of what
they knew, for fear that others would plunder treasures
before they could do so themselves! The Norse,
however, were not only willing to tell of their heroic
voyages of exploration, but were downright boastful,
elaborating the tales with a mixture of vital detail and
dubious hearsay which increased in proportion to the
ale poured into their tankards in the taverns of Tilea!
ARABY AND THE SOUTHLANDS The vast desert land of Araby lies across the sea from
Tilea and Estalia. There are several inhabited cities,
some on the coast and some far inland, and many
uninhabited ruins dating back to the legendary Wars of
Death. This was when the hordes of Undead came out
of the east and devastated the ancient civilisations of
Araby. It took many centuries for civilisation to
flourish again. During that time the culture of Araby
had been kept alive by the nomadic tribes who
wandered in the most remote and inhospitable deserts,
impossible to destroy and too tough to die. Over
generations these tribes gradually resettled many old
cities and established new dynasties to rule them.
By 1240, the cities on the coast of Araby were
flourishing and prosperous. Corsairs of Araby, sailing
in their war dhows, were plundering the coasts of Tilea
and Estalia. To counter this threat the Tileans hired
more Norse warriors in their longships. This provoked
the Corsairs to gather a huge fleet and attack the Norse
stronghold on Sartosa, which was captured with great
slaughter. The Norse fought to the death, but the
Corsairs, being numerous and cunning, prevailed. From
that moment onwards the raids of the Corsairs on the
coasts of Tilea became much worse. The Tileans found
them to be much more difficult to catch than the Norse,
and much less willing to desist from raiding in order to
serve as mercenaries. This was because the Corsair
leaders were bound by tribal oaths to their Emirs and
Sheikhs and could not be tempted to change allegiance
for mere gold.
Things became even worse with the rise of the
Sultanate of Araby. In 1435 or thereabouts, an obscure
Arabian sorcerer known as Jaffar united the nomadic
tribes using his charismatic power and ability to
summon desert genies. He then swept out of the desert
and made himself Sultan of all Araby.
Whether inspired by visions, delusions, genies,
ambition, greed or the evil counsels of the Skaven, the
Sultan decided to invade Estalia. Leading his enormous
horde he landed in Estalia and captured Magritta. Soon
after, Tobaro was besieged by his forces. This caused
the Araby crusades as thousands of knights fro
Bretonnia and the Empire answered the belated appeal
for help from the proud and beleaguered Estalians.
Mercenaries from Tilea joined the crusade in large
numbers, relieving Tobaro and helping to recapture
Magritta.
After the Sultan was driven back into Araby and finally
defeated at Al Haikk, the Tileans turned their attention
to clearing the Tilean Sea of Corsairs. In 1501, Sartosa
was finally recaptured from the Corsairs by a
mercenary army led by Luciano Catena. By this time
several Araby contingents were serving Tilean
Merchant Princes as mercenaries. The fall of the Sultan
had freed them from any bonds of loyalty to him and
he was now condemned for his wicked dealings with
evil genies.
The march of the crusading forces into Araby and the
temporary respite gained from the menace of the
Corsairs opened up Araby to the merchants of the Old
World. The Tilean merchants were quick to strike up
lucrative deals with emirs of the coastal cities and
sheikhs of the interior. With most of the wealth of
Araby having been plundered by the crusading knights
and most of their war dhows burnt or sunk, the
merchants of Araby were more than willing to trade.
It was not long before adventurous Tilean merchants
were inspecting the wares in the souks and kasbahs of
Araby. Here they traded with desert nomads and heard
tales of the mysterious jungles of the Southlands. From
local seafarers they heard about the High Elf
37
that moment onwards the raids of the Corsairs on the
coasts of Tilea became much worse. The Tileans found
them to be much more difficult to catch than the Norse,
and much less willing to desist from raiding in order to
s. This was because the Corsair
leaders were bound by tribal oaths to their Emirs and
Sheikhs and could not be tempted to change allegiance
Things became even worse with the rise of the
Sultanate of Araby. In 1435 or thereabouts, an obscure
Arabian sorcerer known as Jaffar united the nomadic
tribes using his charismatic power and ability to
summon desert genies. He then swept out of the desert
Whether inspired by visions, delusions, genies,
greed or the evil counsels of the Skaven, the
Sultan decided to invade Estalia. Leading his enormous
horde he landed in Estalia and captured Magritta. Soon
after, Tobaro was besieged by his forces. This caused
the Araby crusades as thousands of knights from
Bretonnia and the Empire answered the belated appeal
for help from the proud and beleaguered Estalians.
Mercenaries from Tilea joined the crusade in large
numbers, relieving Tobaro and helping to recapture
Araby and finally
defeated at Al Haikk, the Tileans turned their attention
to clearing the Tilean Sea of Corsairs. In 1501, Sartosa
was finally recaptured from the Corsairs by a
mercenary army led by Luciano Catena. By this time
ere serving Tilean
Merchant Princes as mercenaries. The fall of the Sultan
had freed them from any bonds of loyalty to him and
he was now condemned for his wicked dealings with
The march of the crusading forces into Araby and the
pite gained from the menace of the
Corsairs opened up Araby to the merchants of the Old
World. The Tilean merchants were quick to strike up
lucrative deals with emirs of the coastal cities and
sheikhs of the interior. With most of the wealth of
g been plundered by the crusading knights
and most of their war dhows burnt or sunk, the
merchants of Araby were more than willing to trade.
It was not long before adventurous Tilean merchants
were inspecting the wares in the souks and kasbahs of
ere they traded with desert nomads and heard
tales of the mysterious jungles of the Southlands. From
local seafarers they heard about the High Elf
stronghold in the far south and of how the High Elves
tried to prevent anyone sailing into the west or east.
course, maps were purchased at every opportunity,
together with strange astronomical and navigational
devices made by the sorcerers of Araby. Tilean
merchants quickly mastered the knack of haggling and
so most of these artefacts were picked up very che
The spice port of Copher now has a Tilean quarter,
which is separated by a wall from the upper city. There
are small enclaves of traders from other realms too,
such as “The Street of a Hundred Dwarfs” which is
noted for its bazaars of metalworkers, wea
and wig makers. It is the Tilean merchants who deal
with most of the Old World trade to Araby.
Although there are frequent wars between rival sheikhs
which occur in the interior of Araby, the Tileans try to
avoid getting embroiled in local polit
Tileans have occasionally financed mercenary armies
in wars against the Undead who come from the east.
Sometimes the leaders of Araby will hire mercenaries
to investigate the various necropolises or ruined cities.
They ransack the tombs to prevent the dead being
raised and burn any evil scrolls that may be found. Any
gold or treasure which is discovered is shared between
the mercenaries as booty. It is not only gold which
lures these tomb robbing expeditions. Tilean merchants
in places such as Remas and Verezzo have been known
to pay a high price for exotic stone sphinxes and other
statues made by the ancient inhabitants of Khemri,
which they use to adorn their villas and plazas.
Sometimes the ancient dead are stirred by these
depredations and arise to wreak vengeance on the tomb
robbers. On one occasion, hundreds of skeleton
soldiers suddenly broke out of pottery urns to protect
the mummy of their ancient lord. The nomads fled in
terror, abandoning the rest of the mercenary army to
fight its way out of the necropolis to the sea. Even
Tileans cannot negotiate with the Tomb Kings!
stronghold in the far south and of how the High Elves
tried to prevent anyone sailing into the west or east. Of
course, maps were purchased at every opportunity,
together with strange astronomical and navigational
devices made by the sorcerers of Araby. Tilean
merchants quickly mastered the knack of haggling and
so most of these artefacts were picked up very cheap!
The spice port of Copher now has a Tilean quarter,
which is separated by a wall from the upper city. There
are small enclaves of traders from other realms too,
such as “The Street of a Hundred Dwarfs” which is
noted for its bazaars of metalworkers, weapon smiths
and wig makers. It is the Tilean merchants who deal
with most of the Old World trade to Araby.
Although there are frequent wars between rival sheikhs
which occur in the interior of Araby, the Tileans try to
avoid getting embroiled in local politics. However, the
Tileans have occasionally financed mercenary armies
in wars against the Undead who come from the east.
Sometimes the leaders of Araby will hire mercenaries
to investigate the various necropolises or ruined cities.
o prevent the dead being
raised and burn any evil scrolls that may be found. Any
gold or treasure which is discovered is shared between
the mercenaries as booty. It is not only gold which
lures these tomb robbing expeditions. Tilean merchants
h as Remas and Verezzo have been known
to pay a high price for exotic stone sphinxes and other
statues made by the ancient inhabitants of Khemri,
which they use to adorn their villas and plazas.
Sometimes the ancient dead are stirred by these
and arise to wreak vengeance on the tomb
robbers. On one occasion, hundreds of skeleton
soldiers suddenly broke out of pottery urns to protect
the mummy of their ancient lord. The nomads fled in
terror, abandoning the rest of the mercenary army to
s way out of the necropolis to the sea. Even
Tileans cannot negotiate with the Tomb Kings!
38
TILEAN SHIPS Tilean merchants would not have got very far had there
not been seaworthy ships in Tilea. For a long time the
Tileans used galleys propelled by sails and oars, which
were ideal for the calm Tilean Sea. The Tilean cities,
especially Remas, had large fleets of war galleys which
endeavoured to fight off the marauding Corsairs of
Araby and Norse raiders. The experience of continuous
naval warfare combined with the inventive genius of
the Tileans meant that their war galleys became bigger
and better over the centuries. The Tileans eventually
possessed galleys capable of venturing beyond the
Tilean Sea and into northern waters.
Around the time when Tilean mercenaries were being
hired in great numbers to fight in the civil wars within
the Empire, Marienburg hired a flotilla of war galleys
from Remas. Soon afterwards this city was building its
own, even heavier war galleys for use in the Sea of
Claws. Centuries later when the Tileans began to
mount cannon on their galleys, they opted for much
lighter guns than those preferred in the Empire, but
then the Tilean crews include many expert
crossbowmen and so do not have to rely on firepower
to the same extent.
Tilean merchant ships, unlike the war galleys, are
purely sailing ships and better for riding stormy seas.
Such ships are similar to those used by Bretonnia and
the Empire, except that they are lighter and more like
the ships of the Corsairs in the way that the masts and
sails are arranged. This means that they are quite fast
and not dependant on a tailing wind, making them very
good for long voyages in uncharted oceans. This
enables the Tileans to venture far from their home ports
in pursuit of trade.
THE LUSTRIAN VENTURE Following the Dark Elf raid on Remas in 1487 there
was much speculation as to where these raiders were
from.
The High Elves denounced the Dark Elves, but were
not forthcoming with any answers. However, the
merchants of Remas were eager for revenge and ready
to finance expeditions of exploration into the west.
Maps brought out of Araby after the crusades revealed
little of what lay beyond the western ocean, only of the
seas and coasts of the Southlands. Then in 1491 Marco
Colombo, a merchant of Remas, acquired a map from a
Norse seafarer. This had the coast of Lustria marked on
it revealing that there was a western continent beyond
Ulthuan. It also had the approximate location of the
Norse settlements established centuries before by
Losteriksson. There were other interesting details on
the map, such as tally marks indicating how many days
sailing the voyage would last and runes to mark the
prevailing winds and various hazards that had been
encountered.
Marco eventually persuaded Orlando, an exiled Prince
of Trantio in the service of Remas, to spare him three
of the most up-to-date ships and a mercenary crew.
Unfortunately the crew happened to be some
troublesome mercenaries which Orlando wished to be
rid of! In 1492 Marco set out on the long voyage to
Lustria, heading for the Norse township of Skeggi.
Marco's ships, the Nino, Bimbo and Pintolaga,
miraculously avoided encountering any High Elf ships,
which would certainly have tried to stop the expedition
to preserve their own monopoly of trade.
The expedition eventually made a safe landing on the
coast of Lustria, but far to the south of Skeggi in the
vicinity of the Lizardman city of Tlax. Marco already
knew of the Lizardmen from questioning Norsemen
and sailors from Araby and had brought with him
Skaven captives as a present for their serpent god, who
apparently had an insatiable appetite for such sacrificial
victims. This made certain of a welcome from the local
priest-king who even agreed to hire Marco's
mercenaries to guard his realm against sea raiders!
After serving as a mercenary for a while and being
richly rewarded, Marco had the privilege of seeing the
Lizardmen destroy the same Dark Elf raiders who had
attacked Remas a few years before. Shortly afterwards,
Marco's men became restless and mutinied, sailing off
with all the treasure. However, lacking Marco's
diplomatic tact, they were soon caught and captured by
Lizardmen further up the coast and the treasure was
returned to Marco, who enjoyed the trust of the local
mage-priests.
By now Marco thought that it was time to return to
Tilea before everyone thought he had disappeared for
good! Putting to sea with only one ship, he once more
slipped past the High Elves and reached Tilea. In the
meantime, Orlando, Marco's patron, was no longer in
the service of Remas, but had been recently hired by
the Republic of Trantio. Unfortunately the republic had
not honoured their agreement to him due to old
vendettas against his family, and his mercenary army
was encamped outside the city, unpaid and starving.
39
Worse still, Orlando had been mortally wounded by an
assassin's dagger!
He was delighted when Marco arrived laden down with
treasure. The army was paid, fed and re-armed and
more mercenaries were hired. Thanks to a Lustrian
potion brought back by Marco, Orlando lived long
enough to see his army rout the forces hired by his
rivals to get rid of him. Marco then assumed command
on the recommendation of Orlando and captured the
city of Trantio itself. The ruling clique was overthrown
much to the satisfaction of the citizens.
Marco married Orlando's daughter and sole heir. She
had been imprisoned by the other families in a tall
tower noted for its exceptionally perilous angle of
inclination. After getting even with Orlando's old
enemies,
Marco was in position to restore the Principality of
Trantio, with himself as Prince.
Marco used the rest of his wealth to establish the
influence of the Colombo family in Remas and the
Orlando family in Trantio. Together they would
monopolise the trade with Lustria. He financed an
expedition of five ships which actually reached Skeggi
on the third attempt. Thus was opened up a reliable,
though intermittent trade route to Lustria from Tilea,
with the help of hireling Norse seafarers, who were
skilled at evading the ships of the Elves.
40
THE SILK ROAD The ancient Dwarf road leading from Tilea into the
Worlds Edge Mountains and the old Dwarf strongholds
had long been known to Tilean merchants. Usually it
was Dwarf traders who used this road to reach the
cities of Tilea and the coast, where they could
exchange metals and gems for Elf gold, pearls, exotic
timber and other luxuries brought in on ships from
Ulthuan. Of course some enterprising Tilean merchants
followed the road back to the Dwarf Kingdom where
they tried to introduce the Dwarfs to such luxuries as
wine, perfume and soap, but without much success!
As to what lay beyond the Dwarf Kingdoms to the east
little was known. The Dwarfs just tugged their beards,
shook their heads and advised the Tileans not to go
there. Beyond the mountains, they said, there was just a
barren wilderness inhabited by Goblins and bad
Dwarfs. Those who went barely two day's journey into
the east found this to be true.
Then one day, the brothers, Ricco and Robbio, `Mean
merchants in Karaz-a-Karak, bought a tattered but
exceptionally fine silk banner from some Dwarf
adventurers who had been far to the east. They claimed
to have captured it from a band of Hobgoblins. The
banner bore the symbol of a Dragon, and the Dwarfs,
not bothered about keeping what they believed to be an
Elf banner, were eager to sell it for gold.
The significance of the banner was not lost on Ricco
and Robbio. If it was an Elf banner captured by the
Hobgoblins, it could be the answer to a question which
had been vexing the minds of many Tilean merchants:
was it possible to get to Ulthuan by going eastwards as
an overland route instead of sailing westwards over the
sea? If such a thing were possible, it could mean that
Ulthuan was at the eastern end of the great Old World
continent! It would also mean that the world was round
and not flat as most people believed.
Elf seafarers had never revealed much about Ulthuan.
The Norse seemed to think it was an island. Marco
Colombo in his writings speculated as to whether it
was an island or a peninsula of a great northern
continent attached to Lustria. He believed, as did many
others, that only this could explain where the Dark
Elves came from and why they fought against the High
Elves.
Ricco and Robbio suspected that if they journeyed far
enough to the east they would either arrive in Ulthuan,
or maybe even Lustria, or on the far coast of the Old
World continent opposite Ulthuan. Unfortunately this
coast might be held by Dark Elves whom it was
generally agreed were undesirable trading partners. The
fine workmanship of the silk banner and its Dragon
motif suggested a High Elf origin. Perhaps it had been
lost in battle with the Dark Elves and captured by
Hobgoblin lackeys in their employ?
Ricco and Robbio scoured the Dwarf strongholds of
the Worlds Edge Mountains seeking more artefacts of
Elven workmanship which had come out of the east.
They acquired a small hoard of objects including
scrolls bearing what appeared to be Elven writing,
weapons, and silks which Dwarf traders were pleased
to sell for gold.
The two brothers returned to their home city of
Verezzo and tried to raise funds for an expedition into
the east. Their intention was to find an overland route
to Ulthuan and possibly even Lustria. This would avoid
the hazards of a long sea voyage and show the High
Elves that they might rule the seas but not the land.
Also it would enable Verezzo to get one up on her
trading rivals in Remas, which was enjoying a
monopoly on the western sea trade at this time.
The Prince of Verezzo was very enthusiastic and all the
Merchant Princes of the city followed his example.
Merchants from Luccini, Miragliano, and Pavona also
contributed to the enterprise. It was decided that the
expedition was so dangerous that only a powerful
armed force could be expected to fight its way across
the continent. Therefore a great mercenary army was
gathered, led by the best mercenary commanders of the
day. Furthermore, there was a large civilian contingent
of merchants, artisans, craftsmen and others, together
with their wives and camp followers. The baggage train
stretched for over a mile.
The intention was to set up a trading post as far east as
possible. As the expedition passed through the lands of
the Border Princes it gathered further contingents
motivated by a sense of adventure. When it reached the
Dwarf Kingdom, several Dwarf contingents joined the
column, notably Troll Slayers, attracted by the
generally held belief that the expedition was doomed!
In 1699 the expedition, now numbering over a
thousand Tileans and various other mercenaries, left
Karaz-a-Karak for the east, travelling up the Worlds
Edge Mountains to the Road of Skulls and beyond!
It was many years before anyone in Tilea heard of the
fate of the expedition or what they had discovered.
Then in 1714 a merchant caravan of pack yaks arrived
at Verezzo, laden down with bundles of silk. With the
bales of silk came a message from Ricco and Robbio
explaining that they were now residing in the
westernmost outpost of the Empire of Cathay! Of
course, up to then no one in Tilea, or for that matter the
Old World, had known that Cathay existed at all.
It was now clear that there was no eastern route to
Ulthuan or Lustria. The world was indeed flat and
much much larger than anyone could have imagined.
Instead of Elves, the Tileans had encountered an
entirely unknown realm. Indeed it was a populous
empire of vast extent and unimaginable wealth.
Apparently Ricco and Robbio had not been permitted
to enter the Empire of Cathay because, as
Cathayans had politely explained, they were hairy and
uncouth barbarians! However, the Emperor Wu,
greatest of all the Cathayan Emperors, had been
intrigued by these strangers. He had been delighted
with the return of the banner of his Palace Guard and
was gratified to receive the submission and tribute of
the entire land of Tilea!
41
thousand Tileans and various other mercenaries, left
Karak for the east, travelling up the Worlds
Edge Mountains to the Road of Skulls and beyond!
It was many years before anyone in Tilea heard of the
had discovered.
Then in 1714 a merchant caravan of pack yaks arrived
at Verezzo, laden down with bundles of silk. With the
bales of silk came a message from Ricco and Robbio
explaining that they were now residing in the
f Cathay! Of
course, up to then no one in Tilea, or for that matter the
Old World, had known that Cathay existed at all.
It was now clear that there was no eastern route to
Ulthuan or Lustria. The world was indeed flat and
d have imagined.
Instead of Elves, the Tileans had encountered an
entirely unknown realm. Indeed it was a populous
empire of vast extent and unimaginable wealth.
Apparently Ricco and Robbio had not been permitted
to enter the Empire of Cathay because, as the
Cathayans had politely explained, they were hairy and
uncouth barbarians! However, the Emperor Wu,
greatest of all the Cathayan Emperors, had been
intrigued by these strangers. He had been delighted
with the return of the banner of his Palace Guard and
was gratified to receive the submission and tribute of
This caused great mirth in Verezzo where they guessed
that the cunning Ricco and Robbio had appealed to the
vanity of this oriental potentate in order to avoid being
summarily beheaded! The message went on to say that
the Emperor had agreed to hire the entire expedition
having been impressed by a mock battle in which the
mercenarieshad held off a small part of the Cathayan
army. The Tileans accompanying the pack yaks
explained that it had not been a 'mock' battle and the
army, although small by Cathayan standards had in fact
outnumbered the 'Means by about three to one!
Since that time a mercantile quarter has flourished in
Shang-Yang which is the westernmost of the Cathayan
fortress towns on the 'Silk Road'. This is the name by
which the trade route to Cathay, opened up by Ricco
and Robbio has become known. Trading caravans go
along this route very rarely and only a few reach their
destination due to the terrible hazards of the
and the scourge of the Hobgobla Khan and his great
horde which, when all his loyal tribes are drawn up for
battle, is said to extend from horizon to horizon!
The mercenaries in Shang-Yang have become 'guests'
of the Emperor of Cathay and valued warriors in his
service. The Emperor uses these troops to help defend
his western frontier against the wrath of Hobgobla
Khan. Of course by doing this, the Means serve their
own interests by keeping open the Silk Road.
This caused great mirth in Verezzo where they guessed
that the cunning Ricco and Robbio had appealed to the
vanity of this oriental potentate in order to avoid being
y beheaded! The message went on to say that
the Emperor had agreed to hire the entire expedition
having been impressed by a mock battle in which the
mercenarieshad held off a small part of the Cathayan
army. The Tileans accompanying the pack yaks
that it had not been a 'mock' battle and the
army, although small by Cathayan standards had in fact
outnumbered the 'Means by about three to one!
Since that time a mercantile quarter has flourished in
Yang which is the westernmost of the Cathayan
rtress towns on the 'Silk Road'. This is the name by
which the trade route to Cathay, opened up by Ricco
and Robbio has become known. Trading caravans go
along this route very rarely and only a few reach their
destination due to the terrible hazards of the journey
and the scourge of the Hobgobla Khan and his great
horde which, when all his loyal tribes are drawn up for
battle, is said to extend from horizon to horizon!
Yang have become 'guests'
eror of Cathay and valued warriors in his
service. The Emperor uses these troops to help defend
his western frontier against the wrath of Hobgobla
Khan. Of course by doing this, the Means serve their
own interests by keeping open the Silk Road.
42
TILEAN CHRONICLE The history of the quarrelsome city states of Tilea is recorded in many separate chronicles, complied over the centuries
since the distant past. Such are the ancient feuds and rivalries between cities that the various chronicles frequently
contradict each other, with both sides often claiming victory in the same baffle! Sometimes, when a tyrannical Prince
was overthrown and a republic declared in his place, or when a mercenary warlord seized power and made himself
Prince of a city, the chronicles would be 'amended' in favour of the new regime. For these reasons, Tilean history is a
complicated and confusing subject to say the least.
Date Event
c -1780 Tilean legends give this date for the
destruction of the ancient city of Tylos
in the Blighted Marshes.
c -1500 The Elves abandon their colonies
around the Tilean Sea and return to
Ulthuan.
Archaic Age
c -700 Elf seafarers report Tilean shepherds
grazing their flocks amid the tumbled
colonnades of former Elf cities.
Classical Age
1 According to legend, Tilean twins
Lucan and Luccina found Luccini
among the ruins of an ancient Elf city.
In the following centuries, Remas,
Sartosa and Tobaro arise on the ruins
of former Elf colonies.
451 The shores of the Tilean Sea are
ravaged by the combined fleets of
Settra and the Dark Elves. Sartosa is
destroyed.
Tilean Dark Ages
475 Orc horde invades Tilea. Many cities
are sacked.
491-978 Tileans gradually drive the Orcs back
over the Apuccini Mountains.
1017 Norse raiders establish a stronghold on
Sartosa.
Era of Araby Wars
1240 Sartosa invaded by Corsairs of Araby.
1366 Tilean mercenaries fight on both sides
in the civil wars that ravage the
Empire.
1425 Tournament of Ravola. Flower of
Bretonnian chivalry beaten by Tilean
knights, ending Bretonnian pretensions
to domains in Tilea.
1448 Tilean mercenaries take part in wars to
free Estalia from Sultan Jaffar. Tobaro
holds out against the Sultan's army.
1487 Dark Elf raid on Remas.
1563-5 Tobaro is overrun by Skaven breaking
in through the catacombs. Later
recaptured by the mercenary army of
Meldo Marcelli.
1699 Ricco and Robbio trek east along the
Silk Road and are received at the court
of Emperor Wu of Cathay.
1757 Sartosa becomes lair of pirates.
1812 The Red Pox ravages Tilea.
1877 A pig is elected Prince of Tobaro and
retains the throne for 12 years.
1948 Year of the Four Tyrannies of Tilea.
Era of Enlightenment
2000 A new age of art, culture and
prosperity flourishes throughout Tilea.
2012 The inventive genius Leonardo da
Miragliano enters the Emperor's
service.
2236 Grottio paints two thousand naked
nymphs on the ceiling of the palazzo
Verezzo instead of a battle scene and is
exiled to the island of Nonucci as
punishment.
2321-99 Tilea is gripped by recurrent famines
caused by plagues of mice eating the
grain. Revolts result in the
proclamation of republics in Remas
and Verezzo.
2401 At the siege of Monte Castello 500
mercenaries hold out against 10,000
Orcs.
2485 Borgio makes himself Prince of
Miragliano.
2489 Baffle of Villa Vennia, Miragliano
defeats Remas.
2495 Battle of Via Veddia, Miragliano
defeats Verezzo.
2497 Battle of Vittoria Viccia, Miragliano
defeats Trantio.
2503 Borgio of Miragliano known as “The
Besieger” is found murdered in his
bath with a toasting fork.
Lorenzo Lupo becomes Prince of
Luccini.
Lucrezzia Belladonna poisons her
seventh husband, the Prince of Pavona.
43
THE DUEL
With a laugh, head was parted from shoulders and Harkon, the mad border prince, advanced through the streets of the small town. Tucked between two spurs of the Apuccini Mountains, it was sheltered from the worst of the weather and all but the most determined of raiding parties. Harkon and his men had chosen this place because of its challenges, but again they had been let down. The defenders here were weak. The plunder would have to be satisfaction enough. The prince’s warriors split up into small groups to chase the town’s scattering guards, and the place became a fiery playground of blood, fear and the thrill of murder.
Harkon waded alone into the armed militiamen before him, sweeping his axe left and right in a grim harvest. He cut and hacked at all that were in his path. There were children and women among them, and these he slaughtered cruelly.
He cleaved through a halberdier, the body parts landing with wet thuds on the cobbled road. A few terrified folk could be seen fleeing from him, already far down the street. Harkon bellowed, spittle flying from his lips. Suddenly he went silent and wrinkled his brow. Just below his eyeline, in the vicinity of his armoured shoulder, there was a glint of orange light. A metal object there, reflecting a burning building at the end of the road. Looking down, he was startled to find a stiletto embedded deep in the flesh of his arm.
Now where had that come from? He plucked it out and tossed it into the pile of corpses. Who had dared to throw a knife at him?
A poisoned knife, no less! His wounded arm was beginning to tingle. The numbness around the gash was giving way to burning and itching. He ignored his discomfort as he stalked around the corner of the nearest house looking for vengeance.
What he found was a man in brightly coloured garb and a long cloak. He was an olive-skinned native, sneering as though he enjoyed the sport of battle as much as Harkon. They stood facing each other less than ten yards apart in the moonlit alley. The warrior prince cursed in his own tongue. The Tilean did the same, taunting him. He held only a knife, weaving it elegantly in the air. Harkon raised his blood-spattered axe and made a rumble in this throat.
In a rage, Harkon leapt forward. Before his second step he was stopped by a streak of pain. An arrow or bolt — it didn’t matter which — had ripped into his back. A sneak attack! His lungs were filling with fluid and he felt himself losing strength to the poison and this new deep injury. Harkon was more disappointed than angry. He should have expected as much from these lazy people.
He fell finally, the prized axe slipping from his fingers that seemed reluctant to let go, even in death.
From a shadowed door leapt another figure. She was nimble and beautiful, her diamond-quilted dress short enough to be practical and flirtatious all at once. In one hand she carried a small crossbow, a repeater fitted with a boxy magazine and a quick-loading mechanism. She stepped through the morbid scene, over rent bodies, shattered poles and halberds, until she stood over the slain brute.
The man spoke to her. “What do you say, Isabella? Should we just split the valuables? We could avoid a fight.” His tone was mocking, not conciliatory. It was all part of the dance. Isabella, who had waited too long for this moment,
had another idea. “I’d prefer to kill you and take it all for myself, Carlo.”
“Whatever you desire,” said the dapper man. “You know it’s only customary that I offer a diplomatic solution to our prior disagreement, which was so unceremoniously interrupted.”
Isabella offered him a patronising smile. It was one that told him she would not be talked out of a fight.
They both made themselves comfortable in their stances, loosening the laces on their collars before drawing swords and left-hand daggers. As they prepared themselves, they prayed softly to their gods.
“Ready?” Isabella asked.
“Make your move.”
And so she advanced, her fencing blade held out before her. As they closed into fighting range, she feinted low to one side. Carlo knew she would try this. He held his ground, thrusting his dagger where he guessed she intended to go. Fabric ripped. Isabella spun, tucking her arms in close. Her opponent took one step back and held both weapons ready to parry. As Isabella completed her spin, the four blades struck. For a moment the duellists were locked together, their legs entangled. Soon they’d be grappling on the ground, where Carlo would have an advantage in strength.
He kicked her legs out from beneath her, wasting no time. She gave way easier than he predicted, falling backward onto her rump. But Carlo, off-balance and with momentum pushing him toward his rival, found himself pierced in the throat and gut. His own weight pressed him down on the steel blades. He gurgled as Isabella shoved him over onto his side, freeing herself. She withdrew her weapons and let him bleed for a moment. His eyes were bulging and he worked his mouth like a fish.
Isabella raised herself and breathed in the night air. Dying Carlo was trying to say something but his mouth was full of blood. She understood anyway. End it quickly, he asked, for honour’s sake. So she sought out the prince’s axe to finish the duel. It seemed a fitting way to share her victory. When its work was done, she returned it to its owner. She was no thief; she’d not earned this prince’s weapon. Though she lived like a thief, stealing lives and taking advantage of those who took dangerous roads, the work had always been about something else. Her twisted sense of pride didn’t stop her from adding Carlo’s rather excellent sword to her own collection, however.
Before daybreak, when the fires of the gutted town had died and the prince’s marauding company had found his body, Isabella had moved on toward other hunting grounds. Cresting a hill, the morning light warming her, Isabella turned to see the mauve mist hanging over the town nestled in its valley. She felt somehow attached to the place, as though she’d left something behind.
There were fresh blazes in the streets, new plumes of wood smoke rising through the dawn rays.
She could see that her life was not too different from those of the savage invaders and yet in her heart she would rather that the town remain Tilean. She counted the bolts in her crossbow’s magazine and in the quiver she carried. She tested the draw speed of her knives and swords. With a salute to the sun, she strode back into the valley to reclaim a part of her home.
44
BESTIARYIn this section you will find information and rules for all of the different warriors, heroes,
creatures and war machines in the
special characters – famous Tileans
A Dogs of War army comprises many different
Regiments of Renown assembled and paid for by an
ambitious mercenary general. A mercenary general is
likely to be a bold adventurer who has probably risen
from the ranks, or perhaps a renegade lord who has
been forced to hire troops to regain lands which
rightfully belong to him or don't, as the case may be.
The truth is that mercenary generals come from all
walks of life. Whilst many are motivated by honest
goodness greed and down-to-earth ambition, there are
undoubtedly a few deranged individuals who simply
enjoy the life of adventure and discovery in foreign
lands.
The notable thing about mercenaries is th
fight for anyone – anyone willing to pay them
They have few scruples when it comes to who they
fight for, and will cheerfully pitch in against their own
kinsfolk so long as the money's good.
On the following pages are the complete rules for the
models in the Dogs of War army. Each entry inc
the models profile and special rules. This is normally in
combination with the army list on pages 78
a force that can be used in a one-off game in
Warhammer. However, players can also design
scenarios with specific forces involved, or ru
of games in a campaign, both of which may well use
the information in this section without recourse to the
Dogs of War army list.
45
BESTIARY
In this section you will find information and rules for all of the different warriors, heroes,
creatures and war machines in the Dogs of War army. At the end of the section are some
Tileans that you can field in your army.
A Dogs of War army comprises many different
Regiments of Renown assembled and paid for by an
mercenary general. A mercenary general is
likely to be a bold adventurer who has probably risen
from the ranks, or perhaps a renegade lord who has
been forced to hire troops to regain lands which
rightfully belong to him or don't, as the case may be.
ruth is that mercenary generals come from all
walks of life. Whilst many are motivated by honest-to-
earth ambition, there are
undoubtedly a few deranged individuals who simply
enjoy the life of adventure and discovery in foreign
The notable thing about mercenaries is that they will
anyone willing to pay them, that is.
They have few scruples when it comes to who they
fight for, and will cheerfully pitch in against their own
On the following pages are the complete rules for the
army. Each entry includes
the models profile and special rules. This is normally in
he army list on pages 78-91 to create
off game in
Warhammer. However, players can also design
scenarios with specific forces involved, or run a series
of games in a campaign, both of which may well use
the information in this section without recourse to the
Special Rules Many troop types have special rules to reflect their
unique nature and abilities, and these are
the individual Bestiary entries that follow. To save
space and repetition, where a model has a special rule
that is explained in the Warhammer rulebook, only the
name of the rule is given in this section. Refer to the
special rules section of Warhammer for the full details
of how the rule works. Similarly, the following rule
applies to several units in this Bestiary, and as such is
detailed here:
Hard to Hire: There are heroes of many races of
beings that live and trade in Tilea, they are just
numerous as the humans. Most are hired by Merchant
Princes and Mercenary Genera
give tactical advice for upcoming battles and
expeditions. Since they are fewer in number and in
many ways much more powerful,
characters with the Hard for Hire rule must be lower
than the total number of characters without it.
Distrust: Dealings between the races have been on the
decline for many generations. They will trade between
each other, with intermediaries, but will only fight side
by side in extreme circumstances. The Dwarf, Elf and
Norse characters will only join units of Humans,
Halflings or of their own kind. They will not join a unit
that has a character with the Distrust rule of a d
race in it. Characters with the D
the army’s General.
In this section you will find information and rules for all of the different warriors, heroes,
army. At the end of the section are some
Many troop types have special rules to reflect their
unique nature and abilities, and these are explained in
the individual Bestiary entries that follow. To save
space and repetition, where a model has a special rule
that is explained in the Warhammer rulebook, only the
name of the rule is given in this section. Refer to the
Warhammer for the full details
of how the rule works. Similarly, the following rule
applies to several units in this Bestiary, and as such is
There are heroes of many races of
beings that live and trade in Tilea, they are just not as
numerous as the humans. Most are hired by Merchant
Mercenary Generals to train their troops or
give tactical advice for upcoming battles and
expeditions. Since they are fewer in number and in
many ways much more powerful, the total number of
characters with the Hard for Hire rule must be lower
than the total number of characters without it.
Dealings between the races have been on the
decline for many generations. They will trade between
with intermediaries, but will only fight side
by side in extreme circumstances. The Dwarf, Elf and
Norse characters will only join units of Humans,
Halflings or of their own kind. They will not join a unit
that has a character with the Distrust rule of a different
Characters with the Distrust rule cannot be
46
MERCHANT PRINCES
The Tileans became involved in trade from the earliest
times. Soon after the old Elven ruins were settled by
human tribes and gradually rebuilt as Tilean cities.
Because of the location of Tilea it was easily reached
by High Elves by sea and Dwarf traders by land. The
Tileans were in ideal position to act as middlemen to
exchange goods between these two races. Such was the
animosity between Elves and Dwarfs ever since the
War of the Beard that they preferred not to deal directly
with each other. They avoided it as much as they could
but the Tileans made it that they could trade for each
other’s goods without facing each other directly. Of
course the Tileans made sure they made a respectable
profit for their efforts.
Merchants thrived in all the city-states of Tilea and the
profits of trade allowed them to become more
powerful. Naturally they took an active part in the
governments of their cities by becoming sole rulers or a
major force on the sitting ruling councils.
In most cases a single merchant family in pre-eminent
in each of the Tilean cities at any one time, in the
republics the power is shared equally (more or less)
between several families. This seems to have helped to
avoid unnecessary bloodshed in the streets. Often
where one household is more powerful or respected,
the head of the family becomes the ruler of the city.
Such rulers are known as Merchant Princes but there
have been times where a Merchant Princess was in
charge.
There is no hereditary right to rule so every Merchant
Prince must be wary of rivals bidding for a power grab.
It is not uncommon for a Merchant Prince to be toppled
from power by a rival family contender, occasionally
even his own relatives. Such power struggles usually
take form of violent street fights between warriors hire
by each side. There have even been times where an
ambitious pretender to the throne will hire an entire
army to oust his rival. There is a custom that anyone
whose ancestor wielded political power to make a
claim on the title of Merchant Prince. This alone led to
endless rivalries and vendettas.
Since the Merchant Princes have risen to power by
intrigue, assassination and force of arms they all seem
to have accumulated many enemies along the way.
There is a strong tradition in Tilea is getting even with
your enemies. This has given a rise to the custom of
vendetta.
Unlike Dwarf grudges, which are struck off the book
when resolved, vendettas are permanent. They aren't
written down but taught as oral history and
remembered and cherished for generations within a
family. They are sometimes set-aside for a while when
needs arise but never forgotten.
Anyone who is looking for an excuse to topple a ruler
and usurp his position or a Merchant Prince looking for
a reason to declare war on a rival principality would
just simply dredge up some long-standing vendetta. On
the other hand if a reconciliation or political alliance is
necessity the vendetta are conveniently set aside for
another day.
M WS BS S T W I A Ld
Merchant Prince 4 5 5 4 4 3 6 3 9
Special Rules
Magic Standard: Any unit with a standard bearer,
except for City Militia and Regiments of Renown, may
take a Magic Standard worth up to 50 points.
“The Best Money Can Buy”: Before deployment,
nominate one unit in the army, which is not a Regiment
of Renown. The chosen unit may increase its armour
save by +1 or gain Armour Piercing Attacks.
Tilean Plate Armour: Crafted by the finest Dwarf
smiths in Tilea, the plate armour offers considerate
protection to the wearer. These suits of armour are
much sought after, only affordable by the richest men
in Tilea. Tilean plate armour gives the wearer a 4+
armour save.
47
LEADERS OF FORTUNE
Throughout the Old World there are those who are
drawn to the life of the professional soldier. The most
successful and powerful of these adventurous sell-
swords become the leaders of entire armies of
mercenaries.
Mercenary Generals are hard-bitten campaigners,
veterans of countless battles across the Old World.
Some harbour ambitions of conquest and fame but all
fight for money and treasure.
The Mercenary General leads armies into battle for the
merchant family that hired him, either against another
family or on expeditions to foreign lands for riches.
They are usually human but there have been times that
Dwarfs or Elves but rarely even an Orc shows the
discipline and leadership skills to lead an army.
These leaders have over the years proved themselves to
be battlefield leaders with talent, skill and luck to lead
their troops to victory. They tend to use the funds they
earn astutely spending on better armour, weapons and
clothing. They learned early that lesser quality
equipment would give them a lesser chance at survival.
Because of their status they can even convince
legendary mercenary units, the regiments of renown,
into their forces. Some have become so rich and
powerful that they can even change regional politics by
showing up for dinner with a merchant family.
The best generals have lead successful forays into
faraway lands coming back with riches for themselves
and their patrons. Even though a few took the riches
and became rogue the majority believe in honouring a
contract.
Mercenary Captains are young leaders that have proved
themselves leading units and now are starting to
assemble small forces for battle and exploration. They
are usually remarkable by their strength, tactical
acclaim, lucidity, toughness or even sheer perseverance
to duty.
Many are smart enough to hire one with mercenary
generals and merchant princes to gain knowledge and
abilities, as well as riches. That way they get their
name in front of the financiers of armies and hopefully
become a legendary general in their own right.
Being the sort of place it is, every barbarian and farm
lad with heroic pretensions heads to Tilea to make his
fortune. Fortunately for everyone concerned most come
to a bad end very quickly, but one or two inevitably
survive and become heroic if not near legendary figures
of the kind that keep troubadours warbling and
strumming away long into the evening.
M WS BS S T W I A Ld
Mercenary General 4 6 5 4 4 3 6 4 9
Mercenary Captain 4 5 5 4 4 2 5 3 8
Special Rules
Magic Standard: One unit of Pikemen or Heavy
Cavalry may carry a Magic Standard worth up to 50
points.
48
THE PAYMASTER
The Paymaster is possibly as important as the army's
general, as he is responsible for all the cash which all
mercenaries are frightfully keen on. He guards this
with his life – literally so because he carries the army's
pay chest with him at all times.
The Paymaster is hired by the merchant families’ to
keep an eye on the cash used to hire the mercenary
army during campaigns. As Paymaster, his duty lies in
making sure that no mercenary tries to take his share
before the campaign is over, and to inspire the
mercenaries to fight harder by reminding them what
they are fighting for – namely money.
While it might surprise some people that the
Paymaster, a lawyer and accountant in the bottom-line,
can fight as well as any mercenary captain, it has a
good explanation, for if not the guardian of the
paychest can protect the money, who can?
Paymasters are expected to hold on to the money at any
cost, failure to do so will likely ruin his career, as no
one will hire a paymaster who can’t keep their
investments in check.
He does this by keeping the key to the paychest in a
chain around his neck at all times, meaning anyone
willing to get some before payment is due would have
to step over his dead body to get it. Not many try.
To keep a mercenary army in the field requires cash.
Lots of cash. For this reason the most important
individual in a mercenary army, after the general
himself, is the Paymaster. The Paymaster controls the
cash, and so long as he is unharmed the mercenary
army will continue to fight with its customary
determination. On the other hand, if the Paymaster is
slain and the army's coffers are captured by the enemy,
things can get very hairy indeed.
M WS BS S T W I A Ld
Paymaster 4 5 5 4 4 2 5 3 8
Paychest 4 4 3 4 - - 4 2 8
Special Rules
Paymaster: The Paymaster is the man responsible for
the cash which will be used to pay the army. He always
carries with him the keys of the pay chest and that
makes him at least as important as the General in the
eyes of the mercenaries. The Paymaster follows all the
rules for Battle Standard Bearers, with the following
exceptions:
The Paymaster will only ever drop the key if he is
slain. If the Paymaster is slain, all friendly units within
12” of the paymaster must take a Leadership test at the
start of its next turn. If a unit fails this test it squabbles
and cannot do anything for that turn while the
remaining leaders try to regain order. Units squabbling
must continue to take Leadership tests at the start of
their turn until it is passed or the game ends. Any unit
rolling double sixes for the leadership test will flee
towards the nearest table edge. Units in Combat,
Fleeing and Immune to Psychology do not have to test
because they are too busy thinking of other things to be
worried about the Paymaster.
Paychest: The pay chest is a heavy, iron-bound,
secure-looking affair that the Paymaster brings to battle
during extended expeditions. The presence of it
reminds the mercenaries even more what they are
fighting for, and inspires them to greater deeds.
The Paychest increases the range of the Paymaster’s
influence to re-roll Leadership tests to 18". The
Paymaster and the Paychest move and fight as a single
model (even in challenges). The Paychest has two
Attacks at Weapon Skill 4, Strength 5 and Initiative 4.
None of the Attacks from the Paychest benefit from
any weapon (magical or otherwise) or equipment
carried by the Paymaster or the models guarding it. The
Paymaster gains +1 to his armour save from the
protection offered by the guards of the Paychest.
The Paychest may be captured like a banner if the
Paymaster is killed in Close combat, and may be re-
captured as normal. If the Paychest is captured, all
friendly units will Hate the character or unit which
captured the Paychest, even if they are normally
Immune to Psychology.
PAYMASTER’S BODYGUARD
Only the oldest and most trusted veterans are selected
by the Paymaster to form their own bodyguard.
are extraordinarily burly individuals with flattened
noses, huge fists, and sour expressions. They are
handpicked for their lack of mental agility and
therefore likely to stand their ground and fight where
other, more imaginative folk might choose to run away.
These sturdy fighters are handsomely paid and that
gives them extra motivation to protect the Paymaster
with their lives… well, most of the time.
M WS BS S T W I A Ld
Bodyguard 4 4 3 4 3 1 4 1 8
Warden 4 4 3 4 3 1 4 2 8
Special Rules
Bodyguard: The Paymaster must join this unit, and he
may not leave it. As long as the Paymaster is alive, the
unit is Stubborn.
49
S BODYGUARD
Only the oldest and most trusted veterans are selected
by the Paymaster to form their own bodyguard. They
are extraordinarily burly individuals with flattened
noses, huge fists, and sour expressions. They are
handpicked for their lack of mental agility and are
therefore likely to stand their ground and fight where
other, more imaginative folk might choose to run away.
These sturdy fighters are handsomely paid and that
gives them extra motivation to protect the Paymaster
time.
M WS BS S T W I A Ld
4 3 1 4 1 8
4 3 1 4 2 8
this unit, and he
may not leave it. As long as the Paymaster is alive, the
50
HIRELING WIZARDS
Demand for sorcerous support always exceeds supply,
so it is small wonder that enchanters both great and
small make their way to Tilea where their talents can
earn them good money. The lure of adventure in
foreign lands, weird new magic, and ancient secrets is a
major attraction for many Hireling Wizards, though
others are in it for the gold like any other sane and
sensible individual.
There are many Wizards roaming the lands of Tilea,
offering their services to the highest bidder.
No one knows how many there are or where they all
came from. Rumours have many being disgraced and
outcast from the Empires College of Magic. Others are
reported to have had mystical powers and had private
training by ostracized elves and paid for by corrupt
rulers of city-states with their own motives. There have
even been reports that a few even set up their own
school of magic that is hidden from prying eyes. Most
have bounties on their heads for misdeeds done in other
realms and cannot ply their trade other than for the
Merchant Families and for mercenary general.
These rogue Wizards have been seen plying their trade
over the years for whichever patron's purse can keep
them in the luxury they feel they deserve. Some
particularly powerful Wizards employ and command
entire mercenary armies, protecting him during his
private study or maybe even to acquire an item of
particular importance.
Just as most mercenary generals are human, so is it
with the hireling wizards. Sure there is an occasional
disinherited Elf that can be found in armies but that is
extremely rare. Even then the hireling wizards seem to
have the human spirit prevalent in the mercenary
armies.
The fickle winds of magic are dangerous and many
wizards have been outcast from their homelands
because of attempting magic above their abilities or
just from a simple error in judgment. The brightest of
these wizards will try to find others of their kind to
learn from. It is that way the wizards begin to learn
their craft. The luckiest gain the favour of wizard lords
in the employ of the merchant families. From these
elders they learn to cast spells and create items to sell
to earn their keep.
M WS BS S T W I A Ld
Wizard Lord 4 3 3 3 4 3 3 1 8
Hireling Wizard 4 3 3 3 3 2 3 1 7
51
PIKEMEN
In Tilea the pike is the most common of all weapons
and a favoured weapon of mercenaries. This has been
the case since the great tactician Niccolo Machiavelti
commissioned the making of a long spear when he
angered a Bretonnian Lord by stealing his daughter. He
first demonstrated the awesome power of the pike
against the Bretonnian cavalry at the Battle of
Madonna Richi, where no Bretonnian Knights made
their way onto Tilean soil through the narrow pass in
the mountains, for all lay dead on the bristling wall of
steel.
From that day on the pike became in high demand
across all of Tilea, and each city strove to outdo the
other by creating a longer, lighter and more practical
pike which it could then sell. This gave rise to the
Luccini Long Shaft, the Tobaro Tall Pike and the
Pavonian Pole Arm. Of course, many battles were
started to prove the efficiency of these new weapons,
and thus that weapon which saved many Tilean lives at
Madonna Richi, had now turned Tilea into a place of
all out war.
Fortunately the wars subsided for many cities and
armies made their pikes far too long and unwieldy.
Some of the names still remained, but the size of most
pikes is essentially the same, as over the years it has
become more practical for manufacture and for
efficient use on the battlefield.
It is no surprise that the pike came to be so prominent
in Tilean culture. At the core, the pike is a very easy
weapon to use, requiring only minimal military
training.
They are also fairly inexpensive as they are made all
across the land. This means that any Tilean, inspired by
stories of glory, or motivated by cold, hard cash, can
acquire a pike, and a cheap suit of armour and set out
to join a mercenary company to make his fortune.
Of course, not all pikemen are a rag-tag bunch of
hopeful new mercenaries, clad in cheap armour and
armed only with a sense of naivety. Some regiments
are part of Prince’s or Merchant’s private armies, and
as such are very well equipped and trained. Some are
veterans of many campaigns, with notches in their
pikes relating to all their kills and have formed a bond
with their other mercenary comrades, unifying their
look to portray their unity on the field. Others are
world renowned pikemen, such as the Republican
Guard or the Alcatani Fellowship.
Whatever the case the Pike is and always will be the
chosen weapon of Tilea, and groups of men wielding
them in a threatening formation will always be present
on the battlefields of Tilea and the whole world.
M WS BS S T W I A Ld
Pikeman 4 3 3 3 3 1 3 1 7
Sergeant 4 3 3 3 3 1 3 2 7
Pike: Pikes are very long spears, almost twice as long
as a normal spear and longer even than a horseman's
lance.
Pikes require two hands and fight in 3 Extra Ranks.
A unit of pikemen strikes first in the initial round of
close combat, even before chariot impact hits and
models with Always Strikes First.
Models armed with pikes receive a +1 Strength bonus
in the Close Combat phase of the turn they are charged
by anything except infantry and swarms. Note that this
bonus only applies to attacks directed against the above
charging units, not against other units.
All of these special rules cannot be used against enemy
units fighting to the Pikemen's flank or rear.
52
CROSSBOWMEN
It is unknown who first brought the crossbow to the
attention of the mercenary generals, the debate between
Humans, Dwarfs or others will go on for years, and
they quickly became the favoured ranged weapon in
Tilea. This is perhaps due to the fact that, in their own
way, crossbows seem to represent the Tilean people.
The crossbow being traditional, easy to use, fairly
inexpensive, but always effective fits the Tileans and
the way they live their life.
Their popularity initially grew due to their long range
enabling the troops to shoot their foes across the broad
moats and ditches from high on the castle ramparts and
also as they were handy for use in confined spaces such
as the ramparts, towers, gateways, and narrow streets
of Tilean cities and on board Tilean galleys. The
weapons ability to inflict mortal wounds on the
toughest and most determined opponents, having the
striking power to pierce even the most well crafted
armour made them an even more obvious choice for
the mercenaries. Due to these reasons, it is no surprise
that Tileans never really bothered with bows.
However, many people still question Tilea’s
favouritism for crossbows over the more powerful and
often more effective gunpowder weapons on the
market. Of course, Tileans use gunpowder, many
carrying a pistol on them when entering some of the
‘rougher’ areas of the large cities, but many reasons
stand for the choice of more archaic and perhaps,
“outdated” weaponry. These reasons are founded in the
personality of the Tilean populace, firstly wanting to
preserve their old traditions and heritage, and secondly
wanting to preserve themselves, for crossbows offer a
longer range, lower cost than most gunpowder
weapons and an ease of use in comparison to human
bows, allowing the less courageous mercenary to keep
out of harm’s way whilst still earning a decent pay.
Like many of the soldiers in Tilean mercenary armies,
crossbowmen are hard to describe. Most are made up
of the peasantry from the surrounding countryside,
joining the city dwellers for either money or to protect
their homelands. Some more professional units exist,
hired to be standing soldiers for the more wealthy
families and there are always young captains
organizing units of crossbowmen throughout Tilea to
find their fortune.
M WS BS S T W I A Ld
Crossbowman 4 3 3 3 3 1 3 1 7
Marksman 4 3 4 3 3 1 3 1 7
Pavise: The Pavise is a large heavy shield that grants a
5+ to armour save against missiles, but due to the
unwieldy size is unusable in combat.
53
DUELLISTS
Found all over the Old World, Duellists reside in the
cities for the most part, the bigger the better. Tilea is
full of these strangely eccentric men, and the streets are
often full of their pompous displays of arrogance.
These men are often of the nobility, or at least want to
be part of the nobility. They are often the youngest son
of a family, determined to prove his worth to his father.
While his older sibling receives a proper education, he
sets out to receive his own education on the streets,
funded of course by his father’s purse. This education
is certainly different, with a lot of lessons learned
behind a bar or within the brothels.
A duellist can be instantly seen due to his strange
clothing. Although often fashionable, especially in
Tilea, these men overdo their displays of frivolity, with
rich colours clashing, or oversized sleeves and often
ridiculous facial hair. Some are handsome, but all those
who are know it, and make sure everyone else in
earshot does. Women often seem to accumulate around
the best duellists, and some of the best duellists carry
many trinkets from their devoted followers. These men
are the original heartbreakers, leaving many women
distraught when they suddenly leave the city in search
of greater riches and more worthy opponents.
Of course, frivolity and pomp is not what the duellists
are all about. They live for danger and a code of
honour.
They challenge anyone to any type of challenge, most
particularly other duellists. These duels can often end
up incredibly violent and chaotic, turning into entire
street brawls. However many are governed in a
civilized manner, held under some form of ruling.
Whatever the type of duel the same deadly
consequences exist, and this is what many duellists live
for. In many cities duels are banned, and as a result
duellists take their fights outside the city walls and out
of the arms of the city watch.
Honour is a must in a duellist’s decorum, taking in
some way the ideas of chivalry from Bretonnia, but
combining it with a sense of honour and some degree
of selfishness.
If a duellist wants something, he will have it, provided
there is a duel.
Duellists are quite happy to earn more money through
hiring themselves to anybody willing to pay their often
extravagant prices. They are normally excellent sword
fighters, but many are also great shots with pistols, or
experts with throwing knives. They protect the flanks
of the great pike blocks too. However, a General must
be wary, they are often overly confident and
headstrong, and will look to fight the opponent that
will gain them the most glory and the most women
after the battle. They are often worth the money paid,
for the motivation of glory does improve their skill on
the battlefield, and the very fact that these duellists are
still alive proves their skill in combat at the very least!
M WS BS S T W I A Ld
Duellist 4 4 3 3 3 1 4 1 7
Bravo 4 4 3 3 3 1 4 2 7
Special Rules Skirmishers
Buckler: The Buckler, which is used mainly by
Duellists, is a small shield attached to the arm that
provides a 6+ armour save to the wielder in close
combat.
54
CAVALIERS
Cavaliers, although they are essentially Knights, are
very dissimilar to other Knights in the Old World.
Whilst the Knights of the Empire fight for the safety of
their country or their Gods, or the Knights of Bretonnia
fight for the Lady and for honour, the Cavalier fight for
only one thing: money.
Being a Cavalier is a very lucrative career in Tilea, and
as such anyone who can afford a prime warhorse and a
decent suit of armour will try and make their living
fighting from horseback. Indeed this need for money
does rather limit the range of people who make up
groups of Cavaliers on the battlefield. The groups tend
to be made up of young nobles or sons of rich
merchants, all eager to prove their worth to their father,
and make a name for themselves before they can take
over their fathers work.
These young men often band together into groups of
like minded individuals, often friends or even relatives,
making them close knit packs of warriors, an essential
trait on the battlefield.
In the time between battles and contracts, the Cavaliers
tend to make some extra money by entering into
jousting tournaments. In true Tilean nature, the results
are often rigged, or some cheating occurs with the
length of the lance, or some more nefarious jousters
make the weapon more lethal. This makes this
profession extremely dangerous, but in a way this is
what attracts the young men to it in the first place.
They are also attracted by the glory and sway it brings
them, especially in the bars of the land. Stories of
recent battles or jousts are often exaggerated at least
threefold, and at the end of the Knight, when all leave
the bar, it will be the man clad in the shiniest armour
who will have women hanging off his arms.
However, not all the men who make up the Cavalier of
the mercenary armies are like this at all. Some of them
are formed from foreign Knights, either disgraced or
out to make some money just like their Tilean
counterparts.
Bretonnian Knights are less commonly found, for they
are driven mainly by honour rather than money, but
some are seen within the ranks of a mercenary army,
lending their excellent skill to the mercenary cause.
To a general, hiring Cavalier is a worthwhile
investment, as, whilst they are expensive, they provide
a useful hammer to the anvil of his pike blocks. Their
speed and resilience means they are a valuable asset
which can be placed anywhere on the field, and makes
them extremely flexible. One thing a General has to
watch out for, however, is that these men tend to be
very rash, and it is not uncommon for some Cavalier to
ignore orders and charge straight into suicide missions,
thinking it will make them famous.
M WS BS S T W I A Ld
Cavalier 4 4 3 3 3 1 3 1 8
Veteran 4 4 3 3 3 1 3 2 8
Warhorse 8 3 0 3 3 1 3 1 5
STRADIOTS
Besides the cities which dominate the politics and
affairs of Tilea, much of the land is made up of rolling
countryside, inhabited by the peasants who work on
their farms and vineyards, working to the quotas
imposed on them by their patrons in the cities. The
terrain lends itself to many of these farmers being
brilliant horsemen, as the horses are perfectly at home
in the lush fields and grassy hills. Thus, many
farmhands and sons of farmers are expert horsemen,
often having to round up the animals, or hunt to
supplement the family food supplies. When bored with
the work on the farm, it is these young men venture
towards the cities, eager to earn a reputation and some
money, as a light cavalry force for the mercenary
captains.
Not all of these light cavalry forces are made up of the
Tilean Stradiots, but sometimes Ungol Warriors from
Kislev, born almost riding a horse, and the fierce and
very able Arabyan horsemen. Whatever the case, they
all perform essential roles on the battlefield, harrying
the enemies flanks and drawing attention away from
the large pike blocks, whilst sometimes harassing the
war machines that target the other soldiers. With their
crossbows, they help whittle down the numbers before
the combat begins.
Stradiots are experienced outdoorsmen who
reconnaissance for armies, caravans, and other travelling
parties. They are the eyes and ears, constantly on the
lookout for ambushes and other hazards.
Because they operate in advance of the main party they
must be self-sufficient and level-headed. Stradi
trust their instincts and make their own decisions, because
they have no one else to turn to when they are alone in the
wild. Most Stradiots operate in home areas and use their
intimate knowledge of the locale to their advantage. A few
specialize in trailblazing, riding ahead into unknown and
hostile territory. These Outriders earn more money for
their services, but their life expectancy is short.
M WS BS S T W I A Ld
Stradiot 4 3 3 3 3 1 3 1
Outrider 4 3 3 3 3
Warhorse 8 3 0 3 3 1 3 1
Special Rules Fast Cavalry
Light Crossbow: The light crossbow is a weapon
unique to Tilea. Developed originally as a hunting
weapon, the Tilean troops found its ability to reload
quickly an advantage when pursuing raiders in the
forests and mountains. Improvements in the design has
made this weapon as easy to use as a bow to a trained
soldier.
Range: 24”; Strength: 3
Special Rules: Armour Piercing
55
the cities which dominate the politics and
affairs of Tilea, much of the land is made up of rolling
countryside, inhabited by the peasants who work on
their farms and vineyards, working to the quotas
imposed on them by their patrons in the cities. The
ain lends itself to many of these farmers being
brilliant horsemen, as the horses are perfectly at home
in the lush fields and grassy hills. Thus, many
farmhands and sons of farmers are expert horsemen,
often having to round up the animals, or hunt to
lement the family food supplies. When bored with
the work on the farm, it is these young men venture
towards the cities, eager to earn a reputation and some
money, as a light cavalry force for the mercenary
re made up of the
Tilean Stradiots, but sometimes Ungol Warriors from
Kislev, born almost riding a horse, and the fierce and
very able Arabyan horsemen. Whatever the case, they
all perform essential roles on the battlefield, harrying
drawing attention away from
the large pike blocks, whilst sometimes harassing the
war machines that target the other soldiers. With their
crossbows, they help whittle down the numbers before
Stradiots are experienced outdoorsmen who
reconnaissance for armies, caravans, and other travelling
parties. They are the eyes and ears, constantly on the
Because they operate in advance of the main party they
headed. Stradiots must
trust their instincts and make their own decisions, because
to turn to when they are alone in the
wild. Most Stradiots operate in home areas and use their
intimate knowledge of the locale to their advantage. A few
in trailblazing, riding ahead into unknown and
hostile territory. These Outriders earn more money for
their services, but their life expectancy is short.
M WS BS S T W I A Ld
3 3 3 1 3 1 7
3 3 1 3 2 7
0 3 3 1 3 1 5
The light crossbow is a weapon
unique to Tilea. Developed originally as a hunting
weapon, the Tilean troops found its ability to reload
quickly an advantage when pursuing raiders in the
forests and mountains. Improvements in the design has
n as easy to use as a bow to a trained
CITY MILITIA City Militia are part-time local defence
largely from the rural peasantry. Members agree to
spend a certain amount of time each year
seven days – practicing together on common land.
Even this small amount of training can be the
difference between life and death on the blo
battlefields of the Old World. Constables are either
civil leaders or retired military types. Some militias
must provide their own equipment, while the local
nobility equip others. This means that while some
militia units appear for duty in smart uniforms with
well-maintained equipment, others have little more
than their patchwork clothes and rusty weapons.
City Militia is organized around city quarters and
surrounding towns and play an important role in Tilea.
They are commoners and peasants who
levied into local militias to defend towns, roads and
bolster armies. Given limited training and equipped
56
time local defence forces, formed
largely from the rural peasantry. Members agree to
spend a certain amount of time each year – usually
practicing together on common land.
Even this small amount of training can be the
difference between life and death on the blood-soaked
battlefields of the Old World. Constables are either
civil leaders or retired military types. Some militias
must provide their own equipment, while the local
nobility equip others. This means that while some
uniforms with
maintained equipment, others have little more
than their patchwork clothes and rusty weapons.
City Militia is organized around city quarters and
surrounding towns and play an important role in Tilea.
have been
levied into local militias to defend towns, roads and
bolster armies. Given limited training and equipped
with a spear, these units are useful in support roles for
heavier and better units.
They receive training from the best leaders that the
merchant families can afford, usually consisting of
putting the pointy end towards the enemy. Their skills
may be low but no one questions their love of city.
They remain in service for a few years, depending on
the city state. If they survive their obligati
receive their release from service and many join or start
mercenary units of their own.
Whilst service is compulsory, it tends to be short and
most serving it are sustained by a strong element of
civic pride. These troops are commonly armed with a
short spear and sometimes a shield and are known for
their determination, if not their abilities in battle.
M WS BS S T W I A Ld
City Militia 4 2 2 3 3 1 3 1 6
Constable 4 3 2 3 3 1 3 2 7
with a spear, these units are useful in support roles for
They receive training from the best leaders that the
rchant families can afford, usually consisting of
putting the pointy end towards the enemy. Their skills
may be low but no one questions their love of city.
They remain in service for a few years, depending on
the city state. If they survive their obligation they
receive their release from service and many join or start
mercenary units of their own.
Whilst service is compulsory, it tends to be short and
most serving it are sustained by a strong element of
civic pride. These troops are commonly armed with a
short spear and sometimes a shield and are known for
their determination, if not their abilities in battle.
M WS BS S T W I A Ld
4 2 2 3 3 1 3 1 6
4 3 2 3 3 1 3 2 7
57
DWARFS
Dwarfs are a short but burly and resilient race of
warriors and craftsmen. Most live under the mountains
in mighty holds, with mines extending deep beneath
the earth. 'They are immediately recognizable by their
smut frames, long hair, and thick beards. They tend to
be gruff and short-tempered and they are legendary for
their ability to hold a grudge. However, Dwarfs are a
courageous people and unswervingly loyal to their
friends and allies. They are struggling to preserve the
remnants of their mountain kingdom from Ores,
Goblins, and other foul creatures. Dwarfs have strong
ties to the humans of the Old World and many are now
a part of Tilean society.
Dwarfs are an ancient race. Long before the human
tribes settled the region now known as the Empire, the
Dwarfs built mighty cities beneath the World's Edge
Mountains, Their proud civilization stretched across
the Old World. Their mines delved deep into the earth,
producing precious metals and stones. Their craftsmen
produced wondrous items inscribed with runes of
power. Their armies demolished the forces of Chaos
and other enemies with axe and artillery. The Dwarfs
indeed shone brightly, but it would not last.
The Dwarfs were unwittingly drawn into the feud
between the High Elves and their Dark Elf kin. The
Dwarfs and High Elves, once allies against the forces
of Chaos, fought a long and brutal war, known by the
Dwarfs as the War of Vengeance. The Dwarfs were
ultimately victorious but their joy was short-lived. A
series of volcanic eruptions and earthquakes decimated
the World's Edge Mountains. The Dwarfs, already
weakened by the massive casualties of the War of
Vengeance, were thrown into turmoil. Ores, Goblins,
Trolls, and other evil creatures emerged to arrack what
was left of the Dwarf Empire.
Since that rime the Dwarfs have known little but war.
They have won victories certainly, notably when they
allied with Sigmar to crush the greenskins at the Battle
of Black Fire Pass, but the Dwarfs of the World's Edge
Mountains live on a knife's edge. It is thus not
surprising that many Dwarfs now live within the
borders of Tilea. They are valued as Tilean citizens
because of their craft skills and trade contacts with
their mountain kin.
Dwarfs are famed for their love of gold, ale and
adventure, not necessarily in that order. Since the fall
of many of their holds, they have come to Tilea in ever
increasing numbers, some seeking riches, but many just
after a good fight. They're well known as tough
warriors and are very much sought after as hired
muscle by mercenary armies.
M WS BS S T W I A Ld
Dwarf Warrior 3 4 3 3 4 1 2 1 9
Veteran 3 4 3 3 4 1 2 2 9
Gold Seeker 3 6 4 4 5 2 3 3 9
Special Rules Hard to Hire, Distrust
Ancestral Grudge: Dwarfs hold grudges for a long
time, possibly forever. They have never forgiven the
fall of the strongholds at the hands of the Orcish
enemy. Dwarfs Hate all types of greenskins. You
cannot include Dwarfs and Greenskins in the same
army.
Resolute: Dwarfs fight with a grim determination and
are reluctant to abandon their position. Dwarfs flee and
pursue 2D6-1” instead of the normal 2D6”.
Relentless: A Dwarf on the march is an implacable as
the turning of the years, and just as impossible to halt.
Dwarf units may march even if the enemy is close
enough to inhibit march moves.
58
ELVES
Elves are a lithe and graceful race easily recognized by
their pointed ears and hawkish features. They have a
glorious yet tragic history and are renowned for their
archery, learning, and wizardry. Elves have an innate
understanding of the ways and currents of nature,
particularly the forest and the sea. They despise those
that destroy the purity of nature, be they proud
Humans, greedy Dwarfs, or evil Ores. While they can
be aloof, they have sacrificed more of themselves for
the good of the world than the other races can ever
know.
At the end of the War of Vengeance, known by the
Elves as the War of the Heard, the High Elves were
recalled to Ulthuan, their island homeland across the
sea, to fight the Dark Elf menace. There were those
who refused to give up the Old World though. Some
claimed independence from the High Elf Phoenix King
and since then have run their own affairs. Others
continued to ply the seas and eventually built up trade
with the emerging nations of man.
Tilea has many Elf enclaves in its cities and forests, the
largest in Tettoverde Forest. Although their lands fall
within the boundaries of the Tilea, the Elves do not
recognize the Merchant Princes as their rulers and do
not consider themselves Tilean citizens.
Elves value their privacy and use fey enchantments to
hide their woodland homes, but they have not forgotten
about the rest of the world. Elves may be rarely seen,
but they see much beyond their borders.
Elves are most commonly seen in the big trading cities
like Miragliano, Remas and Luccini. Here powerful
merchant houses represent the interests of distant
Ulthuan. The scions of these mercantile families are
expected to travel widely in their youth, for gaining
worldliness will help them in the years ahead. While
they tend to look down on their uncouth sylvan kin,
they know they are far from the gleaming towers of
Ulthuan and thus of lesser status to many of their High
Elf cousins.
For the most part they are feared and distrusted by
humans, though some live in the cities amongst men
and offer their services as minstrels and archers in
return for a high fee.
Though Elves become rarer in the Old World each
year, there are still some roaming on the trackless paths
of the dark forests. Elf Rangers are experts of
concealing themselves; they can hide in plain sight
even in close quarters. Their skill with the bow is
legendary, outclassing the best marksmen in Tilea with
ease. These Elves are sometimes hired to be scouts to
gain information of enemy encampments and troop
movement, but it is hard to find many willing to work
with humans.
Nearly supernaturally silent and fleet of foot, Rangers
are most at home in the forest, though they can readily
pass unseen over mountains and other terrain if need
be. Rangers are deadly archers, famed for never
missing their targets. They are usually either
softspoken or taciturn and considered to be both odd
and intimidating, even by their own people. They are
often more comfortable with the natural world than
they are around other sentient beings.
M WS BS S T W I A Ld
Elf Warrior 5 4 4 3 3 1 5 1 8
Sentinel 5 4 4 3 3 1 5 2 8
Ranger 5 6 6 4 3 2 7 3 9
Special Rules Hard to Hire, Distrust, Scout, Fight in Extra Ranks
Elven Cloak: Elf Rangers are stealthy by nature and
wear cloaks that can match their surroundings, making
them harder to spot. Rangers are at -1 to hit with
missile weapons as long as they do not join a unit.
Pathfinder: The Ranger allows a unit of Duellists,
Halflings or Elves he is with to enter from any table
edge, just as if they had the Ambushers rule.
59
NORSE MARAUDERS
The seas of the Old World are full of terrors, some
human, others subhuman. Among the most feared
mariners are the Norse Marauders, brutal warriors who
plunder the coastlines in search of foodstuffs, gold, and
slaves. They are a merciless lot, hardened from their
frequent battles with Imperial sailors and the feeble
militia that stand against them. Marauders sail the seas
to bring booty back to their settlements in their frozen
lands. Others sell their souls to the Ruinous Powers,
hoping to attract the attention of their uncaring Gods,
and gain the power they so crave.
Norsca was created following the initial Incursion of
Chaos, when the warp-gates spread from the poles
before receding, leaving the lands as they are today.
The northern border of Norsca lies against the zone of
Chaos, and from this realm of darkness many twisted
creatures come to trouble the human and Dwarf
inhabitants.
The southern regions of Norsca are mountainous, even
where the land meets the sea, producing fjords. The
margins of the fjords and the hanging valleys at their
head are favoured sites for human habitation.
The humans of this land are hard-fighting warriors,
ambitious sea-farers and hardened drinkers. They are
the Norse, and their relations with Old Worlders are
frequently stormy. Norse longships raid and pillage as
often as they trade, and Norse Marauders are
universally feared in the northern waters
The hardships in the north have made the Norse into
natural fighters born into the constant struggle for
survival. Only the strong prosper, for the weak are
weeded out along the way. They are independent and
fierce as well as being tough and capable warriors. The
Norse has no time to plow the fields, what they cannot
provide for themselves they take from others. Many
from the southern tribes hired themselves out as
mercenaries, as gaining wealth from crushing others
appealed to them.
Tribes from the North called the Norse started
travelling south when Chaos was unleashed onto the
world. They may have been tainted by magic released
for they are strong and tough and fight with
uncontrollable fury. In battle they howl like wolves and
fight with weapons as well as tearing the enemy with
hands, and teeth and fight with reckless abandon. They
charge into battle with little regard for their own lives
for they believe that they can best any creature in
combat.
They work themselves into an incredible rage, often
biting on their own shields. Their feats fill the sagas
and loom large in the stories of those Imperial soldiers
that have faced them. Some few berserkers make their
way to Tilea because they've been exiled or simply
have a desire to see more of the world. They rarely stay
in one place for long, since no watchman wants a
frothing lunatic disturbing the peace. Norse Marauders
are highly prized Mercenaries, however, due to their
rarity and effectiveness.
M WS BS S T W I A Ld
Marauder 4 4 3 3 3 1 4 1 7
Berserker 4 4 3 3 3 1 4 2 7
Chieftain 4 6 4 5 4 2 6 3 8
Special Rules Hard to Hire, Distrust, Frenzy
HALFLINGS
Halflings are a small but dexterous race who looks like
human children to the untrained eye. The
cannot grow beards only reinforces this impression.
Although they tend to be pot-bellied, since they eat
twice as often as any other race, they are capable of
great stealth. When combined with their well known
skill with the sling,
Halflings can prove to be surprisingly stubborn
opponents. They arc, however, largely a peaceful
people, content to farm, eat, and smoke pipe weed.
They are proud of their families and all Halflings can
recite their family lineage back ten generations or
more.
The origins of the Halflings are obscure. When Human
tribes settled the lands that later became the Empire,
Halflings were apparently already amongst them. Their
numbers, however, were small and they played little
role in the wars that led to the establishment of the
Empire. Indeed, Halflings are barely mentioned in
history hooks until the year 1010. At that time the
Emperor granted the
Halflings a land of their own, as legend has it in
recognition of their contributions to Imperial cuisine.
Whatever the reason, the Halflings were given land
near the upper reaches of the River Aver. This area has
been known as the Moot ever since. The Halflings
govern the Moot themselves, but it is still a part
Empire.
Most Halflings are homebodies. The enjoy peace and
quiet and want nothing more than to be left alone to
enjoy good food and a good smoke. They live in
60
Halflings are a small but dexterous race who looks like
human children to the untrained eye. The fact that they
cannot grow beards only reinforces this impression.
bellied, since they eat
are capable of
great stealth. When combined with their well known
Halflings can prove to be surprisingly stubborn
opponents. They arc, however, largely a peaceful
people, content to farm, eat, and smoke pipe weed.
eir families and all Halflings can
recite their family lineage back ten generations or
The origins of the Halflings are obscure. When Human
tribes settled the lands that later became the Empire,
Halflings were apparently already amongst them. Their
numbers, however, were small and they played little
role in the wars that led to the establishment of the
Empire. Indeed, Halflings are barely mentioned in
history hooks until the year 1010. At that time the
n, as legend has it in
recognition of their contributions to Imperial cuisine.
Whatever the reason, the Halflings were given land
near the upper reaches of the River Aver. This area has
been known as the Moot ever since. The Halflings
themselves, but it is still a part of the
Most Halflings are homebodies. The enjoy peace and
quiet and want nothing more than to be left alone to
They live in
balance with nature, working fields with adequate
and using simple tools. Anything more complex than
water powered mill is unheard of.
There are, however, a small number of Halflings who
find the Moot intolerably boring. When the most
exciting event of the day is finding out what kind of pie
is for desert, some folks need a change.
Halflings develop a taste for adventure and leave the
Moot behind, often for roguish pursuits.
sight with his small form covered in pots and pans, he
is a welcome sight to poorly fed mercenaries anywhere.
Their cooking skill is unmatched by any other race.
They lean toward basic food, with minimum spice to
accentuated specific taste.
Any king worth his salt has at least one Halfling chef
as their personal cooks.
Mercenary Generals know very well that
cooks are an important element in attracting freelance
fighters to their army.
Another advantage of hiring such refined chefs is the
access to the Hot Pot, a weird catapult
uses a cauldron full of hot soup as a projectile. This
improvised form of artillery is used only in the direst
circumstances, as persuading a Halfling to give up his
food is not an easy task to accomplish!
Halflings are known for being wise, clever and
troublemakers. They have high dexterity and make
excellent rogues. Due to their size, although they
would never admit it, they are not the best fighters.
Instead, they have developed excellent skills with the
bow.
The benefit of a well fed army, and the expert shooters
that the Halflings are, outweigh any possible
disadvantages they may cause.
Since these Halflings are the ones most often
encountered in the Tilea, it is perhaps no coincidence
that Halflings as a whole have gotten a reputation as
light fingered sneaks.
M WS BS
Halfling 4 2
Tracker 4 2
Hot Pot - -
Special Rules Forest Striders
Hot Pot: The Hot Pot follows the rules of Stone
Throwers, with the following exceptions. The Hot Pot
has a maximum guess range of 36”.
resolved at S3 with a -3 armour save
cause D3 wounds.
balance with nature, working fields with adequate skill
and using simple tools. Anything more complex than
water powered mill is unheard of.
There are, however, a small number of Halflings who
find the Moot intolerably boring. When the most
exciting event of the day is finding out what kind of pie
desert, some folks need a change. These
for adventure and leave the
behind, often for roguish pursuits. A strange
sight with his small form covered in pots and pans, he
is a welcome sight to poorly fed mercenaries anywhere.
Their cooking skill is unmatched by any other race.
They lean toward basic food, with minimum spice to
Any king worth his salt has at least one Halfling chef
Mercenary Generals know very well that Halfling
cooks are an important element in attracting freelance
Another advantage of hiring such refined chefs is the
access to the Hot Pot, a weird catapult-like device that
uses a cauldron full of hot soup as a projectile. This
provised form of artillery is used only in the direst
circumstances, as persuading a Halfling to give up his
food is not an easy task to accomplish!
Halflings are known for being wise, clever and
troublemakers. They have high dexterity and make
rogues. Due to their size, although they
would never admit it, they are not the best fighters.
Instead, they have developed excellent skills with the
The benefit of a well fed army, and the expert shooters
that the Halflings are, outweigh any possible
disadvantages they may cause.
Since these Halflings are the ones most often
encountered in the Tilea, it is perhaps no coincidence
that Halflings as a whole have gotten a reputation as
M WS BS S T W I A Ld
4 2 2 1 5 1 8
5 2 2 1 5 2 8
- - 4 2 - - -
The Hot Pot follows the rules of Stone
Throwers, with the following exceptions. The Hot Pot
has a maximum guess range of 36”. All hits are
armour save modifier and only
61
MERCENARY OGRES
A full-grown Ogre stands from ten to eleven foot tall
and is almost half that wide at the gut. Their massively
built bodies are topped by an almost neckless head,
with powerful arms, as thick as a human's chest,
hanging at each side. Needless to say, Ogres are heavy,
with older, stronger, Ogres often weighing far more.
However, only a fool would mistake this mass for fat,
for underneath an Ogre's skin lies an extensive lattice-
work of muscle, and nowhere is this more the case than
in an Ogre's most important feature (as far as the Ogre
is concerned), his gut.
The gut of an Ogre is of utmost importance for social,
spiritual, and physical reasons. Many of an Ogre's vital
organs are held in the gut, unlike most other
humanoids, and are protected by a thick interlocking
skein of musculature instead of the normal ribcage.
These incredibly powerful muscles can grind and churn
with terrific force, allowing the Ogre to digest almost
anything he cares to toss into his cavernous maw.
Large guts are a sign of status to an Ogre, for he must
have caught, and eaten, a lot of prey to get very big.
Ogre skin is normally sallow, ranging from sickly
yellow to dark greenish-grey, and is as tough as a
cured-leather breastplate. Ogre head-hair is thick, dark
and lank, although bulls often go bald past their
thirtieth year. Equally, facial hair is often prized by
bulls, with many going to great extremes to cultivate
the greasy stuff, some growing long beards, others
preferring moustaches or goatees. Many believe an
Ogre's love for his beard stems from his desire to trap
escaped morsels of food for later, which, for many, is
indeed the case.
Ogres are well known for their tendency to travel, and
can be found across the four corners of the world
fighting in mercenary groups of a score to a few
hundred or more. Contrary to most popular opinions of
the race, Ogres generally mix well with most societies
they encounter, assimilating local customs and
traditions with an ease likely spawned from a lack of
imagination or independent thought.
Many thousands of years ago, the Ogres lived in steppe
lands far to the East of the Old World. They were a
simple people that spent most of their time trading and
warring. Their neighbours, Imperial Cathay, saw the
benefits of working with them, keen to use their
prodigious strength. Soon, the Ogres were being
recruited into the Cathayan armies, greatly bolstering
the celestial forces. With Cathayan influence, the Ogres
prospered, and soon they were powerful enough that
they made open raids against their Cathayan allies. The
Celestial Dragon Emperor was not pleased, and some
believe that the devastating event that followed
occurred at his command. Whatever the truth, it
changed the Ogre race forever.
High above the Ogre steppes, a malign star winked into
existence. Every night its sickly light grew brighter,
until eventually, many weeks later, its crackling
miasma of green light outshone both moons. The Ogres
could only look to the sky in fear and wonder, the
simple creatures utterly unaware of their impending
doom. Eventually the warpstone comet struck, instantly
incinerating more than two-thirds of the race,
burrowing itself deep into the earth, sending
shockwaves around the world.
The sea-sized crater it created would eventually be
worshipped as the Great Maw, the Devourer of All
Things; the Ogre's chief deity. The devastation it
brought destroyed the green lands of the Ogres,
burning and twisting them, leaving nothing but a barren
wasteland, where the fight for survival drove the Ogres
to cannibalism and worse.
Today, the Ogre Kingdoms to the East are a barbaric
conglomerate of tyrannical, greedy kings that rule by
the right of might. After the arrival of their God, Ogres
were inexplicably filled with many powerful hungers,
one of which was an undeniable appetite for travel.
Thus, Ogres can now be found all over the world,
including Tilea, selling their impressive skills to the
highest bidder.
M WS BS S T W I A Ld
Ogre 6 3 2 4 4 3 2 3 7
Brute 6 3 2 4 4 3 2 4 7
Special Rules Fear
Gut Charge: Any turn that the unit charges it inflicts
one impact hit per Ogre model in base contact with an
enemy model. This is resolved at the base strength of
the model.
62
MANEATERS
Ogre Maneaters are veterans of many campaigns that
have travelled the length and breadth of the world.
Mercenaries beyond peer, they have spent decades
accruing scars, tall tales, wealth and exotic war gear
before travelling back to the tribe from which they
came.
As Ogres tend to inherit culture rather than pioneer it,
they typically dress in the style appropriate to the lands
in which they fought during their mercenary career. In
this manner, a Maneater that fought in the Grand
Empire of Cathay might wear fine cloth under
lacquered bamboo armour and wield a finely balanced
Cathayan longsword, whereas one that fought in the
Empire might wear breeches and an ostentatious
feather with a brace of modified handguns across his
chest.
A Maneater that fought extensively in the jungles of
Ind might go into battle decorated with gold jewels and
wielding a finely crafted curved sword, and one that
fought in the savage wastes of the far north might have
an or head to show alongside his battle scars.
It is common for Maneaters to operate in small groups
that have fought together for years, and despite the fact
that they may look outlandish, these tight-knit groups
excel in the fine art of breaking heads. The only factors
uniting the individualistic Maneaters are their
monumentally inflated sense of self-worth and the
capacity to smash aside lesser creatures without
breaking a sweat. When they finally return to their tribe
(as all Ogres are driven to do) Maneaters take any
opportunity they can to bore their tribe-mates with long
and fanciful stories, some of whom might not even be
true.
M WS BS S T W I A Ld
Maneater 6 4 4 5 4 3 3 4 8
Special Rules Fear, Stubborn, Immune to Psychology, Gut
Charge
You've hired da rest, now try da best!
Golgfag
Brace of Handguns
Ogre Maneaters that have sold their swords across the
Empire often pick up specially modified black powder
weapons recompense for their efforts; these are
regarded as symbols of great status due to their ability
to emit noise and violence in equal measure. Such is
the aim and strength of their owners that Ogres use
them with the ease a human uses a pistol. The most
popular of these customised weapons is an Empire
handgun with a massively enlarged trigger and guard;
most Maneaters have at least one of these devices in
their possession and some may sport a brace of these
handguns across their puffed-out guts.
A Brace of Handguns has the following profile:
Range: 24” Strength: 4
Pistol, Armour Piercing,
2x Multiple shots
Cathayan Longsword
Those Ogres who have fought in the Grand Armies of
Cathay bare been gifted with the legendary Catbayan
longswords, master meted blades that are of great
value to the Ogres because they will remain eternally
sharp. With the strength of an Ogre behind them, these
blades can cause one hell of a mess!
A Cathayan longsword is a one-handed weapon that is
so finely crafted it confers +1 Weapon Skill and + I
Initiative to the bearer when used in combat. It is
Armour Piercing, as described in the Warhammer
rulebook.
63
GIANTS
Many Dogs of War Giants are first recruited when they
wander into civilized lands from the mountains they
inhabit. It is, after all, better to have a useful soldier
than to have a 30-foot tall menace wandering around
the countryside eating shepherds and being a nuisance.
Not all Giants are evil creatures, and some of them still
posses the peaceable natures of their Sky-titan
forebears. They are just very thick, and often very
hungry, two things which, when put together in the
body of a Giant, do not make it easy to maintain peace.
There are instances of towns or cities adopting Giants
as defenders or mascots, and the travelling menageries
that wander the Empire will also sometimes have a
Giant on their books.
The Giants that make their living from war tend to be
brighter than others, and will have scraps of equipment
from all over the world. Most exotic of these are the
Giants of Albion, the boggy isle which boasts the
world's largest population of Giants, who can
sometimes be found in the employ of the various
armies of the Old World.
M WS BS S T W I A Ld
Giant 6 3 3 6 5 6 3 S 10
Special Rules Large Target, Terror, Stubborn
Ignore Little 'un Panic: Units of cavalry-sized or
smaller models do not cause panic in Giants.
Move: Giants move over normal sized obstacles such
as walls and fences without breaking stride. Treat them
as open ground when working out how far the Giant
moves.
However, when crossing such obstacles the player
must test to see if the Giant falls over (see below).
Fall Over: Giants are ungainly and frequently
befuddled, as a consequence of which they often trip,
stumble, or fall down. When a Giant falls over, it can
easily squash anything it falls on. A Giant must test to
see whether it falls over in any of these situations:
1) When it is beaten in close combat. Test once results
are established but before taking Break or Panic tests.
2) At the start of the Movement phase if it is fleeing.
3) When it crosses an obstacle. Test when the obstacle
is reached.
4) If the Giant decides to Jump Up and Down on an
enemy. Test immediately beforehand.
To see if the Giant falls over, roll a D6. If the result is a
1, the Giant falls over. If a Giant is slain then it falls
over automatically. To determine which direction the
Giant falls, roll a Scatter dice - the arrow indicates the
direction in which the Giant falls. Place a Falling Giant
template with its feet at the model's base and its head in
the direction of the fall. Any models lying completely
under the template are automatically hit. Any models
partly covered are hit on a 4+.
A model hit by a falling Giant automatically takes one
Strength 6 hit which causes D3 wounds. If the unit is in
combat and the Giant has fallen over whilst attempting
to Jump Up and Down, wounds inflicted by a falling
Giant counts towards the combat result. In addition, a
Giant that falls over automatically suffers 1 wound
itself. If the Giant is in combat, then this wound counts
towards the combat result.
Once on the ground, a Giant may get up in his
following Movement phase, but may not move that
turn. Whilst on the ground a Giant may not attack, but
he can still defend himself after a fashion so the enemy
must still roll to score hits on him. If forced to flee
whilst on the ground, the Giant is slain - the enemy
swarm over him and cut him to pieces. If the Giant gets
the opportunity to pursue his foes whilst he's on the
ground he stands up instead. A
Giant may attack on the turn it stands up.
64
Giant Special Attacks
Giants do not attack in the same way as other creatures,
though they select their targets as normal. To determine
what happens, roll a D6 on one of the tables at the start
of each combat phase. Which table you use depends on
the size of the Giant's victim. When fighting characters
riding monsters, decide whether to attack the rider or
mount as normal, and use the appropriate table for the
size of the target.
Giant fighting big things (models with Unit Strength 3
and more):
D6 Result
1 Yell and Bawl
2-4 Thump With Club
5-6 'Eadbutt
Giant fighting anyone smaller than above:
D6 Result
1 Yell and Bawl
2 Jump Up and Down
3 Pick Up and
4-6 Swing With Club
Yell and Bawl: Giants are deafeningly loud and tend
towards poor oral hygiene. Neither the Giant nor
models in contact with him fight if they have not
already done so this round. Additionally, the Giant's
side automatically wins the combat by 2.
Pick Up and…: The Giant stoops down and selects a
model
(Giant player's choice) that is within base contact or
touching a model in base contact. The target may make
a single attack to try and fend off the Giant. If this
attack hits and wounds, then the Giant's attack fails;
otherwise he grabs the model. Roll a D6 to see what he
does next:
D6 Result
1 Stuff into Bag. The Giant stuffs the victim into
his bag along with sheep, cows, and other
plunder. The model is effectively a casualty and
can do nothing whilst in the bag, but if the
Giant should be slain any enemy trapped in his
bag are freed unharmed at the end of the battle.
Victory points. are not awarded to the enemy
for freed models.
2 Throw Back into Combat. The victim is
hurled back into his own unit like a living
missile. This causes a wound on the victim with
no saves of any kind allowed, and D6 Strength
3 hits (saves as normal) on the unit.
3 Hurl. The victim is hurled into any enemy unit
within 12" of the Giant - randomly determine
which. This causes a wound on the victim with
no saves of any kind allowed, and D6 Strength
3 hits (saves as normal) on the unit. If no
enemy units are in range, treat this as result 2
instead.
4 Squash. This doesn't really bear thinking about.
Suffice to say the model becomes a casualty
and is removed from play.
5 Eat. The Giant gobbles his victim up,
swallowing him whole. The model is removed
the game.
6 Pick Another. The Giant hurriedly stuffs the
victim into his bag or under his shirt (or down
his trousers if they're really unlucky) and
attempts to pick up another victim. The second
victim makes a single attack (as above) to avoid
being picked up. Trapped models are
effectively casualties, exactly as explained in
the Stuff into Bag result described above.
Thump with Club: The Giant picks one model as his
target and brings down his club with a mighty stroke.
The target may attempt to avoid the blow by passing an
Initiative test (use the lowest if the enemy has several
different values). If failed, the target is struck and takes
2D6 wounds with no armour save allowed. If a double
is rolled the Giant's club embeds itself in the ground
and the Giant cannot attack in the following round
while he frees it (this ceases to apply if the combat
ends before the next round).
‘Eadbutt: The Giant head butts his enemy,
automatically inflicting 1 wound with no armour save
allowed. If the victim is wounded but not slain then he
is dazed and loses all of his remaining attacks - if the
target has not yet attacked in that combat round, he
loses those Attacks; if he has already attacked, he loses
the following round's Attacks.
Jump Up and Down: The Giant jumps up and down
vigorously on top of one enemy unit in base contact.
First, the Giant must test to determine if he falls over.
If he falls over, work out where he falls and calculate
damage as already described. Any wounds caused by
the fall (on either side) count towards the combat
result.
Assuming that the Giant remains on his feet, the unit
sustains 2D6 Strength 6 hits allocated as shooting hits.
A Giant that starts to Jump Up and Down will do so in
the next combat phase, and will continue to do so until
he falls over (test every turn) or until the combat ends.
Swing with Club: The Giant swings his club across the
enemy's ranks, inflicting D6 Strength 6 hits, allocated
as shooting hits.
65
ESPRINGALS
In Tilea, the Espringal has become a popular choice
among mercenary generals. Smaller than the normal
bolt throwers of the other races, the Espringal is easy to
move and transport, adding to its popularity in the
field. Batteries of these war machines are common, as
they are a very inexpensive way of bombarding heavily
armoured foes from afar.
M WS BS S T W I A Ld
Espringal 4 3 3 3 3 3 3 2 7
Special Rules Skirmish
Bolt Thrower: Espringals follow the rules for Bolt
Throwers in the Warhammer rulebook with the
following exceptions. It has a range of 36”, Strength 5
and only causes 1 wound. All teams in the unit must
fire at the same target. Against missile attacks, an
Espringal has a 4+ armour save.
MERCENARY CANNONS
Since Dogs of War armies are always on the move,
they cannot afford to carry and maintain the massive
Great Cannons typical of the Empire. For this reason,
lighter, easy to move, small calibre guns are a treasured
element of many mercenary armies.
M WS BS S T W I A Ld
Cannon - - - - 7 3 - - -
Crew 4 3 3 3 3 1 3 1 7
A Mercenary Cannon follows all rules of normal
Cannons in the Warhammer rulebook.
66
WARHORSE
A Warhorse is a steed that has been trained to carry its
rider into the chaos of battle without fear and to lash
out with its iron-shod hooves.
M WS BS S T W I A Ld
Warhorse 8 3 0 3 3 1 3 1 5
PEGASUS
A Pegasus is a winged beast that resembles the
mightiest of horses, with a hide the colour of virgin
snow and intelligence beyond that of any other steed.
Their nests are found high in the Grey Mountains, and
if a Pegasus is ever to accept a rider, it must be
captured while still a foal. It takes many years of
patient training to gain the trust of a Pegasus, but once
that trust is established, they are loyal mounts that will
obey their master’s every command.
M WS BS S T W I A Ld
Pegasus 8 3 0 4 4 3 4 2 6
Special Rules
Fly
BORGIO THE BESIEGER
– MERCHANT PRINCE OF MIRAGLIANO
Borgio, Prince of Miragliano, was nicknamed “The
Besieger” because of his unsurpassed expertise in siege
work. It was said that no city, not even the ingenious
ramparts of Miragliano itself, could defy him. Borgio
was certainly an expert tactician and won most of his
battles. In three great victories he establish
Miragliano as the most powerful principality in Tilea.
After these, his enemies usually avoided open battle
and shut themselves up behind the walls of their cities,
only to succumb to Borgio's siege techniques. He was
equally astute as a politician, but rather tyrannical.
Opponents and rivals did not last long!
During his career, Borgio fought against every other
principality and republic in Tilea for one reason or
another, from wars over trading rights to pure vendettas
against rival Princes who had tried to have him
assassinated. Indeed, there were so many failed
attempts to assassinate Borgio, some of which came
very close to success, that he gained a reputation as a
man who had to be killed more than once to be sure!
It is said that Borgio once defeated an Orc horde by
splitting them into three parts. Opinion is divided as to
whether this refers to the horde or the individual Ores.
It is also said that Borgio could ride a horse, go to sleep
and read a book at the same time!
Another apocryphal tale says that he was once taken
prisoner by the Pirate Princess of Sartosa and escaped
by diving into the sea from the dungeon tower (which
was conveniently leaning over a high cliff) and swam
the Pirates' Current across to Tilea. Then he returned
with a mercenary fleet, captured the princess and
would not let her go until the pirates had paid him an
enormous tribute gathered from their far
of plunder! If this ever happened it must have been
early in his career. It is also rumoured that Borgio
wrote very good poetry, did all his own cooking (wise
man) and wrestled with lions!
Borgio is noted for devising unusual battle tactics and
new troop types, which usually took his opponents by
surprise. He certainly had access to Leonardo's
manuscripts in the library of the princely palazzo in
Miragliano. He was a very big and imposing man of
robust stature. In a siege he always dismounted to lead
the assault over the walls in person and would strip off
his armour and jump down into a moat to dig with the
common soldiers. This endeared him to the troops and
he commanded a loyalty among his mercenaries which
has been the envy of every Prince since!
However, Borgio could not always count on similar
loyalty from courtiers, intriguers and spies in the pay of
rivals, who knew they could not defeat him in battle
and so resorted to underhand means. It is said that he
67
BORGIO THE BESIEGER
MERCHANT PRINCE OF MIRAGLIANOe of Miragliano, was nicknamed “The
because of his unsurpassed expertise in siege
work. It was said that no city, not even the ingenious
ramparts of Miragliano itself, could defy him. Borgio
was certainly an expert tactician and won most of his
battles. In three great victories he established
Miragliano as the most powerful principality in Tilea.
After these, his enemies usually avoided open battle
and shut themselves up behind the walls of their cities,
only to succumb to Borgio's siege techniques. He was
rather tyrannical.
During his career, Borgio fought against every other
principality and republic in Tilea for one reason or
another, from wars over trading rights to pure vendettas
ied to have him
assassinated. Indeed, there were so many failed
attempts to assassinate Borgio, some of which came
very close to success, that he gained a reputation as a
man who had to be killed more than once to be sure!
ted an Orc horde by
splitting them into three parts. Opinion is divided as to
whether this refers to the horde or the individual Ores.
It is also said that Borgio could ride a horse, go to sleep
ys that he was once taken
prisoner by the Pirate Princess of Sartosa and escaped
diving into the sea from the dungeon tower (which
was conveniently leaning over a high cliff) and swam
the Pirates' Current across to Tilea. Then he returned
ry fleet, captured the princess and
would not let her go until the pirates had paid him an
enormous tribute gathered from their far-flung stashes
of plunder! If this ever happened it must have been
early in his career. It is also rumoured that Borgio
very good poetry, did all his own cooking (wise
Borgio is noted for devising unusual battle tactics and
new troop types, which usually took his opponents by
surprise. He certainly had access to Leonardo's
library of the princely palazzo in
Miragliano. He was a very big and imposing man of
robust stature. In a siege he always dismounted to lead
the assault over the walls in person and would strip off
his armour and jump down into a moat to dig with the
n soldiers. This endeared him to the troops and
he commanded a loyalty among his mercenaries which
has been the envy of every Prince since!
However, Borgio could not always count on similar
loyalty from courtiers, intriguers and spies in the pay of
who knew they could not defeat him in battle
and so resorted to underhand means. It is said that he
finally met his end, after a long and distinguished
reign, when he was stabbed with a poisoned toasting
fork in his bath! The circumstances are myster
this was probably the only occasion that a man such as
Borgio could be taken by surprise. Many say that his
marriage to Dolchellata, the rather bad
sister of Lucrezzia Belladonna, was his undoing!
M WS BS S T W I A Ld
Borgio 4 6 5
Equipment Borgio the Besieger wields the Mace of Might, we
the Armour of Brazen Bronze, the The Monstrous
Mask Helm and carries a shield.
Mount Borgio the Besieger rides a barded warhorse.
Special Rules Magic Standards, “The Best Money Can Buy
Beloved General: Borgio the Besieger was beloved by
his men, and the people of Miragliano. If Borgio is the
General, all friendly units may use his Leadership
within 18” rather than the normal 12”.
MERCHANT PRINCE OF MIRAGLIANO
finally met his end, after a long and distinguished
reign, when he was stabbed with a poisoned toasting
fork in his bath! The circumstances are mysterious, but
this was probably the only occasion that a man such as
Borgio could be taken by surprise. Many say that his
marriage to Dolchellata, the rather bad-tempered older
sister of Lucrezzia Belladonna, was his undoing!
M WS BS S T W I A Ld
6 5 4 4 3 5 4 9
Borgio the Besieger wields the Mace of Might, wears
the Armour of Brazen Bronze, the The Monstrous
carries a shield.
Borgio the Besieger rides a barded warhorse.
Best Money Can Buy”
Borgio the Besieger was beloved by
his men, and the people of Miragliano. If Borgio is the
friendly units may use his Leadership
within 18” rather than the normal 12”.
68
Difficult to Slay: Borgio the Besieger has an almost
unnatural ability to withstand pain and injury. If he is
reduced to zero wounds, then do not remove the model,
but lay it on its side and leave it in place. At the end of
the phase, roll a D6. On a 1-3, he is removed as a
casualty as normal. On a roll of 4 or more, he stands
back up again with a single wound remaining.
Master of Siegecraft: Borgio earned his nickname due
to the many successful sieges he wages as the
Merchant Prince of Miragliano. No fortress could
withstand him for long. To represent this, if Borgio is
your General, you may take two Mercenary Cannons
per Rare choice.
Magic Items
Monstrous Mask Helm (Talisman)
Borgio wears a grotesque helmet with a fearful visage
sculpted on it.
The Monstrous Mask Helm makes Borgio cause Fear.
Mace of Might (Magic Weapon)
Borgio wields a hefty mace made from a cannonball
which failed to slay him at the siege of Remas and
ended up embedded in his breastplate. Borgio,
regarding it as a lucky talisman, had the cannonball
made into a mace.
If Borgio rolls a 6 to hit with this weapon, this hit will
be at Strength 10.
Armour of Brazen Bronze (Magic Armour) This is the very armour which Borgio was wearing
when struck by the cannonball at the siege of Remas.
The armour was forged in Miragliano from melted
down statues dredged out of the blighted marshes. Who
knows what deities were represented or what magic
was wrought into the metal? The armour certainly
proved formidable.
Tilean Plate Armour. The Armour of Brazen Bronze
gives Borgio a 5+ Ward save.
LUCREZZIA BELLADONNA
The most beautiful woman in all Tilea, and some say
even the whole of the Old World, is Lucrezzia
Belladonna.
It is said that Lucrezzia Belladonna is the most
beautiful lady in the Old World.
She is also the most dangerous to know. Lucrezzia is a
renowned sorceress and rumoured to be an arch
poisoner, mistress of many assassins.
Lucrezzia's first husband, Luigi, Prince of Pavona,
perished at the hands of paid assassins sent by rival
Merchant Princes. Lucrezzia, then only a very young
woman, was determined to keep her hold on the
principality at all costs. Several mercenary generals
who commanded armies in defence of her city became
her husbands and therefore also Princes of Pavona.
Every one met with a mysterious demise, usually when
their political and strategic skill was found wanting.
Consider Borso, who lost the battle of Etobrutti and
died soon afterwards when his wounds were
mistakenly treated with poisonous herbs. The next day,
the mercenary captain Donato assumed command, won
a great victory and saved the city from the Verezzians.
Donato married Lucrezzia soon afterwards and became
Prince of Pavona. A few years later Donato was about
to make a disastrous alliance with Trantio against
Borgio the Besieger, who was married to Lucrezzia's
older sister Dolchellata at the time. However, before
the army of Pavona was committed to this unwise
course of action, Donato succumbed to a meal of
poisonous toadstools which had been gathered from the
69
LUCREZZIA BELLADONNA
The most beautiful woman in all Tilea, and some say
even the whole of the Old World, is Lucrezzia
It is said that Lucrezzia Belladonna is the most
She is also the most dangerous to know. Lucrezzia is a
d sorceress and rumoured to be an arch
Lucrezzia's first husband, Luigi, Prince of Pavona,
perished at the hands of paid assassins sent by rival
Merchant Princes. Lucrezzia, then only a very young
to keep her hold on the
principality at all costs. Several mercenary generals
who commanded armies in defence of her city became
her husbands and therefore also Princes of Pavona.
Every one met with a mysterious demise, usually when
rategic skill was found wanting.
Consider Borso, who lost the battle of Etobrutti and
died soon afterwards when his wounds were
mistakenly treated with poisonous herbs. The next day,
the mercenary captain Donato assumed command, won
ved the city from the Verezzians.
Donato married Lucrezzia soon afterwards and became
Prince of Pavona. A few years later Donato was about
to make a disastrous alliance with Trantio against
Borgio the Besieger, who was married to Lucrezzia's
olchellata at the time. However, before
the army of Pavona was committed to this unwise
course of action, Donato succumbed to a meal of
poisonous toadstools which had been gathered from the
woods by an ignorant kitchen servant unable to tell the
difference between edible and venomous mushrooms.
Lucrezzia was of course angry and distressed, but not
so much as to prevent her subsequent marriage to the
dashing captain Ranuccio, after an indecently short
interval. He immediately rushed off at the head of the
army of Pavona to attack the rear of the Trantine army
just as it was deploying against Borgio and expecting
reinforcements from Pavona! For this show of
solidarity with an old ally, Pavona was richly rewarded
by Borgio.
Lucrezzia's seventh husband, Poggio,
abrupt exit from the political scene after drinking three
bottles of very dubious quality wine. Lucrezzia is now
casting her eye around for a new husband to share the
government of Pavona and lead its armies to victory,
with her by his side.
M WS BS S T W I A Ld
Lucrezzia 4 4 3 3 4 3 4 1(2) 8
Equipment Lucrezzia Belladonna carries a hand weapon and her
Stiletto dagger.
Magic Lucrezzia Belladonna is a Level
use spells from the Lore of Shadow or Death.
Mount Lucrezzia Belladonna rides a barded warhorse.
Special Rules
Stunning Beauty: Lucrezzia Belladonna's beauty has
an amazing effect on human mercenaries in the army.
To represent this, any friendly human unit within 8" of
her automatically rally - they stop fleeing and rally as
soon as they are within 8". This affects fleeing troops
during an opponent's turn as well. This does not affect
any troops that are immune to psychology.
Lucrezzia's Kiss: She has been known to kiss the
weapons of a hero who she takes as her champion. To
represent this, any one character or unit Champion
gains Killing Blow due to the potency of the poison in
her lipstick.
‘You Imperials think us weak, but you’re just fools who assume your nobility without question. In Tilea, only the strongest and most cunning rule. Not through blood, but through skill alone is power won.’
woods by an ignorant kitchen servant unable to tell the
e between edible and venomous mushrooms.
Lucrezzia was of course angry and distressed, but not
so much as to prevent her subsequent marriage to the
dashing captain Ranuccio, after an indecently short
interval. He immediately rushed off at the head of the
rmy of Pavona to attack the rear of the Trantine army
just as it was deploying against Borgio and expecting
reinforcements from Pavona! For this show of
solidarity with an old ally, Pavona was richly rewarded
Lucrezzia's seventh husband, Poggio, recently made an
abrupt exit from the political scene after drinking three
bottles of very dubious quality wine. Lucrezzia is now
casting her eye around for a new husband to share the
government of Pavona and lead its armies to victory,
M WS BS S T W I A Ld
4 4 3 3 4 3 4 1(2) 8
Lucrezzia Belladonna carries a hand weapon and her
Lucrezzia Belladonna is a Level 4 Wizard who may
use spells from the Lore of Shadow or Death.
rides a barded warhorse.
Lucrezzia Belladonna's beauty has
an amazing effect on human mercenaries in the army.
friendly human unit within 8" of
they stop fleeing and rally as
soon as they are within 8". This affects fleeing troops
during an opponent's turn as well. This does not affect
any troops that are immune to psychology.
She has been known to kiss the
weapons of a hero who she takes as her champion. To
represent this, any one character or unit Champion
gains Killing Blow due to the potency of the poison in
‘You Imperials think us weak, but you’re just fools who assume your nobility without question. In Tilea, only the strongest and most cunning rule. Not through blood, but through skill alone is power won.’
Lucrezzia Belladonna
70
It is said that Lucrezzia Belladonna is the most beautiful lady in the Old World. However, Bretonnian Knights consider this honour to rightfully belong to the Fay Enchantress of Bretonnia. When a Tilean noble once praised her beauty at a tournament in Bretonnia, he was immediately challenged to a joust by a rash Bretonnian Knight. The Lady Belladonna, who happened to be present, appointed the Tilean as her champion. When the Tilean, following the local custom, asked Lucrezzia for her favour, she simply kissed his lance. Unfortunately the Tilean was unhorsed in the joust, though he did score a glancing blow on the Bretonnian which resulted in nothing more than a scratch. However, the Bretonnian quickly slumped in the saddle and fell down dead. When the heralds asked whether the lance tip was poisoned, Lucrezzia said; "How could it be poisoned, I have just kissed it and I don't feel at all unwell!" Since then no one has claimed to be more beautiful than Lucrezzia Belladonna. To cast doubts on her beauty is the kiss of death!
Poisonous Items Although Lucrezzia is a Master Sorceress, she does not
have magic items. Instead she has various Poisonous
Items, reflecting her special skill as an arch poisoner.
These items are not affected by anything that normally
affects or negates magic items.
Phial of Poison Long before the battle, the enemy camp is infiltrated by
Lucrezzia’s paid assassin, equipped with a phial of
poison specially prepared by his mistress. This will be
tipped into the drink or meal of one of the enemy
leaders during the feasting on the eve of battle. The
poison is slow-acting and will strike the next day as the
armies draw up for battle.
One enemy character chosen by the player must pass a
Toughness test at the beginning of the battle. If the test
is failed he will suffer one Wound with no saves of any
kind allowed. He must keep testing until he passes it,
or dies.
Poisoned Stiletto
Lucrezzia always keeps a stiletto dagger secreted in
her garter. This is not only for self defence, but
because you never know when you might want to do an
off-the-cuff assassination and may not have a ready
prepared poison to hand. Of course, Lucrezzia's stiletto
has been dipped in the venom of a toad and used to
chop poisonous mushrooms.
The Stiletto dagger gives Lucrezzia an additional
Attack, and all her attacks are Poisoned.
Potion of Pavona
Lucrezzia will mix up potions to strengthen whoever
drinks it, selecting the right ingredients. However,
there is a risk, as the potion may prove slightly
poisonous.
At the beginning of the battle, Lucrezzia may give the
potion to any one character, unit Champion, or take it
herself. Roll a D6 and if you roll 2+, choose that
number of the chosen model's characteristics to
improve by +1. For example, if you roll a 4 you could
choose to improve the model's WS, T, W, and I by +1.
You cannot apply this bonus to a model's Leadership
and cannot increase a characteristic by more than one.
If you roll a 1, the model loses a wound; if this kills the
model then it counts as a casualty for all purposes.
From a collection of letters sent by Gossippa Lotta to “various Princes and other notables”. This letter was sent to Lucrezzia Belladonna and refers to the poisoning of the Mercenary General hired to defend the city of Trantio against besieging forces of Luccini. Dear Lucrezzia, At last that idiot Brazino Innuendo ate the wrong kind of mushroom, the one that was meant for him! Of course they think it was you. I heard that the cook was tortured into confession and mentioned your name, like they always do. Far be it from me to point the finger, but one cannot help admiring the expert choice of time and place! Brazino paid far too much attention to that fool Marmalodi. Now someone else will take charge of defending the city and will probably succeed in holding on to it. Of course you can rely on me not to breathe a word of my suspicions to anyone!
Yours, Gossippa Lotta It is interesting to note that Gossippa is said to have employed a succession of Halfling food tasters in the years following the siege of Trantio.
LORENZO LUPO MERCHANT PRINCE OF LUCCINI
Lorenzo is very proud of his line of descent from his
city's founders: Lucan and Luccina. As well as this he
is quite an antiquarian and collector of art and antique
artefacts. His palazzo on the old acropolis of Luccini is
decorated with frescoes in the antique style and the
gardens and colonnades display old statues found in the
acropolis. His prized possessions are heirlooms of his
house, said to have been owned by the city's foun
Lorenzo wears armour of the old-fashioned style and
fights on foot in the manner of his ancestors. This is a
strange eccentricity of his and would be considered
quaint and maybe even ridiculous by his rivals if he
wasn't so good a general and didn't beat them so
regularly. Instead, his reputation for bravery and
fighting hand-to-hand in the front rank of his troops has
earned him the respect and awe of his enemies.
M WS BS S T W I A Ld
Lorenzo Lupo 4 6 5 4 4 3 6 4 9
Equipment Lorenzo Lupo wields the Sword of Lucan,
Shield of Myrmidia, wears the Ring of Luccina and
heavy armour.
Special Rules Magic Standards, “The Best Money Can Buy
Drillmaster (see page 93)
Fights on Foot: Lorenzo is a very eccentric man in that
he prefers to fight on foot in the style of his ancestors.
He always takes his place at the front ranks of his
pikemen or leads his soldiers on his men
is very inspiring to his men, and they are eager to fight
for and defend their Merchant Prince. To represent this,
when Lorenzo is in the fighting rank of any infantry
regiment he adds +1 to the combat resolution for that
unit. If he leaves the front rank for any reason, the unit
loses that bonus.
71
LORENZO LUPO – MERCHANT PRINCE OF LUCCINI
Lorenzo is very proud of his line of descent from his
city's founders: Lucan and Luccina. As well as this he
is quite an antiquarian and collector of art and antique
palazzo on the old acropolis of Luccini is
decorated with frescoes in the antique style and the
gardens and colonnades display old statues found in the
acropolis. His prized possessions are heirlooms of his
house, said to have been owned by the city's founders.
fashioned style and
fights on foot in the manner of his ancestors. This is a
strange eccentricity of his and would be considered
quaint and maybe even ridiculous by his rivals if he
beat them so
regularly. Instead, his reputation for bravery and
hand in the front rank of his troops has
earned him the respect and awe of his enemies.
M WS BS S T W I A Ld
4 6 5 4 4 3 6 4 9
f Lucan, carries the
, wears the Ring of Luccina and
Best Money Can Buy”,
: Lorenzo is a very eccentric man in that
he prefers to fight on foot in the style of his ancestors.
He always takes his place at the front ranks of his
pikemen or leads his soldiers on his men-of-war. This
men, and they are eager to fight
for and defend their Merchant Prince. To represent this,
rank of any infantry
regiment he adds +1 to the combat resolution for that
unit. If he leaves the front rank for any reason, the unit
Mighty Athlete: Lorenzo follows many of the classical
athletic pursuits that his ancestors practiced, and as a
result he is a very well-built, muscular man. He
regularly rows across the Tilean Sea, wrestles the
mightiest opponents or runs from one end of his
princedom to the other. To represent this, roll a D6 at
the start of the battle to determine which pursuit he has
been following prior to joining the army.
D6 Pursuit
1-2 Running
3-4 Wrestling
5-6 Rowing
Magic Items
Sword of Lucan (Magic Weapon)
Lorenzo Lupo's sword, believed to be the actual sword
used by his remote ancestor, Lucan, the founder of
Luccini. The sword's razor sharp edge cuts through
any armour with ease.
No armour saves may be taken against wounds caused
by the Sword of Lucan.
Shield of Myrmidia (Magic
This old shield was found during the rebuilding of the
temple of Myrmidia on Luccini's acropolis. It dates to
the time of the founding of the city, or perhaps
earlier. The shield bears the sun symbol of the war
goddess and has the magical ability to dazzle the
bearer's opponents.
Shield. Every enemy model in base
with Lorenzo loses one Attack.
Ring of Luccina (Enchanted Item
Luccina, sister of Lucan, was said to be a sorceress.
Lorenzo wears a ring which bears a cameo gem
depicting her, and which may even have been hers. The
gem has the ability of restoring the soldiers' morale,
returning their will to fight for their lord again.
Bound Spell, Power Level 3. When the ring is
activated, all fleeing friendly troops within 8" of
Lorenzo will rally automatically.
‘During war, the laws are silent!
: Lorenzo follows many of the classical
athletic pursuits that his ancestors practiced, and as a
built, muscular man. He
regularly rows across the Tilean Sea, wrestles the
s from one end of his
princedom to the other. To represent this, roll a D6 at
the start of the battle to determine which pursuit he has
been following prior to joining the army.
Effect
+1 Toughness
+1 Attack
+1 Strength
Sword of Lucan (Magic Weapon)
Lorenzo Lupo's sword, believed to be the actual sword
used by his remote ancestor, Lucan, the founder of
Luccini. The sword's razor sharp edge cuts through
may be taken against wounds caused
(Magic Armour) This old shield was found during the rebuilding of the
temple of Myrmidia on Luccini's acropolis. It dates to
the time of the founding of the city, or perhaps even
earlier. The shield bears the sun symbol of the war
goddess and has the magical ability to dazzle the
very enemy model in base-to-base contact
loses one Attack.
Enchanted Item)
r of Lucan, was said to be a sorceress.
Lorenzo wears a ring which bears a cameo gem
depicting her, and which may even have been hers. The
gem has the ability of restoring the soldiers' morale,
returning their will to fight for their lord again.
l, Power Level 3. When the ring is
activated, all fleeing friendly troops within 8" of
Lorenzo will rally automatically.
During war, the laws are silent!’ Lorenzo Lupo
MARCO COLOMBO
Marco Colombo is best known as the explorer
“discovered” Lustria, although it was really discovered
years before by the Norse. Marco was, however, the
first Old Worlder to establish friendly relations with
the Lizardmen – not an easy thing to do! Before
Marco's epic voyage to Lustria, he had visited Araby as
a merchant and taken part in various sea fights along
the coast of Araby and around the pirate stronghold of
Sartosa. Marco was therefore already a seasoned
campaigner and known as a mercenary captain before
making his name as an explorer.
On his return from Lustria with a great fortune in gold
and gems, he took over the army of his patron as a
mercenary general and made himself Prince of Trantio.
After that he led the army of Trantio against rival cities
on several occasions, as well as occasional expeditions
beyond the Apuccini Mountains. He also sent further
expeditions to Lustria, in order to seek the fabled Norse
colony of Skeggi, which they eventually discovered
after several years of searching. Marco is one of several
famous Tilean mercenary generals who not only led
armies in the wars of Tilea, but also in distant tropical
regions against strange and unknown opponents.
M WS BS S T W I A Ld
Marco Colombo 4 5 6 4 4 3 6
Equipment Marco Colombo carries a hand weapon and a
crossbow, and wears light armour.
Special Rules Magic Standards, “The Best Money Can Buy
Marksman (see page 92)
Navigator’s Telescope: Marco has a special high
power telescope which he uses at sea. It is so powerful
that he can use it to spy out hidden enemy troops
lurking in cover or in the midst of a regiment.
Deployment but before the game, roll a D6 for every
enemy unit deployed on the table. On a roll of 4+, your
opponent must disclose to you the number and type of
any hidden models, such as Goblin Fanatics, Dark Elf
Assassins, etc in the unit. In addition, no scouts may be
deployed within 24” of Marco.
72
MARCO COLOMBO
Marco Colombo is best known as the explorer who
Lustria, although it was really discovered
years before by the Norse. Marco was, however, the
first Old Worlder to establish friendly relations with
an easy thing to do! Before
Marco's epic voyage to Lustria, he had visited Araby as
a merchant and taken part in various sea fights along
the coast of Araby and around the pirate stronghold of
Sartosa. Marco was therefore already a seasoned
and known as a mercenary captain before
On his return from Lustria with a great fortune in gold
and gems, he took over the army of his patron as a
mercenary general and made himself Prince of Trantio.
rmy of Trantio against rival cities
on several occasions, as well as occasional expeditions
beyond the Apuccini Mountains. He also sent further
expeditions to Lustria, in order to seek the fabled Norse
colony of Skeggi, which they eventually discovered
er several years of searching. Marco is one of several
famous Tilean mercenary generals who not only led
armies in the wars of Tilea, but also in distant tropical
regions against strange and unknown opponents.
M WS BS S T W I A Ld
4 5 6 4 4 3 6 4 9
Marco Colombo carries a hand weapon and a
Best Money Can Buy”,
Marco has a special high-
power telescope which he uses at sea. It is so powerful
that he can use it to spy out hidden enemy troops
lurking in cover or in the midst of a regiment. After
Deployment but before the game, roll a D6 for every
enemy unit deployed on the table. On a roll of 4+, your
opponent must disclose to you the number and type of
any hidden models, such as Goblin Fanatics, Dark Elf
ion, no scouts may be
Magic Items
Gem of Lustria (Talisman)
While in Lustria, Marco acquired this strange gem as
part of his reward for serving the Slann Mage Priests
as a mercenary. The gem is made of a polished green
stone and shaped in the form of a snake
mark of the Lizardmen serpent god, Sotek.
The Gem of Lustria gives Marco a 4+ Ward Save
Gourd of Lustrian Wine (Enchanted Item)Marco always keeps with him his last remaining gourd
of cactus juice, which he calls Lustrian Wine! This was
given to him by the Skinks during his expedition to
Lustria. Although it is about as potent as orange juice
for a Lizardman, for a human being it is prickly stuff
indeed!
One use only. Marco may drink the wine at start of
close combat and it lasts until the start of the next
player’s turn. While in effect, the Gourd of Lustrian
Wine grants +D3 Strength.
Scroll of Araby (Arcane Item
While stopping off in Lashiek, Marco did the usual
foray into the bazaar looking for ma
although uninteresting in itself; was written on an old
scroll with partly obliterated, arcane writing of ancient
Khemri on the reverse.
Declare when to use. The Scroll
and any unit he is with a 2+ Ward save against one
spell each turn. Marco may use this item despite not
being a wizard.
“Now I issa returning to da Lustria an I only hope that there is as much to see as what I said I seen last time. They say that there are many who lissen to the stories I tell and wanna see for themselves about thissa land of gold. I issa for the hot water ifa they don’ find nothing... “We makea de good time across de big seas an I think we get to de land of jungles before those silly people who follow us. Last night, we see de sails ofus an I think we not only ones who come dis way. “At last we land on de land, a big beach that look like my old home. I get the wistful for it and wanna see it again, but I still don’ see no Skeggi! Twice I come to find it and still I come to da wrong place. Issa tricky place to find, eh?” “Now we’s in the jungle an issa not good. De insects and de beasties bite and itch. I no remember it being this bad before. Me and de men go far into de jungle and find lots of gold, so men is happy. I wonder if issa the same big lizard boss here. He nice to me and maybe we canna makea de bargain again.”
Extracts from Marco Colombo’s journey to Lustria
(Talisman)
While in Lustria, Marco acquired this strange gem as
part of his reward for serving the Slann Mage Priests
as a mercenary. The gem is made of a polished green
and shaped in the form of a snake’s tongue — the
mark of the Lizardmen serpent god, Sotek.
ives Marco a 4+ Ward Save.
(Enchanted Item) Marco always keeps with him his last remaining gourd
he calls Lustrian Wine! This was
given to him by the Skinks during his expedition to
Lustria. Although it is about as potent as orange juice
for a Lizardman, for a human being it is prickly stuff
One use only. Marco may drink the wine at start of any
close combat and it lasts until the start of the next
player’s turn. While in effect, the Gourd of Lustrian
Arcane Item)
While stopping off in Lashiek, Marco did the usual
foray into the bazaar looking for maps. One map,
although uninteresting in itself; was written on an old
scroll with partly obliterated, arcane writing of ancient
croll of Araby gives Marco
Ward save against one
Marco may use this item despite not
Now I issa returning to da Lustria an I only hope that there is as much to see as what I said I seen last time. They say that there are many who lissen to the stories I tell
see for themselves about thissa land of gold. I issa for the hot water ifa they don’ find nothing...”
We makea de good time across de big seas an I think we get to de land of jungles before those silly people who follow us. Last night, we see de sails of many boats behind us an I think we not only ones who come dis way.”
“At last we land on de land, a big beach that look like my old home. I get the wistful for it and wanna see it again, but I still don’ see no Skeggi! Twice I come to find it and
come to da wrong place. Issa tricky place to find,
“Now we’s in the jungle an issa not good. De insects and de beasties bite and itch. I no remember it being this bad before. Me and de men go far into de jungle and find lots
I wonder if issa the same big lizard boss here. He nice to me and maybe we canna
Extracts from Marco Colombo’s journey to Lustria
73
LEONARDO DA MIRAGLIANO
Leonardo da Miragliano came from humble and
obscure origins in the winding streets of the city. His
genius first came to light when he was a mere
apprentice to one of the architects of the Prince,
engaged in the task of rebuilding the city on a new
plan. Prince Cosimo came to inspect the work and by
chance saw the plans drawn by the young Leonardo.
The Prince saw that Leonardo was the genius he had
been looking for and immediately placed him in charge
of the grand scheme for the whole city. After many
years Leonardo had not only completed the master plan
for the new Miragliano, but also devised a new set of
ramparts, even more ingenious and impregnable than
before. Leonardo went on to become court inventor to
Cosimo and his house. Leonardo soon found his talents
in demand from every Prince and city in Tilea and he
set his intellect to many varied problems and served as
advisor with several mercenary generals. His fame
eventually reached as far as the Empire. This led to
Leonardo's most famous achievement which was to
found the Imperial Engineering School. Leonardo
presided over this establishment and created many new
war machines while he was there, most notable of all
being the dreaded Imperial steam tanks.
One of Leonardo's favourite hobbies and intellectual
exercises was to design leaning towers. He would set
himself the problem of designing a tower which would
stay up despite the most exaggerated angle of
inclination. Soon Princes of Tilea vied with each other
to acquire Leonardo's latest design for the most
outrageous and gravity-defying tower!
Leonardo also designed an enormous number of
strange and potentially very effective war machines.
Many of these are doodles on scraps of parchment or
THE STEAM TANK The infamous Steam Tank is one of the most widely-known inventions of Leonardo da Miragliano, an inspired design that has never since been recreated. It is said that Leonardo was astounded and fascinated when he witnessed one of the creations of the Dwarfs, an ocean going steam vessel made of solid metal. He filled countless sketchbooks with intricate drawings and writings that revolved around the arcane machine, and his thoughts on how he could recreate such a wonder. His early attempts were disastrous affairs. On his second attempted launch of the aptly named steam-powered boat “Anchor of Solidity”, he barely escaped with his life as it sank beneath the sea within seconds, steam hissing and spitting violently. The half-drowned Leonardo lost none of his ambition or passion, however, though he transferred his ideas onto land. Thus the Steam Tank was born, for he took the basic designs for his ironclad steamship and modified them to make his famed steam powered land-ship.
on the back of maps or military messages, which
Leonardo made to while away the time in camp when
on campaign. He would give these doodles to the
various Merchant Princes he served, on the off chance
that they would actually ask him to make the machine.
Usually his patrons were too busy waging war and just
stashed the plans for use later on. Many of these
devices cannot yet be made with the technology
available. Even so, the plans, which are now distributed
throughout the Old World, change hands for vast
amounts of gold and are eagerly sought by Merchant
Princes.
M WS BS S T W I A Ld
Leonardo 4 3 4 3 3 2 3 2 9
Equipment Leonardo da Miragliano carries a hand weapon.
Special Rules
Genius: Leonardo is renowned as a genius. He is able
to apply his intellect to any problem and come up with
a way of improving things. Of course, mercenary
generals find his special talents very useful and will
consult with him when making their battle plans,
constructing field defences or siege works, planning
the order of march or just inspecting the artillery before
the battle. To represent this, before the battle you may
set Leonardo's formidable intellect to one of the
following problems.
Artillery Accuracy: Leonardo inspects one war
machine in the army and observes some test shots. He
then calculates angles and trajectories and makes
corrections to the devices or advises on firing
technique, quantity of gunpowder, torque tension and
so forth, which increases the accuracy and reliability.
To represent the effect of this you may re-roll one
Artillery Dice or Scatter Dice per turn for the rest the
entire game for that war machine.
Crossbow Accuracy: Leonardo inspects one unit of
Crossbowmen as they shoot volleys at targets. He
checks the tension of the bows and considers wind
velocity and the weight of the crossbow bolts. He may
advise certain subtle reshaping of the flights to impr
accuracy, or recommend that the crossbowmen aim
slightly to the left or right of their target, or just above
their heads. The result of this is that the accuracy of the
crossbowmen in that unit is improved for the duration
of the battle. To represent this, each time the
shoots you may re-roll all failed rolls to hit.
Battle Strategy: Leonardo inspects the maps and charts
and rides up to high ground to survey the lie of the land
with his telescope. Then he discusses the options with
the general and his captains in a council of war,
explaining his calculations for rates of march and so
on. This enables the general to deploy one core unit up
to 100 points on either the right or left table edge but
not in the opposing player's deployment zone. This uni
may deploy after the first turn, and is treated as if it had
just returned from pursuing a unit off the table. If the
unit does not deploy by the last turn of the game, the
unit is considered lost and the opponent gets their
points.
Scientific Items Leonardo is neither a general nor a wizard. He is a
scientist, and his genius is illuminated by the light of
74
Crossbow Accuracy: Leonardo inspects one unit of
Crossbowmen as they shoot volleys at targets. He
checks the tension of the bows and considers wind
velocity and the weight of the crossbow bolts. He may
advise certain subtle reshaping of the flights to improve
accuracy, or recommend that the crossbowmen aim
slightly to the left or right of their target, or just above
their heads. The result of this is that the accuracy of the
crossbowmen in that unit is improved for the duration
his, each time the unit
all failed rolls to hit.
Battle Strategy: Leonardo inspects the maps and charts
and rides up to high ground to survey the lie of the land
with his telescope. Then he discusses the options with
his captains in a council of war,
explaining his calculations for rates of march and so
This enables the general to deploy one core unit up
to 100 points on either the right or left table edge but
not in the opposing player's deployment zone. This unit
may deploy after the first turn, and is treated as if it had
just returned from pursuing a unit off the table. If the
unit does not deploy by the last turn of the game, the
unit is considered lost and the opponent gets their
Leonardo is neither a general nor a wizard. He is a
scientist, and his genius is illuminated by the light of
reason and method, not superstition! Therefore,
Leonardo does not have magic items. Instead he has
Scientific Items, reflecting his expertise as an
and investigator. These items are not affected by
anything that normally affects or negates magic items.
Sphere of Alchemy: Leonardo dabbles in alchemy and
has mixed up a powder which he has enclosed in a
bronze orb. When thrown, the orb cracks
powder explodes on contact with the air, creating a
small blast. The orb can be thrown in the shooting
phase using Leonardo's BS. He can throw it
does not suffer penalties for shooting at long range
moving and shooting, and can always us
and shoot. If he hits, use the small template to
determine the blast area. Each model
template takes a Strength 3 hit with
If Leonardo misses his target, the orb is assumed to
have exploded prematurely, fall
bounced off someone's helmet
Prism of Power: Leonardo has a specially shaped
glass prism which uses purely physical properties of
refraction to diffuse any kind of energy flowing over
the battlefield. The effect of this is to steal the winds of
magic from the opposing side and dissipate the energy,
just as if it were rays of light from the sun. To represent
this, he may remove D3 Power dice from the
opponent’s pool at the start of the Magic phase
reason and method, not superstition! Therefore,
Leonardo does not have magic items. Instead he has
Scientific Items, reflecting his expertise as an inventor
and investigator. These items are not affected by
anything that normally affects or negates magic items.
Leonardo dabbles in alchemy and
has mixed up a powder which he has enclosed in a
bronze orb. When thrown, the orb cracks and the
powder explodes on contact with the air, creating a
small blast. The orb can be thrown in the shooting
phase using Leonardo's BS. He can throw it 8”, and
does not suffer penalties for shooting at long range or
, and can always use it to stand
If he hits, use the small template to
determine the blast area. Each model touched by the
template takes a Strength 3 hit with -2 to armour saves.
target, the orb is assumed to
have exploded prematurely, fallen in the mud or
off someone's helmet and has no effect.
Leonardo has a specially shaped
glass prism which uses purely physical properties of
refraction to diffuse any kind of energy flowing over
the battlefield. The effect of this is to steal the winds of
magic from the opposing side and dissipate the energy,
ust as if it were rays of light from the sun. To represent
he may remove D3 Power dice from the
at the start of the Magic phase.
MYDAS THE MEAN
The most notorious Paymaster ever to come out of
Tilea is Mydas the Mean. His origins are obscure.
Some say he was the sheikh of Araby who embezzled a
fortune from the sultan and had to flee. Whatever his
origin, he first rose to prominence in Sartosa. Here he
was put in charge of guarding the treasure stash of the
Dwarf Pirate Gridi Scumbeard. The renowned Dwarf
leader quickly began to appreciate and admire Mydas's
incredible meanness and reluctance to part with gold,
even to the extent of refusing to tell the Dwarf where
his own stash was. Fortunately for Mydas, Gridi came
to a bad end in a fight with the Corsairs before he
realised that Mydas had relocated his stash with the
intention of keeping it.
Mydas next turned up in the service of Groccolo,
Prince of Verezzo, once again in charge of the gold
which was to pay a vast mercenary army. Mydas
defended the pay chest valiantly in several hard fought
battles, assisted by his hand-picked
henchmen. When the time came to
pay the mercenaries, Mydas
somehow managed to part with so
little gold that he caused a mutiny in
the camp. The Prince was promptly
deposed and fled back to Verezzo.
In the confusion Mydas remembered
his duty to defend the pay chest and
conducted a fighting retreat,
fighting off entire companies
of enraged mercenaries seeking
their arrears of pay. As it
happened, Mydas managed
to retreat in a totally different
direction to Verezzo, and
so neither the Prince nor
the mercenaries ever
got the pay chest.
75
MYDAS THE MEAN ver to come out of
Tilea is Mydas the Mean. His origins are obscure.
Some say he was the sheikh of Araby who embezzled a
fortune from the sultan and had to flee. Whatever his
origin, he first rose to prominence in Sartosa. Here he
ding the treasure stash of the
Dwarf Pirate Gridi Scumbeard. The renowned Dwarf
leader quickly began to appreciate and admire Mydas's
incredible meanness and reluctance to part with gold,
even to the extent of refusing to tell the Dwarf where
was. Fortunately for Mydas, Gridi came
to a bad end in a fight with the Corsairs before he
realised that Mydas had relocated his stash with the
Mydas next turned up in the service of Groccolo,
charge of the gold
which was to pay a vast mercenary army. Mydas
defended the pay chest valiantly in several hard fought
To this day, its whereabouts is known only to Mydas.
Since then Mydas has turned up in many lands safely
beyond the bounds of Tilea, offering his services as
Paymaster for mercenary armies or such tasks of
gathering, gold counting or treasure
be required by various mighty
his masters have been horribly
own dubious qualities of leadership,
let any of the pay chests in his charge fall into the
hands of the enemy; nor for that
pillaging hands of fleeing mercenaries who don't
deserve to be paid for losing a battle!
M WS BS S T W I A Ld
Mydas the Mean 4 5 5 4 4 2 5 3 8
Sheikh Yadosh 4 2
Paycart - -
Mule 8 2
Equipment Mydas the Mean wields a hand weapon, wears
Plate Armour and carries a shield. Sheikh Yadosh
carries a hand weapon.
To this day, its whereabouts is known only to Mydas.
Since then Mydas has turned up in many lands safely
beyond the bounds of Tilea, offering his services as
mercenary armies or such tasks of tax
or treasure hiding that might
be required by various mighty lords. Although many of
masters have been horribly defeated due to their
leadership, Mydas has never
pay chests in his charge fall into the
hands of the enemy; nor for that matter into the
pillaging hands of fleeing mercenaries who don't
to be paid for losing a battle!
M WS BS S T W I A Ld
4 5 5 4 4 2 5 3 8
4 2 2 3 3 1 2 1 7
- 4 4 3 - - -
8 2 0 3 - - 3 - 6
Mydas the Mean wields a hand weapon, wears Tilean
Plate Armour and carries a shield. Sheikh Yadosh
76
Special Rules Paymaster
The Pay Chest: The pay cart with the pay chest is
taken in to battle so that Paymaster Mydas can an eye
on its whereabouts. Sheikh Yadosh, a wealthy Arabian
moneylender who has accompanied Mydas since his
days in Sartosa, is given the task of keeping the pay
chest secure during the battle. Placed on a light
carriage ridden by Sheikh Yadosh, the pay chest
inspires acts of heroism and bravery amongst
mercenaries, hoping that by such acts they will be paid
a bonus.
The pay cart counts as a chariot in all
respects, with the following exception. When the pay
cart charges into combat, it inflicts only D3 impact
hits. In addition, any combat which includes at least
one friendly unit within 12" of the pay cart adds +1 to
their combat resolution. The pay cart has an armour
save of 5+. The pay cart may act as a separate unit
from Mydas and his bodyguards on the battlefield.
Mydas' Bodyguard: A regiment bodyguard, made up
of handpicked galley slaves from pirate men-o-war,
always accompanies Mydas the Mean. These
bodyguards were freed from their former masters by a
very generous portion of gold, and they are all deeply
grateful for their freedom and are viciously loyal to
Mydas. All of these men are very large, muscular,
bronzed and hardened by years of labour in the ore
galleys of a man-o-war. Mydas the Mean must be
accompanied by a unit of Paymaster’s Bodyguard, and
he may not leave this unit.
Magic Items
Treasure Map (Enchanted Item)
Mydas has a treasure map on which are marked the
hiding places of several pay chests which he has
heroically rescued from the confusion of battle when
defeat seemed inevitable. He keeps the map stuffed
down his leggings. The map is drawn on an old scroll
which he found in Gridi's treasure chests. On the
reverse of the parchment are a number of strange
Lizardmen glyphs. Mydas does not know or care what
these are and thinks they are meaningless doodles by
some demented wizard. In reality the scroll is a
magical 'warrant of trust' carried by Skink interpreters
to give them an aura of credibility when dealing with
or misleading outsiders. Some adventurer long ago
must have acquired this in Lustria, thinking it was
worth something to a wizard, and eventually it found
its way into the Dwarf pirate's chest.
After deployment, but before the first turn of the game,
roll a dice to see what Mydas promises the army:
1-2 Mydas's Bodyguards add +1 to their combat
resolution.
3-4 Any friendly unit may use Mydas's Paymaster
Battle Standard ability up to 18" from Mydas
instead of the normal 12".
5-6 One friendly unit chosen at the start of the
battle has +1 to hit in close combat for the rest
of the battle.
The Crest of Mydas (Talisman)
A priest of Myrmidia forged the runes on the Crest of
Mydas. Mydas the Mean mounted this item onto the
lock of his pay chest as a good luck charm. When he
goes into battle, his weapons and those of his men glow
with a dull golden light.
The Crest of Mydas gives all models in Mydas’ unit
Magical Attacks.
77
78
CHOOSING AN ARMY This army list enables you to turn your miniatures collection into an army ready for tabletop
battle. As described in the Warhammer rulebook, the army list is divided into four sections:
Characters (including Lords and Heroes), Core Units, Special Units and Rare Units.
CHOOSING AN ARMY
Every miniature in the Warhammer range has a points
cost that reflects how valuable it is on the battlefield.
For example, a Pikeman costs just 7 points, while a
mighty Wizard Lord costs 175 points!
Both players choose armies to the same agreed points
total. You can spend less and will probably find it
impossible to use up every last point. Most ‘2000
point’ armies, for example, will be something like
1,998 or 1,999 points.
To form your miniatures into an army, look up the
relevant army list entry for the first troop type. This
tells you the points cost to add to each unit of models
to your army and any options or upgrades the unit may
have. Then select your next unit, calculate its point and
so on until you reach the agreed points total. In
addition to the points, there are a few other rules that
govern which units you can include in your army, as
detailed under Characters and Troops.
ARMY LIST ENTRIES
Each unit is represented by an entry in the army list.
The unit’s name is given and any limitations that apply
are explained.
Profiles: The characteristic profiles for the troops in
each unit are given in the unit entry. Where several
profiles are required, these are also given even if, as in
many cases, they are optional.
Unit Sizes: Each entry specifies the minimum size for
each unit. In some cases, units may also have a
maximum size.
Equipment: Each entry lists the standard weapons and
armour for that unit type. The value of these items is
included in the points value.
Options: Each entry lists any available upgrades to the
unit, together with their points cost.
Special Rules: Many troops have special rules which
are described in this section.
With the points total agreed, players need to pick their
forces using the army list in the relevant Warhammer
Armies hook, and the system presented here.
THE GENERAL
An army must always include at least one
Lord or Hero to be its General.
Every army must have a General to lead it into battle.
The General represents you — he issues the orders that
lead to the moves, shots, spells and attacks that your
troops make.
MINIMUM THREE UNITS An army must always include at least three units in
addition to any Lords and Heroes.
An army just isn't an army unless it has plenty of
warriors in its ranks.
UNIT CATEGORIES Each army list divides the forces available into several
categories. In a standard game, players are limited as to
how many of their points can be spent from any
particular category.
LORDS
You can spend up to 25% of your points on Lords.
Lords are the most powerful characters in your army,
individuals possessed of fearsome martial or magical
might.
HEROES
You can spend up to 25% of your points on Heroes.
Heroes are lesser characters, not as intrinsically deadly
as Lords, but still worth a score of ordinary warriors.
WIZARDS AND SPELL LORES Some Lords and Heroes are Wizards, and have access
to one or more spell lores. Although you won't generate
the spells that your Wizards know until you start to
play your game you do need to make a note in your
army roster of which spell lore each of your Wizards
will use. If you have a Wizard that is allowed to choose
specific spells, you must select which spells they are at
the time you pick your army.
79
CORE UNITS
You must spend a minimum of 25% of your points on
Core units.
Core units are the heart of your army, the iconic troops
who make up the bulk of every warband and warhost.
Unlike other types of unit, there is no maximum to the
proportion of your points that you can spend on Core
units.
Some Core units do not count towards the minimum
points you must spend on Core units (sometimes
written as 'do not count towards the minimum number
of Core units you must include' or variations thereof) or
indeed the minimum number of units you must include
in your army. In fact, such units don't count towards
any category, just the points value of the army.
SPECIAL UNITS
You can spend up to 50% of your points on Special
units.
Special units are invariably elite troops, capable of
anchoring a battleline of lesser warriors, or performing
great deeds in their own right.
RARE UNITS
You can spend up to 25% of your points on Rare units.
Rare units are the most unusual warriors in your army,
mighty monsters, weird war machines and elite soldiers
of unsurpassed skill. Rare units are often fantastically
powerful, but often require a canny general to get the
most from them.
DUPLICATE CHOICES
An army cannot contain more than 3 Special choices of
the same type and 2 Rare choices of the same type.
To further represent the scarce nature of Special and
Rare choices there is a limit on how many duplicates of
each troop type you can include in your army.
This limit applies only to duplicate Special or Rare unit
choices of the same type, not to the total number of
Special and Rare units overall.
Note that this limit applies to the basic troop type and
isn't dependent on the size of the unit or optional war
gear.
Two Units For One Choice
Some units are listed as taking up a single choice. As
implied, this means that these two units count only as
one choice.
GRAND ARMY
In a grand army, you can include up to 6 duplicate
Special choices and 4 duplicate Rare choices.
If choosing an army of 3,000 points or more, it is
considered to be a 'grand' army, with enough
patronage, cash or muscle to get a larger supply of
scarce units: up to 6 duplicate Special choices, and up
to 4 duplicate Rare choices.
ARMY SELECTION SUMMARY TABLE
You must always include at least three non-character
units, plus one Lord or Hero to be your General.
Points Limit Duplicate Choices
Lords Up to 25% No limit
Heroes Up to 25% No limit
Core 25% or more No limit
Special Up to 50% Up to 3
Rare Up to 25% Up to 2
80
LORDS
Borgio the Besieger
Points/model: 275
M WS BS S T W I A Ld
Borgio 4 6 5 4 4 3 6 4 9
You may only include one Borgio the Besieger in your
army.
Mount: Barded Warhorse.
Equipment: Special Rules:
• Mace of Might
• Armour of Brazen
Brass
• Monstrous Mask
Helm
• Tilean plate armour
• Shield
• Magic Standards
• “The Best Money Can
Buy”
• Beloved General
• Difficult to Slay
• Master of Siegecraft
________________________________________________________________________________________________
Lucrezzia Belladonna
Points/model: 335
M WS BS S T W I A Ld
Lucrezzia 4 4 3 3 4 3 4 1(2) 8
You may only include one Lucrezzia Belladonna in
your army.
Magic: Lucrezzia Belladonna is a Level 4 Wizard who
can use spells from the Lore of Shadows or Death’s
list.
Mount: Barded Warhorse.
Equipment: Special Rules:
• Hand weapon
• Poisoned Stiletto
• Phial of Poison
• Potion of Pavona
• Stunning Beauty
• Lucrezzia’s Kiss
_____________________________________________________________________
Lorenzo Lupo
Points/model: 275
M WS BS S T W I A Ld
Lorenzo Lupo 4 6 5 4 4 3 6 4 9
You may only include one Lorenzo Lupo in your army.
Equipment: Special Rules:
• Sword of Lucan
• Shield of Myrmidia
• Ring of Luccina
• Magic Standards
• Best Money Can Buy
• Drillmaster
• Fights on Foot
• Mighty Athlete _____________________________________________________________________
Marco Colombo
Points/model: 225
M WS BS S T W I A Ld
Marco Colombo 4 5 6 4 4 3 6 4 9
You may only include one Marco Colombo in your
army.
Equipment: Special Rules:
• Hand weapon
• Crossbow
• Navigator’s
Telescope
• Gem of Lustria
• Gourd of Lustrian
Wine
• Scroll of Araby
• Light armour
• Magic Standards
• “The Best Money Can
Buy”
81
LORDS
Merchant Prince
Points/model: 110
M WS BS S T W I A Ld
Merchant Prince 4 5 5 4 4 3 6 3 9
Equipment: Special Rules:
• Hand weapon • Magic Standards
• “The Best Money Can
Buy”
Options:
Close Combat Weapon (once choice only):
Morning star
Spear
Lance
Great weapon
Halberd
Additional hand weapon
3pts
3pts
6pts
6pts
6pts
6pts
Armour:
Light armour*
Heavy armour*
Tilean Plate Armour*
*May only choose one
Shield
3pts
6pts
12pts
3pts
Ranged Weapon (once choice only): Pistol
Crossbow
9pts
10pts
Mount (once choice only):
Warhorse
Barded Warhorse
Pegasus
15pts
21pts
50pts
Magic Items:
Up to a total of 125pts
Traits:
Up to a total of 100pts _____________________________________________________________________
Mercenary General
Points/model: 90
M WS BS S T W I A Ld
Mercenary General 4 6 5 4 4 3 6 4 9
Equipment: Special Rules:
• Hand weapon • Magic Standard
Options:
Close Combat Weapon (once choice only):
Morning star
Spear
Lance
Great weapon
Halberd
Additional hand weapon
3pts
3pts
6pts
6pts
6pts
6pts
Armour: Light armour*
Heavy armour*
Tilean Plate Armour*
*May only choose one
Shield
3pts
6pts
12pts
3pts
Ranged Weapon (once choice only):
Pistol
Crossbow
9pts
10pts
Mount (once choice only):
Warhorse
Barded Warhorse
Pegasus
15pts
21pts
50pts
Magic Items:
Up to a total of 100pts
Traits:
Up to a total of 100pts
82
LORDS
Hireling Wizard Lord
Points/model: 175
M WS BS S T W I A Ld
Wizard Lord 4 3 3 3 4 3 3 1 8
Magic: Equipment:
• A Wizard Lord is a
Level 3 Wizard who
may choose spells
from any of the 8
Lores of Magic.
• Hand weapon
Options:
Magic:
Upgrade to level 4 Wizard 35pts
Mount (once choice only):
Warhorse
Barded Warhorse
Pegasus
15pts
21pts
50pts
Magic Items:
Up to a total of 100pts
Traits:
Up to a total of 50pts
________________________________________________________________________________________________
Character Mounts
M WS BS S T W I A Ld
Pegasus 8 4 0 4 4 3 4 2 6
Warhorse 8 3 0 3 3 1 3 1 5
Special Rules:
Pegasus; Fly
83
HEROES
Leonardo da Miragliano
Points/model: 125
M WS BS S T W I A Ld
Leonardo 4 3 4 3 3 2 3 2 9
You may only include one Leonardo da Miragliano in
your army.
Equipment: Special Rules:
• Hand weapon
• Sphere of Alchemy
• Prism of Power
• Genius
________________________________________________________________________________________________
Mydas the Mean
Points/model: 180
M WS BS S T W I A Ld
Mydas the Mean 4 5 5 4 4 2 5 3 8
Sheikh Yadosh 4 2 2 3 3 1 2 1 7
Paycart - - - 4 4 3 - - -
Mule 8 2 0 3 - - 3 - 6
You may only include one Mydas the Mean in your
army.
Equipment: Special Rules:
• Hand weapon
• Tilean Plate armour
• Shield
• Treasure Map
• The Crest of Mydas
• Paymaster
• The Pay Chest
• Mydas’s Bodyguard
________________________________________________________________________________________________
Mercenary Captain
Points/model: 50
M WS BS S T W I A Ld
Mercenary Captain 4 5 5 4 4 2 5 3 8
Equipment:
• Hand weapon
Options:
Close Combat Weapon (once choice only):
Morning star
Spear
Lance
Great weapon
Halberd
Additional hand weapon
2pts
2pts
4pts
4pts
4pts
4pts
Armour:
Light armour*
Heavy armour*
*May only choose one
Shield
2pts
4pts
2pts
Ranged Weapon (once choice only):
Pistol
Crossbow
6pts
10pts
Mount (once choice only): Warhorse
Barded Warhorse
Pegasus
10pts
14pts
50pts
Magic Items:
Up to a total of 50pts
Traits:
Up to a total of 50pts
84
HEROES
Paymaster
Points/model: 45
M WS BS S T W I A Ld
Paymaster 4 5 5 4 4 2 5 3 8
Equipment: Special Rules;
• Hand weapon • Paymaster
• Paychest
Options:
Close Combat Weapon (once choice only):
Morning star
Spear
Lance
Great weapon
Halberd
Additional hand weapon
2pts
2pts
4pts
4pts
4pts
4pts
Armour:
Light armour*
Heavy armour*
*May only choose one
Shield
2pts
4pts
2pts
Ranged Weapon (once choice only):
Pistol
Crossbow 6pts
10pts
Mount (once choice only):
Warhorse
Barded Warhorse
10pts
14pts
Magic Items:
Up to a total of 50pts
Traits:
Up to a total of 50pts
Paychest
The Paymaster may carry the army’s Paychest to battle
for +50 pts. If he takes a Paychest, he may also take a
Magic Paychest from the Spoils of War section. If he
takes a Paychest, he may not take a mount.
________________________________________________________________________________________________
Hireling Wizard
Points/model: 65
M WS BS S T W I A Ld
Hireling Wizard 4 3 3 3 3 2 3 1 7
Magic: Equipment:
• A Hireling Wizard is
a Level 1 Wizard
who may choose
spells from any of
the 8 Lores of
Magic.
• Hand weapon
Options:
Magic:
Upgrade to level 2 Wizard 35pts
Mount (once choice only):
Warhorse
Barded Warhorse 10pts
14pts
Magic Items:
Up to a total of 50pts
Traits: Up to a total of 25pts
85
HEROES
Dwarf Goldseeker
Points/model: 65
M WS BS S T W I A Ld
Gold Seeker 3 6 4 4 5 2 3 3 9
Equipment: Special Rules;
• Hand weapon
• Heavy armour
• Hard to Hire
• Distrust
• Ancestral Grudge
• Resolute
• Relentless
Options:
Close Combat Weapon:
Great weapon 4pts
Armour:
Shield 2pts
Ranged Weapon:
Crossbow 10pts
Magic Items:
Up to a total of 50pts
Traits:
Up to a total of 50pts
________________________________________________________________________________________________
Elf Ranger
Points/model: 90
M WS BS S T W I A Ld
Ranger 5 6 6 4 3 2 7 3 9
Equipment: Special Rules;
• Hand weapon
• Light armour
• Hard to Hire
• Distrust
• Scout
• Elven Cloak
• Pathfinder
Options:
Close Combat Weapon (once choice only):
Additional hand weapon 4pts
Ranged Weapon:
Long bow 10pts
Magic Items:
Up to a total of 50pts
Traits:
Up to a total of 50pts
________________________________________________________________________________________________
Norse Chieftain
Points/model: 85
M WS BS S T W I A Ld
Chieftain 4 6 4 5 4 2 6 3 8
Equipment: Special Rules;
• Hand weapon
• Light armour
• Hard to Hire
• Distrust
• Frenzy
Options:
Close Combat Weapon (once choice only):
Great weapon
Additional hand weapon 4pts
4pts
Armour:
Shield 2pts
Ranged Weapon:
Throwing axes 6pts
Magic Items:
Up to a total of 50pts
Traits:
Up to a total of 50pts
86
CORE
Pikemen
Points/model: 6
M WS BS S T W I A Ld
Pikeman 4 3 3 3 3 1 3 1 7
Sergeant 4 3 3 3 3 1 3 2 7
Unit Size: Equipment:
• 10+ • Hand weapon
• Pike
• Light armour
Options:
Command:
Upgrade one Pikeman to a Sergeant
Upgrade one Pikeman to a Musician
Upgrade one Pikeman to a Standard Bearer
10pts
5pts
10pts
Armour: Heavy Armour 1pt/model
________________________________________________________________________________________________
Crossbowmen
Points/model: 8
M WS BS S T W I A Ld
Crossbowman 4 3 3 3 3 1 3 1 7
Marksman 4 3 4 3 3 1 3 1 7
Unit Size: Equipment:
• 10+ • Hand weapon
• Crossbow
Options:
Command:
Upgrade one Crossbowman to a Marksman
Upgrade one Crossbowman to a Musician
Upgrade one Crossbowman to a Standard
Bearer
10pts
5pts
10pts
Armour:
Light armour
Pavise 1pt/model
2pts/model
________________________________________________________________________________________________
Duellists
Points/model: 6
M WS BS S T W I A Ld
Duellist 4 4 3 3 3 1 4 1 7
Bravo 4 4 3 3 3 1 4 2 7
Unit Size: Equipment: Special Rules:
• 8+
• Two hand
weapons
• Skirmish
Options:
Command:
Upgrade one Duellist to a Bravo
10pts
Weapons: Swap hand weapon for pistol 3pts/model
Armour:
Buckler 1pt/model
87
CORE
Cavaliers
Points/model: 19
M WS BS S T W I A Ld
Cavalier 4 4 3 3 3 1 3 1 8
Veteran 4 4 3 3 3 1 3 2 8
Warhorse 8 3 0 3 3 1 3 1 5
Unit Size: Equipment:
• 5+
Mount:
• Warhorse
• Hand weapon
• Lance
• Heavy armour
• Shield
Options:
Command:
Upgrade one Cavalier to a Veteran
Upgrade one Cavalier to a Musician
Upgrade one Cavalier to a Standard Bearer
14pts
7pts
14pts
Armour: Barding 2pts/model
________________________________________________________________________________________________
Stradiots
Points/model: 11
M WS BS S T W I A Ld
Stradiot 4 3 3 3 3 1 3 1 7
Outrider 4 3 3 3 3 1 3 2 7
Warhorse 8 3 0 3 3 1 3 1 5
Unit Size: Equipment: Special Rules:
• 5+
Mount:
• Warhorse
• Hand weapon • Fast
Cavalry
Options:
Command:
Upgrade one Stradiot to an Outrider
Upgrade one Stradiot to a Musician
Upgrade one Stradiot to a Standard Bearer
12pts
6pts
12pts
Weapons:
Spear
Light Crossbow 1pt/model
3pts/model
Armour:
Shield*
Light armour* 1pt/model
1pt/model
*Will not counts as Fast Cavalry if both are taken
________________________________________________________________________________________________
City Militia
Points/model: 4
M WS BS S T W I A Ld
City Militia 4 2 2 3 3 1 3 1 6
Constable 4 3 2 3 3 1 3 2 7
City Militia do not count towards the minimum
percentage of core units you must include in your
army.
Unit Size: Equipment:
• 20+ • Hand weapon
• Spear
• Light armour
• Shield
Options:
Command: Upgrade one City Militia to a Constable
Upgrade one City Militia to a Musician
Upgrade one City Militia to a Standard
Bearer
8pts
4pts
8pts
Weapons: Swap spear for morning star free
88
SPECIAL
Paymaster’s Bodyguard
Points/model: 11
M WS BS S T W I A Ld
Bodyguard 4 4 3 4 3 1 4 1 8
Warden 4 4 3 4 3 1 4 2 8
Unit Size: Equipment: Special Rules:
10+
• Hand weapon
• Halberd
• Heavy armour
• Bodyguard
Options:
Command:
Upgrade one Bodyguard to a Warden
Upgrade one Bodyguard to a Musician
Upgrade one Bodyguard to a Standard
Bearer
A Standard Bearer may carry a magic
standard worth up to
12pts
6pts
12pts
50pts
________________________________________________________________________________________________
Mercenary Dwarfs
Points/model: 8
M WS BS S T W I A Ld
Dwarf Warrior 3 4 3 3 4 1 2 1 9
Veteran 3 4 3 3 4 1 2 2 9
Unit Size: Equipment: Special Rules:
10+
• Hand weapon
• Heavy armour
• Ancestral
Grudge
• Resolute
• Relentless
Options:
Command:
Upgrade one Dwarf Warrior to a Veteran
Upgrade one Dwarf Warrior to a Musician
Upgrade one Dwarf Warrior to a Standard
Bearer
10pts
5pts
10pts
Weapons:
Great weapon
Crossbow 2pts/model
4pts/model
Armour:
Shield 1pt/model
________________________________________________________________________________________________
Norse Marauders
Points/model: 6
M WS BS S T W I A Ld
Marauder 4 4 3 3 3 1 4 1 7
Berserker 4 4 3 3 3 1 4 2 7
Unit Size: Equipment: Special Rules:
10+
• Hand weapon
• Light armour
• Frenzy
Options:
Command:
Upgrade one Marauder to a Berserker
Upgrade one Marauder to a Musician
Upgrade one Marauder to a Standard Bearer
10pts
5pts
10pts
Weapons (one choice only):
Great weapon
Flail
Additional hand weapon
Throwing axes
1pt/model
1pt/model
1pt/model
1pt/model
Armour:
Shield 1pt/model
89
SPECIAL
Halflings
Points/model: 6
M WS BS S T W I A Ld
Halfling 4 2 4 2 2 1 5 1 8
Tracker 4 2 5 2 2 1 5 2 8
Unit Size: Equipment: Special Rules:
10+
• Hand weapon
• Bow
• Forest
Striders
Options:
Command:
Upgrade one Halfling to a Tracker
Upgrade one Halfling to a Musician
Upgrade one Halfling to a Standard Bearer
10pts
5pts
10pts
Weapons: Spear ½pt/model
Armour:
Swap bow for light armour and shield free
Upgrades:
Skirmish 2pts/model
________________________________________________________________________________________________
Mercenary Ogres
Points/model: 35
M WS BS S T W I A Ld
Ogre 6 3 2 4 4 3 2 3 7
Brute 6 3 2 4 4 3 2 4 7
Unit Size: Equipment: Special Rules:
3+
• Hand weapon
• Light armour
• Fear
• Gut Charge
Options:
Command:
Upgrade one Ogre to a Brute
Upgrade one Ogre to a Musician
Upgrade one Ogre to a Standard Bearer
20pts
10pts
20pts
Weapons (one choice only): Additional hand weapon
Great weapon 3pts/model
6pts/model
Armour:
Heavy armour 3pts/model
________________________________________________________________________________________________
Espringals
Points/model: 30
M WS BS S T W I A Ld
Espringal 4 3 3 3 3 3 3 2 7
Unit Size:
Equipment:
Special Rules:
1-3 • Hand
weapon
• Skirmish
• Bolt Thrower
90
RARE
Mercenary Elves
Points/model: 6
M WS BS S T W I A Ld
Elf Warrior 5 4 4 3 3 1 5 1 8
Sentinel 5 4 4 3 3 1 5 2 8
Unit Size: Equipment: Special Rules:
10+
• Hand weapon
• Light armour
• Fight in
Extra Ranks
Options:
Command:
Upgrade one Elf Warrior to a Veteran
Upgrade one Elf Warrior to a Musician
Upgrade one Elf Warrior to a Standard
Bearer
A Standard Bearer may carry a magic
standard worth up to
10pts
5pts
10pts
50pts
Weapon:
Spear
Long bow
1pt/model
4pts/model
Armour:
Shield 1pt/model
________________________________________________________________________________________________
Maneaters
Points/model: 80
M WS BS S T W I A Ld
Maneater 6 4 4 5 4 3 3 4 8
Unit Size: Equipment: Special Rules:
1+
• Hand weapon
• Light armour
• Fear
• Stubborn
• Immune to
Psychology
• Gut Charge
Options:
Weapons (one choice only):
Great weapon
Brace of Handguns
Cathayan Longsword
6pts/model
6pts/model
6pts/model
Armour:
Heavy armour 4pts/model
________________________________________________________________________________________________
Mercenary Cannon
Points/model: 85
M WS BS S T W I A Ld
Cannon - - - - 7 3 - - -
Crew 4 3 3 3 3 1 3 1 7
Unit Size: 1 Cannon & 3 crew.
Equipment: Special Rules:
• Hand weapon • War Machine
91
RARE
Halfling Hot Pot
Points/model: 50
M WS BS S T W I A Ld
Hot Pot - - - - 4 2 - - -
Halfling 4 2 4 2 2 1 5 1 8
Unit Size: 1 Hot Pot & 3 crew.
Equipment: Special Rules:
• Hand weapon • Hot Pot
________________________________________________________________________________________________
Giant
Points/model: 205
M WS BS S T W I A Ld
Giant 6 3 3 6 5 6 3 S 10
Unit Size: Equipment: 1 • A big club
Special Rules:
• Large target
• Terror
• Stubborn
• Longshanks
• Fall Over
• Giant Special Attacks
92
WAR ACADEMY
Most mercenaries have some sort of quirk or
background they come from, often leading to their lives
as mercenaries. Maybe they are veteran warriors, sly
diplomats, or inspiring leaders?
The War Academy section allows you to customize
your characters to your liking and give them a
background of your choosing. A character may only
ever have one War Academy ability from each section.
VETERAN
Grizzled Warrior 25 pts A lifetime of war have hardened this character to such
a level that he has become adept at avoiding serious
injury, knowing just when to parry and dodge blows
which would fell lesser soldiers.
The first successful to Wound roll against this
character each turn must be re-rolled.
Hawk Eye 20 pts
Some Marksmen have trained long and hard and claim
to have the skill to pick wings off of starling at 500
paces.
The character gains the Sniper special rule.
Blademaster 20 pts
The wielder is extremely proficient with all manner of
close combat weapons.
The character gains +1 Weapon Skill and may re-roll
one failed roll to hit each combat phase.
Fiore's Apprentice 15 pts
Trained by the legendary Master Fiore has enabled the
character to wield cumbersome great weapons as
easily as smaller one-handed weapons.
The character ignores the Always Strikes Last rule of
any weapon he is wielding.
Duellist 15 pts
Some of the most famous of the leaders of Tilea began
from humble beginnings as Duellists. They still keep up
the training that allowed them to progress through the
ranks and become the leaders they are today.
Model on foot only. The character must declare
challenges whenever possible, and must always accept
them. In challenges the enemy must re-roll all
successful rolls to hit him. He may only wear light
armour (including magical armours), and may not use
weapons that requires two hands.
Jouster 15 pts
Years of training and combat experience have honed
this character's skills with spears and lances to a
deadly edge.
Mounted character only. When using spears and lances,
the character may re-roll to wound and has the Killing
Blow special rule.
Marksman 10 pts
Extensive training and battlefield experience coupled
with keen eyesight allow this character to regularly hit
targets at distances where less skilled troops must rely
on volume of fire to hit their opponents.
The character ignores penalties for shooting at long
range and can move and shoot with crossbows.
INTRIGUE
Spies 40 pts
A spy close to the enemy General steals his battle plans
seeing where and the strength of the enemy.
If you have a character with the Spies trait your
opponent must deploy two units at the time under
deployment.
Master of Intrigue 30 pts
Some of the most intelligent leaders hire duellists to
take out enemy wizards and heroes to cause confusion
in the enemy ranks.
A single duellist unit may scout, which can be
Vespero’s Vendetta. Secretly nominate an enemy
character before the battle. It If this unit is responsible
for the elimination of the target you will earn an
additional 100 Victory Points for eliminating your
rival.
False Orders 25 pts
Your spies have worked their way into the enemy camp,
planting false information and rumours regarding your
army.
Before the battle, nominate D3 enemy units. Each unit
must pass a successful leadership test or it may do
nothing the first turn. If charged or otherwise brought
into close combat it will still fight as normal. The unit
may act as normal starting on turn two. Note that this
ability does not affect units that are Immune to
Psychology.
Propaganda 15 pts
Gossipmongers are placed in the army spreading word
that the enemy are half the size, they are cowards who
flee when shown resistance and so on in order to
bolster the morale of the troops.
The Character and the unit he is in automatically pass
the first Psychology test they take.
93
LEADERSHIP
Veteran Campaigner 25 pts
The longest serving generals not only lead but also
school their troops in the art of battle. The soldiers
under his command have seen and faced everything the
world can throw at them and have lived to tell the tale.
The character and any core unit he joins are immune to
panic and will also allow his unit to re-roll failed Rally
test.
Boldness 30 pts
"Victory goes to the bold," is the motto of this general.
His tactics seem to inspire awe in his troops and shock
in his opponents.
The character and his unit add +D3" to their charge and
pursuit distances.
Inspiring Leader 30 pts Whether he's a skilled orator or a leader by example,
this character knows how to inspire his troops to
greatness.
General Only. The characters Inspiring Presence range
is increased by 6”
Drill Master 20 pts
Constant training has honed the skills of the unit to a
razor edge.
If the character is in a unit of Crossbowmen, the whole
unit may move and fire. If the character is in a unit of
Pikemen, the unit may choose to make a Reform to
face the enemy as a charge reaction, if they can pass a
Leadership test. If failed, treat the charge reaction as
hold instead.
STRATEGIES
Sappers 40 pts The sappers have prepared some hastily constructed
field defences that their fellow soldiers can use to
establish a defensible forward position.
The controlling player should place a suitable terrain
piece if possible to represent the entrenchment. An
entrenched infantry unit or war machine is treated as
being in hard cover when shot at, and as protected by a
defended obstacle if attacked in close combat. An
entrenched war machine can be pivoted to fire but if it
moves in any other way, the entrenchment is lost. If the
war machine is destroyed, the entrenchment is lost at
the same time.
Forward March 25 pts
So inspired by their leader they cannot help but move
quickly into battle against their foes.
All infantry units may make a free move before the
first turn. This is at their base ground movement rate so
they may not march. Units count as moving for the
purposes of shooting and special abilities.
Rapid Deployment 20 pts
The most experienced of campaigners instil rigid
discipline in their troops. They are so well trained that
they can quickly deploy on the battlefield with units
knowing exactly where they are needed on the
battlefield.
The player may add +1 to his roll to see who goes first.
Cunning 25 pts
There are leaders who seem to be able to sense a
problem in their lines even before the battle begins.
They signal troops to change their positions on the
field of honour to capitalize on their opponent's
weaknesses.
The player may re-deploy one unit after deployment
has been completed but before the roll to see who goes
first is made.
Prepared Battlefield 15 pts
The most experienced of commanders have fought on
many battlefields, some of them several times. They
know the terrain in detail, knowing that a carefully laid
trap in certain areas can be more effective than a score
of soldiers.
Before deployment, but after sides have been chosen,
the player must secretly nominate a piece of terrain
such as a forest or bridge. Whenever an enemy unit
comes into contact with the terrain feature it must pass
an Initiative test or immediately take D6+1 S3 hits.
ARCANE
Madness 35 pts
The Wizard has grown mad with power, corrupted by
the winds of Magic.
The caster gets one additional free power dice every
time he casts a spell (he must use at least one power
dice to cast the spell), but suffers from Stupidity.
Witch 20 pts
Witches are unable to find a place in society and live
as hermits, conjuring their magicks in utter solitude.
They are ancient and individual practitioners of magic,
using many old spells, and methods that are older still.
A Witch may cast a Hex spell at any enemy unit within
line of sight as a Bound spell with a Power Level of
D6. If successfully cast, the affected unit’s Weapon and
Ballistic Skill is lowered to 1 until the start of the
caster’s next magic phase. However, people are
reluctant to be around a Witch, and if a Witch is in a
unit they will suffer -1 Leadership. A Witch may never
be the army’s general.
Channeller 20 pts
The Wizard is adept at channelling the Winds of
Magic, and as such can easier bind them to his will.
The caster channels a dice on a 4+, rather than the
normal 6.
SPOILS OF WARIn this section is a list of the 'Dogs of War
book. Magic items must be selected within the points limitations set by the army list section. Note that the rules
for magic items presented in the Warhammer rulebook also apply to the '
MAGIC WEAPONS
Cathayan Dragonsword
A glimmering blade said to be able to cut the gods, this
exceptional sword is believed to have come from the
Court of the Celestial Dragon Emperor of
Cathay, and shimmers with the power of that far and
mystical land.
Cathayan Longsword. The Dragonsword gives the
wielder the Killing Blow special rule and F
Attacks.
Ruthgar the Red's Berserker Axe
Wielded by the mighty Ruthgar the Red, last Norse
King of Sartosa, before he was slain by Arabian
Corsairs, Ruthgar seemed to gain an ever greater
bloodlust the more blood he spilled with his mighty
axe.
Great weapon. Model on Foot Only. For every
successful wound inflicted in Close Combat
saves), the wielder may make an additional attack.
Bonus attacks do not generate extra attacks. The effects
of the axe will cease should the character break from
combat or flee for any reason.
Hurcio's Club
Carried by the great Tilean hero Hurcio who defended
Justintine's paychest from the Orc horde. Although the
Orcs and Goblins surged around him, not one reached
the paychest and lived. The strength of the mighty
Hurcio has remained in the club since the hero's death
Hurcio's club confers +1 Strength to the wielder and
allows him to re-roll failed rolls to Wound.
Scimitar of Lashiek 40 Points
This gem encrusted magical sword was a gift to
Captain Tomas Eckstein of Tilea from Governor Akifa
Al-Ahmer of a Lashiek in Araby for his troops coming
to the aid of the troops of Lashiek against raiders. It is
said that the gems were found in the deepest desert and
were blessed by the local Priests.
For every successful hit inflicted with the Scimitar,
enemy models must take a leadership te
penalty. If the test is failed, the hit wounds
automatically with no armour saves allowed. If the test
is passed, roll to wound and take armour saves as
normal.
94
SPOILS OF WAR Dogs of War only' magic items. These items can only be used by models from this
book. Magic items must be selected within the points limitations set by the army list section. Note that the rules
for magic items presented in the Warhammer rulebook also apply to the ' Dogs of War only' magic items.
55 pts
A glimmering blade said to be able to cut the gods, this
exceptional sword is believed to have come from the
Court of the Celestial Dragon Emperor of Grand
and shimmers with the power of that far and
Dragonsword gives the
rule and Flaming
45 pts
Red, last Norse
of Sartosa, before he was slain by Arabian
seemed to gain an ever greater
more blood he spilled with his mighty
or every
in Close Combat (after
an additional attack.
extra attacks. The effects
character break from
40 pts
ro Hurcio who defended
Justintine's paychest from the Orc horde. Although the
Orcs and Goblins surged around him, not one reached
the paychest and lived. The strength of the mighty
remained in the club since the hero's death.
Strength to the wielder and
roll failed rolls to Wound.
This gem encrusted magical sword was a gift to
Tomas Eckstein of Tilea from Governor Akifa
troops coming
the troops of Lashiek against raiders. It is
gems were found in the deepest desert and
For every successful hit inflicted with the Scimitar,
enemy models must take a leadership test with a -1
test is failed, the hit wounds
with no armour saves allowed. If the test
wound and take armour saves as
Blackbeard's Cutlasses
The origin of these weapons is
Sartosan Pirate Captain Blackbeard appropriated
them from a now deceased rival who didn't give up the
secret of where or who made them. All that is known
that they cut through most armour like it wasn't there.
Paired Item. Model on foot only.
enchanted cutlasses (two hand weapons)
the dreaded Blackbeard dispatched many an
All attacks with these weapons are at +1
well as being Armour Piercing.
Grimluson's Decksweeper
This vicious gun was created by the dwarf
smith Thurak Grimluson on a commission for the
Pirate Barbarossa. He wanted a weapon that would
clear a path for his crews when boarding ships. After
dying under mysterious circumstances, Grimluson sold
the weapon to the highest bidder, who happened to be
Barbarossa's rival.
Model on foot only. The Decksweeper
following profile:
Range: Flame Template; Strength:
Piercing.
The template is placed at the base of the model using
the Decksweeper. All models
take a Strength 4, Armour Piercing hit. As it takes a
while to pack all of the bullets, nails, and other
materials used for ammunition in the weapon and to
ready it for use, the weapon may only fire every oth
turn.
Pike of Remas The senators of the Republic of Remas had this pike
crafted by a Mercenary Dwarf Runesmith to inspire the
men following their leader into battle. The Dwarfs
succeeded and created a weapon that is the bane of
mounted soldiers.
Model on foot only. Pike. This weapon inflicts
impact hits when charged. In addition,
Blow special rule against War Beasts, Cavalry and
Monstrous Cavalry.
only' magic items. These items can only be used by models from this
book. Magic items must be selected within the points limitations set by the army list section. Note that the rules
only' magic items.
30 pts
origin of these weapons is not fully known. The
Sartosan Pirate Captain Blackbeard appropriated
from a now deceased rival who didn't give up the
of where or who made them. All that is known
cut through most armour like it wasn't there.
on foot only. These are pair of
enchanted cutlasses (two hand weapons) with which
the dreaded Blackbeard dispatched many an opponent.
All attacks with these weapons are at +1 Strength as
well as being Armour Piercing.
30 pts
This vicious gun was created by the dwarf armour
Thurak Grimluson on a commission for the
Barbarossa. He wanted a weapon that would
for his crews when boarding ships. After
mysterious circumstances, Grimluson sold
the highest bidder, who happened to be
The Decksweeper has the
Strength: 4; Rules: Armour
The template is placed at the base of the model using
Decksweeper. All models touched by the template
rmour Piercing hit. As it takes a
while to pack all of the bullets, nails, and other
used for ammunition in the weapon and to
use, the weapon may only fire every other
20 pts The senators of the Republic of Remas had this pike
crafted by a Mercenary Dwarf Runesmith to inspire the
men following their leader into battle. The Dwarfs
succeeded and created a weapon that is the bane of
Pike. This weapon inflicts D3
In addition, it has the Killing
special rule against War Beasts, Cavalry and
95
Verezzian Wheel-Locks 25 pts
The weaponsmiths of the city of Verezzo are some of
the most respected in the world and renowned for their
duelling pistols. They have made pistols for the Elector
Counts of the Empire, numerous rulers of Tilea, and as
far away as Cathay.
Brace of Pistols. The wielder may re-roll any failed to
Wound rolls when making shooting attacks with these
pistols.
Domingo's Arbalest 20 pts
Domingo Da Sparana was a human that was trained by
dwarfs in the art of creating ranged weapons of war.
His most magnificent creation was his Arbalest. A
large crossbow that is pleasing to the eye, perfectly
balanced, and more powerful than any others known in
the land.
Model on foot only. The Arbalest fires heavy steel
tipped bolts twice the size of a normal crossbow. It
counts as a crossbow with the follow profile:
Range: 36”; Strength: 5; Rules: Armour Piercing.
MAGIC ARMOUR
The Mirror Shield 35 pts
Created by a powerful but poor Arabian Sorcerer for
his son to use in battle during the Great Crusades, it
was his attempt to improve the well-worn pieces of
armour that his son was given. It distracts the
opponent due to seeing the image of his death in it.
Shield. Enemy models in base contact are distracted by
their image in the mirror and suffer -1 to hit.
Mambrinio's Golden Armour 35 pts
An ancient set of armour made long ago by the
dwarves in dragon fire. Few in the Old World have not
heard the tales of Mambrinio's Golden Armour, which
is supposed to render the user impervious to attacks.
The wearer has a 1+ armour save that cannot be
improved in any way and is immune to Killing Blow.
Celestial Dragon Armour 30 pts
Created by the famed armourer and mystic Wu Ling to
protect the Emperor during an expedition, it was
created with scales of a Celestial Dragon that was
seemingly impervious to fire and magic.
Heavy armour. The wearer is immune to Flaming
Attacks as well as having Magic Resistance (1).
Armour of Fortune 30 pts
Those who wear the armour of Fortune are said to be
gifted with great luck. Even a blow from an enemy that
should have penetrated the suit is turned away by some
twist of fate.
Heavy armour. The wearer may re-roll failed armour
saves.
Grand Vizier's Garb 25 pts
This set of robes was originally commissioned by
Grand Vizier Munif Adib for the Sorcerer Ala' Nasih
after he cast a Sand Storm that buried an invading
force of crusaders and thereby saving the historic
mosque.
This set of magical robes confers a 5+ armour save
which cannot be modified in any way. The Garb does
not provide any protection against weapons which
ignore armour saves. This magical armour may be
worn by wizards and they can cast spells while wearing
it.
Helm of Myrmidia 20 pts
The priests of the temple of Myrmidia started making
this helm for the Grand Master of the Blazing Sun for
service to the temple. It has been said that it gives the
wearer an advantage in hand to hand combat.
Unfortunately a thief raided the caravan when it was
travelling to the Empire to give it to him. It has been
sold and bought by many Generals and Merchant
Princes over the years, hiding the fact of its origins
from the Priests.
Grants the wearer a 6+ armour Save which may be
combined with other equipment as normal. All enemies
in base-to-base contact with the wearer suffer -2 to
their Weapon Skill. In addition, the wearer will Hate all
Undead models, even if otherwise Immune to
Psychology.
TALISMANS
Guardian Amulet 35 pts
This mysterious amulet was found on an expedition to
Ind. It is a very powerful talisman that protects its
wearer from harm. But its power isn't constant and will
weaken from constant strain, often to the wearer's
demise.
The Guardian Amulet confers a 3+ Ward Save. Roll
separately for every wound suffered. For every
successful save you make, the Ward Save will weaken,
so after one save it would only be a 4+, after two saves
a 5+ and so on. 6’s always saves the wound.
Disc of Sotek 30 pts
Hallucinating and dehydrated, the lone remnant of the
expedition to the sacred ruined pyramid in the
Southlands collapsed in the makeshift camp, carrying a
single golden disc in his hand. With the beat of drums
from the jungle reverberating through the camp, the
mercenaries fled, with the golden disc emblazoned with
a depiction of a great red serpent on it. At a later date,
it is said that Zanipolo of Miragliano escaped the
wrath of the Skaven army as they refused to fight him
as he fled the battle.
The wearer gains a 5+ Ward Save and causes Fear in
all models in a Skaven army.
96
Hakama of Ashinaga 25 pts
Found in the strange land of Nippon this garment that
seems to be the colour of a shadow was blessed by the
monks of Ashinaga and gives the bearer protection
against missile fire.
Enemies wishing to shoot at the bearer suffer an
additional -2 to hit.
ARCANE ITEMS
Plaque of Chotec 45 pts
Found by explorers in one of the many ruins in Lustria,
this golden plaque inlaid with sapphires has the power
to completely dissipate the winds of magic.
This item works exactly like a Dispel Scroll. In
addition, roll a D6, on a 4+ the spell you are dispelling
is removed from the enemy wizard's mind. This item
will only affect a bound item on a D6 roll of 6.
Staff of Lightning 35 pts
This staff was created by a disgraced wizard of the
College of Magic who tried to prove he was better than
his teachers. Unfortunately his knowledge was still
limited and while working on the staff, the powers of
the winds of magic consumed him. It was discovered by
an older Sage who kept it to serve as a warning to
other ambitious students.
Bound Spell, Power Level 4. The staff contains the
spell Uranon’s Thunderbolt from the Lore of Heavens.
After each use roll a D6, on a 1 the magic in the staff is
depleted and the item can't be used for the rest of the
battle.
Hedge Wizard's Staff 20 pts Of the many hedge Wizards found throughout Tilea,
one learned how to produce this valuable but unsteady
casting aid.
At the beginning of each of your magic phases roll a
D6, on a roll of 1 the wizard suffers -1 to his casting
rolls. On any other result the staff's focusing ability
works as planned and the wizard gains a +1 on his
casting rolls.
Khemrian Crystal 25 pts
On an expedition in the lands of Khemri a mercenary
expedition ran afoul of many Skeletons. During the
ensuing battle a lone squire met the Hierophant and
steeling his nerves drove his sword through him,
causing the Hierophant and the rest of the army to
crumble to dust. The only thing that was left after the
dust blew away was this translucent Red Crystal.
All enemy wizards within 24" suffer -1 on all their
casting attempts.
Southlands Idol 20 pts
A smaller version of the stone idols shaped like a man
with his arms crossed, venerated by the Pygmies that
live in the jungles of the Southlands. The idol causes
the enemies' flow of the winds of magic to be erratic
before the idol shatters.
One use only. You may force one enemy spell caster to
re-roll a single D6 used to cast a spell. This can nullify
irresistible force or cause a miscast.
Arabyan Tome 15 pts
This tome was found in the catacombs of a deserted
temple in the deepest desert of Araby. Legend says that
it was given to a powerful Sorcerer by mighty Djinn as
a reward for releasing it from a magical trap. The tome
contains varied arcane lore, long forgotten by all but
the most learned sages.
The wizard knows one additional spell.
ENCHANTED ITEMS
Ring of the Gardener 30 pts
This ring was worn by the Halfling Gardener Hamfist
Proudfoot. It was reported that this ring gave him
power over the land and create the most beautiful
gardens throughout Tilea. It was believed that he used
it to grow plants and trees in areas that have no right
keeping plants alive.
Bound Spell, Power Level 4. The Ring of the Gardener
contains a direct damage spell with a range of 12”. It
causes 3D6 Strength 1hits with no armour save
allowed.
Ring of Life 20 pts
A mystical ring that is imbued with the life energy of
the planet that can be used to heal friends. Care must
be taken though as the planet sometimes asks for its
energy back.
Bound Spell, Power Level 3. Choose a friendly model
within 12" and roll a D6. On a roll of a 1 that model
loses one wound with no saves of any kind allowed, on
a roll of a 2 nothing happens, on a roll of a 3-5 that
model gains one wound up to the models starting
value, and on a roll of a 6 that model regains all lost
wounds.
Lens of Truth 15 pts The mysterious glass is from the realm of Nippon. It
was formed in the heat of a volcano by the hermit
scientist Nagasha. It's properties weren't known until
Captain Pierro Demensa discovered it could see all the
secrets of his enemies during a naval battle on his
return to Tilea.
The Lens has the power to show things as they really
are. At the beginning of the battle the player may force
the opponent to reveal the location of all hidden units
such as fanatics and assassins in line of sight of the
model. In addition, the opponent must reveal what
magic items any character or unit might have.
97
Guido's Lucky Coin 5 pts
Unfortunately for Guido, he gave it to a particularly
lovely girl in Tobaro before his ill-fated expedition to
reach far Nippon. The girl married into a rich
Merchant family and the coin has been in the hands of
several mercenary captains since.
One use only. Once per game, the player may re-roll
one dice that directly affects the bearer.
MAGIC STANDARDS
Banner of Venni 40 pts
This standard was painted the day before the battle of
Venni, when the captain of the regiment decided to
improve it by painting the figure of Myrmidia on it.
Gossipa Lotta, army advisor, posed for the painting
wearing nothing but a helmet and a bit of silk. The
regiment marched out to battle the next day, proudly
waving their banner, as the bravest unit in the whole
army.
Infantry Only. The figure of the beautiful nude of
Gossipa Lotta painted onto the banner in the image of
Myrmidia inspires the unit to outperform the other
units in the army as a sign of their bravery (or greed
perhaps). All models in the unit have +1 Attack on a
turn in which they successfully charge an enemy unit.
Banner of Monte Castello 30 pts
During the great siege of Monte Castello, the
commander's daughter Monna Lissa took command
over the garrison, pretending to be her dead father.
The garrison fought to the death, and everyone save for
25 men were killed, including Monna Lissa, but the
castle was saved. Monna Lissa became a symbol of
good fortune and victory. So much so that she is
depicted on the banner of Monte Castello as the
Goddess Myrmidia.
The unit carrying this banner may re-roll all failed
break tests and panic tests it is required to make.
Corsair Standard of Bilbali 25 pts
A band of sorsairs that claimed to be from the city of
Bilbali were raiding communities all along the Tilean
coast. Their standard was said to have been
empowered by a mad Djinn that made them able to
pursue their foes over great distances. They were
finally captured when they mistakenly raided an
encampment of vicious ogres.
The unit carrying this banner rolls and extra D6 when
pursuing.
Standard of Miragliano 25 pts
Miragliano used to have this banner as its symbol. It
inspires the men to focus even harder on their given
task, making their attacks more accurate.
A unit carrying this standard may re-roll any 1's to hit
with missile weapons and in close combat.
Glyph of Banishment 20 pts
This banner was originally acquired by a pirate
raiding party from the Kingdoms of Ind. While in
Lustria and unknowingly near the Vampire Coast, they
ambushed a scouting unit of Skinks. On their way home
they encountered the Zombie Pirates. They raised the
Glyph during battles and found that they were able to
dispatch the undead threat with relative ease.
Undead and Daemonic units in close combat with the
unit bearing the Glyph of Banishment suffer D3
wounds at start of combat that count towards combat
resolution.
MAGIC PAYCHESTS
Justintine's Paychest 50 pts
A Tilean relic known by all mercenaries, the paychest,
though rumoured to be a reconstruction, is the same
that Justintine brought to the famous battle against the
Orcs. Ownership of the chest is given to the City State
that wins the yearly Tilean Games hosted in Remas.
Paymaster only. All friendly units within 12” of the
paychest may re-roll 3D6 for their Leadership tests and
discards the highest.
Guardian Paychest 50 pts
No one knows the origin of the Guardian Paychest, it
just appears as a plain, unassuming, wooden chest.
What is known is that if anyone threatens to take it or
its contents then it seems to come alive and stubbornly
guards its contents, biting and bashing any would be
attackers, and even, if someone strays to close,
consuming them whole, never to be seen again.
Paymaster only. The Paymaster gains +1A and all his
attacks have the Killing Blow ability.
Paychest of Greed 40 pts
The origins of this pay chest are shrouded in rumours,
mystery, and innuendos. The most common tale was
that a mad sorcerer who was upset that the paymaster
didn't pay him fully, he cast a spell to make those who
carry it so overcome with greed that they would work
themselves into a frenzy. They would pillage the lands
and stop at nothing to gain more gold for themselves
and their sponsors.
Paymaster only. The Paymaster and any unit he joins
gains +1 Attack for the first round of combat. In
addition, they may not overrun or pursue as they will
stop to loot the dead.
Silver Paychest 20 pts
This seemed like an ordinary tarnished silver chest but
during a battle with an army of Spirits something
extraordinary happened. All the weapons started
emitting a blue glow. When their weapons were used
they quickly dispatched the Spirit Host.
Paymaster only. The unit gains magical attacks for as
long as he is part of the unit.
98
REFERENCE
LORDS M WS BS S T W I A Ld Type Base Size Page Borgio 4 6 5 4 4 3 6 4 9 Ca 25x50mm 67
Lucrezzia 4 4 3 3 4 3 4 1(2) 8 Ca 25x50mm 69
Lorenzo Lupo 4 6 5 4 4 3 6 4 9 I 20x20mm 71
Marco Colombo 4 5 6 4 4 3 6 4 9 I 20x20mm 72
Merchant Prince 4 5 5 4 4 3 6 3 9 I 20x20mm 46
Mercenary General 4 6 5 4 4 3 6 4 9 I 20x20mm 47
Wizard Lord 4 3 3 3 4 3 3 1 8 I 20x20mm 50
HEROES M WS BS S T W I A Ld Type Base Size Page
Leonardo 4 3 4 3 3 2 3 2 9 I 20x20mm 73
Mydas the Mean 4 5 5 4 4 2 5 3 8 I 20x20mm 75
Sheikh Yadosh 4 2 2 3 3 1 2 1 7 I 20x20mm 75
Paycart - - - 4 4 3 - - - Ch 50x100mm 75
Mule 8 2 0 3 - - 3 - 6 Ca 25x50mm 75
Mercenary Captain 4 5 5 4 4 2 5 3 8 I 20x20mm 47
Paymaster 4 5 5 4 4 2 5 3 8 I 20x20mm 48
Hireling Wizard 4 3 3 3 3 2 3 1 7 I 20x20mm 50
Gold Seeker 3 6 4 4 5 2 3 3 9 I 20x20mm 57
Ranger 5 6 6 4 3 2 7 3 9 I 20x20mm 58
Chieftain 4 6 4 5 4 2 6 3 8 I 20x20mm 59
CORE M WS BS S T W I A Ld Type Base Size Page
Pikeman 4 3 3 3 3 1 3 1 7 I 20x20mm 51
Sergeant 4 3 3 3 3 1 3 2 7 I 20x20mm 51
Crossbowman 4 3 3 3 3 1 3 1 7 I 20x20mm 52
Marksman 4 3 4 3 3 1 3 1 7 I 20x20mm 52
Duellist 4 4 3 3 3 1 4 1 7 I 20x20mm 53
Bravo 4 4 3 3 3 1 4 2 7 I 20x20mm 53
Cavalier 4 4 3 3 3 1 3 1 8 Ca 25x50mm 55
Veteran 4 4 3 3 3 1 3 2 8 Ca 25x50mm 55
Stradiot 4 3 3 3 3 1 3 1 7 Ca 25x50mm 54
Outrider 4 3 3 3 3 1 3 2 7 Ca 25x50mm 54
City Militia 4 2 2 3 3 1 3 1 6 I 20x20mm 56
Constable 4 3 2 3 3 1 3 2 7 I 20x20mm 56
SPECIAL M WS BS S T W I A Ld Type Base Size Page Bodyguard 4 4 3 4 3 1 4 1 8 I 20x20mm 49
Warden 4 4 3 4 3 1 4 2 8 I 20x20mm 49
Dwarf Warrior 3 4 3 3 4 1 2 1 9 I 20x20mm 57
Veteran 3 4 3 3 4 1 2 2 9 I 20x20mm 57
Marauder 4 4 3 3 3 1 4 1 7 I 20x20mm 59
Berserker 4 4 3 3 3 1 4 2 7 I 20x20mm 59
Halfling 4 2 4 2 2 1 5 1 8 I 20x20mm 60
Tracker 4 2 5 2 2 1 5 2 8 I 20x20mm 60
Ogre 6 3 2 4 4 3 2 3 7 MI 40x40mm 61
Brute 6 3 2 4 4 3 2 4 7 MI 40x40mm 61
Espringal 4 3 3 3 3 3 3 2 7 WM 40x40mm 65
RARE M WS BS S T W I A Ld Type Base Size Page
Elf Warrior 5 4 4 3 3 1 5 1 8 I 20x20mm 58
Sentinel 5 4 4 3 3 1 5 2 8 I 20x20mm 58
Maneater 6 4 4 5 4 3 3 4 8 MI 40x40mm 62
Cannon - - - - 7 3 - - - WM - 65
Crew 4 3 3 3 3 1 3 1 7 I 20x20mm 65
Hot Pot - - - - 4 2 - - - WM - 60
Halfling 4 2 4 2 2 1 5 1 8 I 20x20mm 60
Giant 6 3 3 6 5 6 3 S 10 Mo 50x75mm 63
MOUNTS M WS BS S T W I A Ld Type Base Size Page Pegasus 8 4 0 4 4 3 4 2 6 MB 40x40mm 66
Warhorse 8 3 0 3 3 1 3 1 5 WB 25x50mm 66
99