Left Panel
Home / Total War: WARHAMMER III / Factions
Immortal Empires
Skaven |
||||
---|---|---|---|---|
The Skaven are a cunning and diabolical race of scuttering humanoid rat-creatures that have spread their loathsome corruption to the farthest corners of the world. From deep below the ground, these scavengers have built a vast Under-Empire, whose military power and incomprehensible numbers has the potential to smother the kingdoms of the Old World in a seething tide of violence and anarchy. They follow the malevolent deity known as the Horned Rat, whose wishes and demands are both supreme and absolute. It is said that the ultimate goal of the Skaven is to conquer the surface world and bring about the Great Ascendancy, whence the Horned Rat's children will swarm across its face and claim all of it as their own. |
||||
Clan Rictus |
Clan Fester |
Clan Mange |
Skaven |
Rictus Clan-Nest |
Clan Ferrik |
Clan Kreepus |
Clan Volkn |
Clan Gritus |
Clan Eshin |
Clan Gnaw |
Clan Mordkin |
Clan Mors |
Clan Moulder |
Clan Pestilens |
Clan Septik |
Clan Skryre |
Clan Spittel |
Grey Seer Clan |
Skaven |
Skaven |
Skaven |
Skaven |
Skaven |
Unknown Skaven Clan |
Unknown Skaven Clan |
Unknown Skaven Clan |
Unknown Skaven Clan |
||
Skaven Rebel | ||||
Skaven Rebels |
||||
Skaven Civil War | ||||
Clan Rictus Separatists |
Clan Eshin Separatists |
Clan Mors Separatists |
Clan Moulder Separatists |
Clan Pestilens Separatists |
Clan Skryre Separatists |
Lizardmen |
||||
---|---|---|---|---|
The Lizardmen are an ancient race of cold-blooded reptilians said to be the first and oldest civilisation. Alien, enigmatic, and entirely without mercy, the Lizardmen were there at the start of all things and will be there when the world draws its last dying breath, never tiring nor relenting until order is finally restored to this uncaring, chaotic world. From the primeval jungles of Lustria they come, disciplined cohorts of Saurian warriors with giant scaly beasts in their midst, led by the most powerful Sorcerers the world has ever seen. The ground trembles from their approach. They go to battle for reasons indecipherable to others – an ancient plan known only to themselves. |
||||
Cult of Sotek |
Children of the Old Ones |
Defenders of the Great Plan |
Spirit of the Jungle |
Itz-Itza Tribe |
Wardens of the Living Pools |
Ghosts of Pahuax |
Hexoatl |
Itza |
Last Defenders |
Lizardmen |
Lizardmen |
Lizardmen |
Lizardmen |
Lizardmen |
Sentinels of Xeti |
Southern Sentinels |
Teotiqua |
Tlaqua |
Tlaxtlan |
Xlanhuapec |
Zlatlan |
|||
Lizardmen Rebel | ||||
Lizardmen Rebels |
High Elves |
||||
---|---|---|---|---|
The High Elves – or the Asur, as they call themselves – are one of the most ancient and powerful civilisations of the Old World. Hailing from a mighty, mist-shrouded island-continent located at the centre of the Great Ocean, the High Elves of Ulthuan are a proud and mighty kingdom of masterful warriors, peerless mages and lords of sky and sea. At the zenith of their power, the world was truly theirs for the taking, but in their arrogance they brought about a bloody war against the Dwarfs which crippled both of these two elder races. The time of the High Elves has passed, yet such is their immense pride that they fight on regardless, for they consider themselves the true and rightful protectors of the known world. Let the servants of destruction beware the Asur's righteous wrath! |
||||
Dragon Encounter |
Knights of Caledor |
Avelorn |
Caledor |
Chrace |
Citadel of Dusk |
Cothique |
Eataine |
Ellyrion |
Fortress of Dawn |
High Elves |
High Elves |
High Elves |
High Elves |
High Elves |
Nagarythe |
Order of Loremasters |
Saphery |
Tiranoc |
Tor Elasor |
Yvresse |
||||
High Elves Rebel | ||||
High Elf Rebels |
Dark Elves |
||||
---|---|---|---|---|
The Dark Elves – or the Druchii, in their own tongue – are one of the most ancient, powerful, and certainly the most sadistic of the three Elven civilisations. The Druchii are raiders, slavers and heartless reavers of the first degree, their every whim being nothing more than to sow misery and pain to all who oppose them, for cruelty is the very lifeblood of their existence. Thus do their Black Arks and Corsair Fleets ply the great waters of the world, raiding and enslaving all before them as a tribute to their own avaricious desires. Yet they reserve their most precious hatred for the Elves of Ulthuan, their brethren in ancient times who refused to follow them under the Witch King's reign. Until the High Elves are sundered from Ulthuan, the Dark Elves will continue to bring woe and destruction to all the shores of the world. |
||||
Blood Voyage |
The Blessed Dread |
Bleak Holds |
Blood Hall Coven |
Clar Karond |
Cult of Excess |
Cult of Pleasure |
Dark Elves |
Dark Elves |
Dark Elves |
Dark Elves |
Dark Elves |
Deadwood Sentinels |
Drackla Coven |
Ghrond |
Hag Graef |
Har Ganeth |
Karond Kar |
Naggarond |
Scourge of Khaine |
Ss'ildra Tor |
The Forgebound |
The Thousand Maws |
||
Dark Elves Rebel | ||||
Dark Elf Rebels |
||||
Dark Elves Civil War | ||||
The Blessed Dread Separatists |
Cult of Pleasure Separatists |
Hag Graef Separatists |
Har Ganeth Separatists |
Naggarond Separatists |
The Thousand Maws Separatists |
Vampire Coast |
||||
---|---|---|---|---|
The origins of the Undead pirates said to ravage the coasts of Lustria are steeped in mystery. Legend has it that a Norscan longship took on a precious cargo during a raid – an ancient coffin containing, unbeknownst to the crew, the Vampire Luthor Harkon. When the vessel floundered off the Volcanic Islands, the drowned crew were raised as zombies through the Vampire's Dark Magic. The stretch of coastline known as the Vampire Coast has become infamous amongst seafarers, with countless ships wrecked and raised up from the depths to bolster the fleets of the Unliving. Luthor was but the first. In the years since, more Undead pirates ply the seas for bounty and fresh crews. |
||||
The Dreadfleet |
Pirates of Sartosa |
The Drowned |
The Awakened |
Rogue Pirates |
Vampire Coast |
Vampire Coast |
Vampire Coast |
Vampire Coast |
Vampire Coast Mutineers |
Vampire Coast Rebel | ||||
Vampire Coast Rebels |
||||
Vampire Coast Civil War | ||||
The Dreadfleet Separatists |
Pirates of Sartosa Separatists |
The Drowned Separatists |
Vampire Coast Separatists |
Tomb Kings |
||||
---|---|---|---|---|
Nehekhara once stood as a shining beacon of civilisation and human achievement. But this great realm was destroyed through acts of great treachery and powerful sorcery. The living of Nehekhara perished in a single, mournful night, and in their absence, the dead stirred from their graves and claimed the land anew. Even as their ancient civilisation now lies buried beneath the sand, the Tomb Kings have once more awoken from their deep sleep. Rising from their sarcophagi, the mummified rulers of Nehekhara have returned to reclaim that which is rightfully theirs, their legions innumerable, brandishing weapons of polished bronze and priceless gold. Ancient, emotionless and spiteful to all those who have slighted them, woe betide those foolish enough to stand before their silent onslaught. |
||||
Dune Kingdoms |
Exiles of Nehek |
Followers of Nagash |
Khemri |
Court of Lybaras |
Numas |
Rakaph Dynasty |
The Sentinels |
Tomb Kings |
Tomb Kings |
Tomb Kings |
Tomb Kings |
Tomb Kings |
Exiles of Nehek |
Followers of Nagash |
Khemri |
Court of Lybaras |
|||
Tomb Kings Rebel | ||||
Tomb Kings Rebels |
Vampire Counts |
||||
---|---|---|---|---|
Long ago, Queen Neferata stole the secrets of eternal life from Nagash. The elixir she created was flawed, bestowing immortality but at great cost. And so the Vampires were created and they have been a plague upon the living ever since. Millennia later, the darkling figure of Vlad von Carstein arrived in Sylvania – before long, the region's destitute nobility were in his thrall and the von Carstein bloodline was born. Every few centuries, a von Carstein would take the reins of power and strike out against mortals at the head of an Unliving army of zombies, wraths, Necromancers and other abyssal monstrosities . The Empire has thwarted such legions before, but the dead have never rested easily in Sylvania and now they lurch from their graves, summoned to Unlife by the Midnight Aristocracy as each prepares to challenge mankind once more. |
||||
The Barrow Legion |
Lahmian Sisterhood |
Necrarch Brotherhood |
Strygos Empire |
The Silver Host |
Mousillon |
Templehof |
Von Carstein |
Sylvania |
Vampire Counts |
Vampire Counts |
Vampire Counts |
Waldenhof |
||
Vampire Counts Rebel | ||||
Vampire Counts Rebels |
The Empire |
||||
---|---|---|---|---|
Lying at the heart of the Old World, the Empire is the greatest and most powerful of all the kingdoms forged by men. But it is a realm in constant turmoil, both from enemies without and strife from within as rival Elector Counts vie for the throne. Whether fighting between themselves or the many exterior invaders, the greatest nation of man can muster a formidable army of disciplined warriors, magic, steam-powered wonders and menageries of fantastical beasts. Now, the Twin-Tailed Comet blazes across the sky once again and a new Emperor has been crowned – surely an omen that the time has come to unite the Empire, secure its borders and bring prosperity to its beleaguered citizens. |
||||
The Empire |
The Golden Order |
The Huntsmarshal's Expedition |
Treasure-Hunters |
Imperial Reprisal Force |
Imperial Convoy |
New World Colonies |
Pirates of Sartosa |
Sudenburg |
Averland |
Reikland |
The Empire |
The Empire |
The Empire |
The Empire |
The Empire |
Empire Secessionists |
Hochland |
Marienburg |
Middenland |
Nordland |
Ostermark |
Ostland |
Stirland |
Talabecland |
Wissenland |
Border Princes |
Estalia |
Tilea |
|
The Empire Rebel | ||||
Empire Rebels |
Marienburg Rebels |
Border Princes Rebels |
Estalia Rebels |
Tilea Rebels |
The Empire Civil War | ||||
Empire Secessionists |
Dwarfs |
||||
---|---|---|---|---|
Dwarfs are a proud, bearded folk who are quick to temper, often defined by a love of gems, gold and other precious metals. With their Dwarfholds established across the Old World, the Dawi – as they call themselves in Khazalid – prospered for many generations until their realm was riven by a chain of devastating conflicts and earthquakes. In recent times, the Dwarfs are a race barely holding onto glories past, with only a few strongholds remaining in their hands and the rest lost to enemies or abandoned to the elements. To this day the Dawi still fight; their ultimate goal is to restore the 'Karaz Ankor' and they have the means to do it with fearsome throngs of warriors and the most advanced weaponry in the Old World. |
||||
Clan Helhein |
Ironbrow's Expedition |
Greybeard's Prospectors |
Karak Zorn |
Spine of Sotek Dwarfs |
Barak Varr |
Karaz-a-Karak |
Dwarfs |
Dwarfs |
Dwarfs |
Dwarfs |
Dwarfs |
Dwarfs |
Dwarfs |
Dwarfs |
Karak Azul |
Karak Hirn |
Clan Angrund |
Karak Kadrin |
Karak Norn |
Karak Ziflin |
Kraka Drak |
Zhufbar |
||
Dwarfs Rebel | ||||
Dwarf Rebels |
Warriors of Chaos |
||||
---|---|---|---|---|
Chaos Warriors are mortals who have left their natural way of life and chosen to dedicate themselves to a Chaos God in order to gain their favour, with the ultimate goal of Daemonhood and eternal life. They are the chosen servants of Chaos who live for nothing more than spreading terror and death to those weaker than themselves, gathering about them northern tribes of vicious marauders, desperate to despoil the lands of milk and honey to the south. And so from the icy fjords of Norsca and the blasted Chaos Wastes beyond, the innumerable armies of Chaos surge southward, either raiding across the icy seas in longships or marching inland to wreak crimson destruction upon the cities and strongholds of the Old World. |
||||
Acolytes of the Keeper |
Servants to Chaos |
Puppets of Chaos |
Vessels of Chaos |
Followers of Chaos |
Challenger of the Hound |
Challenger of the Hound |
Challenger of the Crow |
Challenger of the Crow |
Challenger of the Serpent |
Challenger of the Serpent |
Challenger of the Eagle |
Challenger of the Eagle |
Warriors of Chaos |
Chaos |
Chaos |
Chaos |
Chaos Gathering |
||
Warriors of Chaos Rebel | ||||
Chaos Rebel Uprising |
Bretonnia |
||||
---|---|---|---|---|
Bretonnia is a feudal society, split between the rich nobles with their gallant Knights and the lowly peasant class toiling in the fields. The Knights of Bretonnia – the flower of its military – have a code of chivalry that forms an unbreakable duty to protect its subjects, and when called to war, are considered by many to be the most powerful heavy cavalry in the Old World. However, a Bretonnian army rarely consists of Knights alone, and so ranks of solid, if unremarkable, foot troops and peasant levies are provided to soak up damage from unchivalrous cannons and other ranged devices. So it is that in times of need the Knights of Bretonnia ride forth with lances dipped, and a prayer to the Lady on their lips! |
||||
Chevaliers de Lyonesse |
Knights of Origo |
Knights of the Flame |
Thegan's Errantry |
Artois |
Bastonne |
Bordeleaux |
Couronne |
Bretonnia |
Bretonnia |
Bretonnia |
Carcassonne |
Lyonesse |
Parravon |
|
Bretonnia Rebel | ||||
Bretonnian Rebels |
Norsca |
||||
---|---|---|---|---|
Warlike and cruel, the Norscan tribes of the icy north are savage fur-clad warriors who have sworn allegiance to the Ruinous Powers with unquestioning fervour. For them, the Chaos Gods are harsh yet benevolent deities who provide them with the tools to endure in the brutal lands they call home. The Norse range far, sailing the seas in fearsome longships to unleash their devasting fury on the south, looting and razing the realms of civilised races. The men of Norsca are reckoned to be amongst the most adept sailors and navigators in the Old World, and the brutality of their raids have been felt as far as the Witch King's baleful domain of Naggaroth and even, far to the east, in the mysterious realm of Cathay. |
||||
Norsca |
Khrag |
Aghol |
Warband of the Hound |
Warband of the Eagle |
Warband of the Serpent |
Warband of the Crow |
Mung |
Skeggi |
Goromadny Tribe |
Helspire Tribe |
Naglfarlings |
World Walkers |
Vanaheimlings |
Wintertooth |
Aesling |
Baersonling |
Bjornling |
Graeling |
Norsca |
Norsca |
Norsca |
Rival Norse Tribe |
Rival Norse Tribe |
Sarl |
Skaeling |
Varg |
|||
Norsca Rebel | ||||
Norsca Rebels |
Wood Elves |
||||
---|---|---|---|---|
The Wood Elves – or Asrai – are the guardians of Athel Loren, the most ancient forest in the Old World. They are a reclusive and mysterious race who rarely emerge from the forest and are generally only seen when coming to its defence. Although they can appear cruel or capricious, in reality the Asrai are a neutral power who act only to maintain the balance of their environment. It is this cause for which they fight, for no land remains untarnished long if it cannot take up arms against those that wish it harm. The waking woodlands of Athel Loren have endured for many thousands of years, so long as the watchful eyes of her protectors continue their loyal vigilance. |
||||
Laurelorn Forest |
Wargrove of Woe |
Heralds of Ariel |
Greenbeard's Wargrove |
Avengers of Allisara |
Masque of Loec |
Cythral |
Anmyr |
Modryn |
Cythral |
Bowmen of Oreon |
Argwylon |
Torgovann |
Talsyn |
Wood Elves |
Wood Elves |
Torgovann |
Wydrioth |
||
Wood Elves Rebel | ||||
Wood Elf Rebels |
Beastmen |
||||
---|---|---|---|---|
Deep within the dark twisted forests of the Old World range the Beastmen, a race of savage mutants that bear various traits of bestial appearance. Beastmen are creatures of Chaos. They follow the Ruinous Powers, so civilisation is anathema to them; they tear down progress and society wherever it is found. And so they raid, destroying hamlets, villages and even towns that dare to exist close to their blood-grounds. Yet should a brayherd be gathered, then even mankind's cities are under threat, for the Beastmen go to war with savage intent, slaughtering civilised races like cattle, burning down and shattering their homes, and stomping on the remains with their cloven hooves until there is nothing left but devastation and ruin. |
||||
Beastmen |
Bloodied-Axe Tribe |
Manblight Tribe |
Stone-Horn Tribe |
Warherd of the Shadowgave |
Harbinger of Disaster |
Slaughterhorn Tribe |
Blooded-Axe Tribe |
Blooded-Axe Tribe Brayherd |
Manblight Tribe |
Manblight Tribe Brayherd |
Ripper-Horn Tribe |
Ripper-Horn Tribe Brayherd |
Shadowgor Warherd |
Shadowgor Brayherd |
Skrinderkin Warherd |
Skrinderkin Brayherd |
Stone-Horn Tribe |
Stone-Horn Tribe Brayherd |
Warherd of the One-Eye |
Beastmen |
Beastmen Brayherd |
Warherd of Chaos |
Brayherd of Chaos |
Beastmen |
Beastmen |
Beastmen |
Beastmen Rebels Brayherd |
Jagged-Horn Tribe |
Jagged-Horn Tribe Brayherd |
Redhorn Tribe |
Redhorn Tribe Brayherd |
Warherd of the Shadowgave |
||
Beastmen Rebel | ||||
Beastmen Rebels |
The Realm of Chaos
Tzeentch |
||||
---|---|---|---|---|
Tzeentch – the Changer of the Ways – is the Chaos God of magic, evolution, manipulation and trickery. He is flux incarnate – the God who truly embodies the endless, broiling change that is Chaos. It is Tzeentch above all who holds the terrible knowledge of fate and destiny in his talons. His worshippers are desperate to share in such lore but are merely pawns in the Great Game; another piece to move on the board and outplay the other Chaos Gods. To serve Tzeentch is to invite insanity. His servants weave their own complex webs of influence and manipulation, founding cults in high society as well as armed legions of puppet-followers. They pay no mind to the fact that their master views such plots as mere petty distractions, for the Architect of Fate's own design is aeons in the making. |
||||
Apostles of Change |
The Sightless |
All-Seeing Eye |
Broken Wheel |
Flaming Scribes |
Oracles of Tzeentch |
Sarthorael's Watchers |
Tzeentch |
Tzeentchian Cult |
Tzeentch |
Tzeentch |
||||
Tzeentch Rebel | ||||
Tzeentch Rebels |
Slaanesh |
||||
---|---|---|---|---|
Slaanesh is dedicated to the pursuit of excess, gratification, hedonism, pain and amoral pleasure at the expense of any other soul. He is the youngest of the Chaos Gods, for the complex emotions of erotic desire and decadence only exist within the minds of intelligent races. From within the Realm of Chaos, the Dark Prince revels in each new sensation discovered. He guides the mortal inhabitants laden with desire to go ever further in their pursuit of stimulation. Those who serve Slaanesh are consumed by their own dark passions, driven by the need for their mistress-master’s approval to commit more sordid atrocities. And so Slaanesh's followers practice war upon the nations of the south, seducing their foes into the service of their Dark God and inflicting symphonies of misery upon those who resist his call. |
||||
Keepers of Bliss |
Exquisite Pain |
Rapturous Excess |
Seducers of Slaanesh |
Slaanesh |
Slaanesh |
Subtle Torture |
|||
Slaanesh Rebel | ||||
Slaanesh Rebels |
Ogre Kingdoms |
||||
---|---|---|---|---|
Ogres are a race of large humanoids, tough, vicious and always hungry. Semi-nomadic in nature, wandering Ogre tribes can be found wrecking their way across the known world, yet no matter how far away they may be, all Ogres consider the scattered tribal kingdoms that dominate the slopes and river valleys of the Mountains of Mourn to be their rightful, hard-earned homeland. They fight as thugs, bandits and mercenaries, picking on the strong and the weak alike, battling mighty foes and powerful kingdoms thousands of leagues away. They do this for the alluring promise of gold, plunder and, most importantly, meat, for their endless destruction and looting serves only to appease their gluttonous appetites and their ever-hungry god, the Great Maw. |
||||
Blood Guzzlers |
Bloodmaw |
Crossed Clubs |
Disciples of the Maw |
Eyebiter |
Feastmaster |
Fleshgreeders |
Fulg |
Goldtooth |
Lazarghs |
Loose Tooth |
Mountaineaters |
Ogre Kingdoms |
Ogre Kingdoms |
Ogre Kingdoms |
Rock Skulls |
Sabreskin |
Sons of the Mountain |
Thunderguts |
Treehammers |
Flamegullets |
Sharktooth |
The Famished |
||
Ogre Kingdoms Rebel | ||||
Ogre Rebels |
Nurgle |
||||
---|---|---|---|---|
Nurgle, also known as the Plague Lord, is the Chaos God of disease, decay, death and degradation. He is perhaps the oldest of his brother Gods, for the process of decay began with life. Yet Nurgle is also the personification of rebirth. After all, atrophy is simply one part of life's cycle, without which nothing new can grow. And so those who embrace Nurgle, accept their own doom with good humour. Disfigured by disease and mutation, they are keen to spread Grandfather's blessings to the poor souls that wander through life unafflicted. As plagues spread, so to does Nurgle's power and status amongst his brothers – he waxes and wanes, weakest when bellies are full and mortals are healthy, but quickly rising to absolute ascendancy when his followers unleash the most lethal of diseases. |
||||
Pallid Nurslings |
Bubonic Swarm |
Maggoth Kin |
Nurgle |
Nurgle |
Poxmakers of Nurgle |
Septic Claw |
|||
Nurgle Rebel | ||||
Nurgle Rebels |
Kislev |
||||
---|---|---|---|---|
The Tzardom of Kislev, known as the Realm of the Ice Queen, is the most northerly civilisation within the Old World, a powerful and war-driven country. The inhabitants of Kislev are wolf-tough and self-reliant warriors, valiant and determined in the defence of their Motherland, for they are the bulwark against the horrors of the north. Since its founding, Kislev has been under constant assault by the hordes of Chaos. Countless generations of Kislevites have fought and died in the snowy tundra of those harsh northern oblasts, and it is thanks to these brave Kislevite warriors that mankind has managed to flourish in the south, huddled together in their warm, safe homes, whilst the sons and daughters of Kislev fight on until they draw their dying breaths. |
||||
Brotherhood of the Bear |
Druzhina Enclave |
Kislev |
Kislev |
Ropsmenn Clan |
The Great Orthodoxy |
The Ice Court |
Ungol Kindred |
Ursun Revivalists |
|
Kislev Rebel | ||||
Kislev Rebels |
Khorne |
||||
---|---|---|---|---|
Khorne, the Blood God, rages upon his brass throne, resting atop a mountain of skulls, built from the countless heads of the great champions his followers have slain over an immeasurable number of aeons. He cares not from where blood flows so long as it is done in his name. It is not uncommon to see the warriors of Khorne fighting amongst themselves, battling to prove their skill in combat and rise higher in the eyes of their wrathful master. To follow Khorne is to embrace violence and destruction, and to pledge utter subservience to his cause. Khorne's most favoured servants are gifted with immense powers. Some may even ascend to Daemonhood, and it is these chosen few who are tasked with bringing his wrath down upon the world. Blood for the Blood God! |
||||
Blood Keepers |
Bloody Sword |
Brazen Throne |
Crimson Skull |
Exiles of Khorne |
Kharneth's Sons |
Khorne |
Khorne |
Khorne |
|
Khorne Rebel | ||||
Khorne Rebels |
Daemons of Chaos |
||||
---|---|---|---|---|
Manipulated into a horrifying act by another, the Ungol Prince has given himself up entirely in exchange for the Ruinous blessings of all the Chaos Gods and ascendancy to Daemonhood. The newly arisen Daemon Prince shrugs off his mortal form to take on an ever-changing aspect more pleasing to his new patrons, who continue to war for his ravaged soul. Now, it is the destiny of the Daemon Prince to command the legions of Chaos Undivided in waging eternal war against entire nations and immortal rivals, as he seeks a terrible vengeance on sovereigns and even gods. Will he claim the Mark of one master or forge a path that will bring him to utter domination, which even the Dark Powers will struggle to harness? |
||||
Legion of Chaos |
Shadow Legion |
Grand Cathay |
||||
---|---|---|---|---|
Past the Mountains of Mourn and the steppes beyond lies the fabled empire of Cathay. Travellers returning from the eastern reaches tell tales of jade cities and golden pagodas. They recount strange creatures from serpentine Dragons to monolithic stone sentinels, and flying Sky-Junks that rain multi-hued firepower from up above. But most of all they tell of the imposing and disciplined armies that march forth in defence of their kingdom – the thousands of devoted foot soldiers, unswerving in their loyalty and unrivalled in the harmonics of war. That their armies face northwards to garrison the Great Bastion and defend it against the Ruinous Powers is perhaps a blessing, for should the Celestial Dragon Emperor have to turn his legions toward the nations of the west, the threat to all that may be unleashed does not bear thinking about... |
||||
Burning Wind Nomads |
Cathay |
Cathay |
Celestial Loyalists |
Dissenter Lords of Jinshen |
Eastern River Lords |
Imperial Wardens |
Rebel Lords of Nan-Yang |
The Jade Custodians |
The Northern Provinces |
The Western Provinces |
||||
Grand Cathay Rebel | ||||
Cathay Rebels |
Chaos Dwarfs |
||||
---|---|---|---|---|
Malign, dark-souled and merciless, Chaos Dwarfs are known in legend as a warrior race of Daemonsmiths, craftsmen and brutal killers who have dominated the northern reaches of the Dark Lands for thousands of years. Long separated from their fading kin of the west, the Dawi-Zharr have given themselves over to their dark master Hashut and allowed Chaos to work its twisted terrors on their minds and souls, transforming them into a calculatingly cruel reflection of what they once were. They are deeply learned in the sorcerous arts and obsessed with the control of hellish forces and fires of the deep earth, combining dark lore with artisanship and skill for metalwork and industry. Thus, the Chaos Dwarfs have produced a bewildering variety of strange and infernal war engines, Daemon-bound weapons and deadly tools of war, and their power grows still. |
||||
Disciples of Hashut |
Chaos Dwarfs |
Chaos Dwarfs |
Chaos Dwarfs |
Servants of the Conclave |
The Legion of Azgorh |
Overlords of Zharrduk |
The Warhost of Zharr |
||
Chaos Dwarfs Rebel | ||||
Chaos Dwarf Rebels |
Skaven |
||||
---|---|---|---|---|
The Skaven are a cunning and diabolical race of scuttering humanoid rat-creatures that have spread their loathsome corruption to the farthest corners of the world. From deep below the ground, these scavengers have built a vast Under-Empire, whose military power and incomprehensible numbers has the potential to smother the kingdoms of the Old World in a seething tide of violence and anarchy. They follow the malevolent deity known as the Horned Rat, whose wishes and demands are both supreme and absolute. It is said that the ultimate goal of the Skaven is to conquer the surface world and bring about the Great Ascendancy, whence the Horned Rat's children will swarm across its face and claim all of it as their own. |
||||
Clan Carrion |
Clan Gritus |
Clan Krizzor |
Clan Morbidus |
Clan Skrat |
Clan Treecherik |
Clan Verms |
Lizardmen |
||||
---|---|---|---|---|
The Lizardmen are an ancient race of cold-blooded reptilians said to be the first and oldest civilisation. Alien, enigmatic, and entirely without mercy, the Lizardmen were there at the start of all things and will be there when the world draws its last dying breath, never tiring nor relenting until order is finally restored to this uncaring, chaotic world. From the primeval jungles of Lustria they come, disciplined cohorts of Saurian warriors with giant scaly beasts in their midst, led by the most powerful Sorcerers the world has ever seen. The ground trembles from their approach. They go to battle for reasons indecipherable to others – an ancient plan known only to themselves. |
||||
Tepok's Spawn |
Vampire Coast |
||||
---|---|---|---|---|
The origins of the Undead pirates said to ravage the coasts of Lustria are steeped in mystery. Legend has it that a Norscan longship took on a precious cargo during a raid – an ancient coffin containing, unbeknownst to the crew, the Vampire Luthor Harkon. When the vessel floundered off the Volcanic Islands, the drowned crew were raised as zombies through the Vampire's Dark Magic. The stretch of coastline known as the Vampire Coast has become infamous amongst seafarers, with countless ships wrecked and raised up from the depths to bolster the fleets of the Unliving. Luthor was but the first. In the years since, more Undead pirates ply the seas for bounty and fresh crews. |
||||
Dead Flag Fleet |
Dread Rock Privateers |
Tomb Kings |
||||
---|---|---|---|---|
Nehekhara once stood as a shining beacon of civilisation and human achievement. But this great realm was destroyed through acts of great treachery and powerful sorcery. The living of Nehekhara perished in a single, mournful night, and in their absence, the dead stirred from their graves and claimed the land anew. Even as their ancient civilisation now lies buried beneath the sand, the Tomb Kings have once more awoken from their deep sleep. Rising from their sarcophagi, the mummified rulers of Nehekhara have returned to reclaim that which is rightfully theirs, their legions innumerable, brandishing weapons of polished bronze and priceless gold. Ancient, emotionless and spiteful to all those who have slighted them, woe betide those foolish enough to stand before their silent onslaught. |
||||
Deserters of Khatep |
Vampire Counts |
||||
---|---|---|---|---|
Long ago, Queen Neferata stole the secrets of eternal life from Nagash. The elixir she created was flawed, bestowing immortality but at great cost. And so the Vampires were created and they have been a plague upon the living ever since. Millennia later, the darkling figure of Vlad von Carstein arrived in Sylvania – before long, the region's destitute nobility were in his thrall and the von Carstein bloodline was born. Every few centuries, a von Carstein would take the reins of power and strike out against mortals at the head of an Unliving army of zombies, wraths, Necromancers and other abyssal monstrosities . The Empire has thwarted such legions before, but the dead have never rested easily in Sylvania and now they lurch from their graves, summoned to Unlife by the Midnight Aristocracy as each prepares to challenge mankind once more. |
||||
Jiangshi Rebels |
Sires of Mourkain |
Caravan of Blue Roses |
Lahmian Sisterhood |
Nagashizzar |
Greenskins |
||||
---|---|---|---|---|
Orcs and Goblins are the scourge of the Old World. Orcs are built for violence; Goblins, by contrast, are smaller but more cunning. Collectively known as Greenskins, they are an aggressive and brutal race with an unquenchable love of fighting. While the Greenskins have made lairs in ransacked Dwarfholds, they can be found across the Old World – the majority residing in the arid Badlands, mainly fighting amongst themselves and only coming together when the call to Waaagh! goes out. One such occasion is now, and with a strong Warboss to unite the tribes, the time has surely come to unleash da Green Tide and ravage the lands of both humies and stunties alike! For such are the demands of Gork and Mork – and who would go against the word of da Green Godz? Exactly. Waaagh! |
||||
Da Cage Breakaz |
Dark Land Orcs |
Dark Land Orcs Waaagh! |
Dimmed Sunz |
Dimmed Sunz Waaagh! |
Drippin Fangs |
Drippin Fangs Waaagh! |
Moon Howlerz |
Moon Howlerz Waaagh! |
Slaves of Zharr |
Tusked Sunz |
Tusked Sunz Waaagh! |
The Empire |
||||
---|---|---|---|---|
Lying at the heart of the Old World, the Empire is the greatest and most powerful of all the kingdoms forged by men. But it is a realm in constant turmoil, both from enemies without and strife from within as rival Elector Counts vie for the throne. Whether fighting between themselves or the many exterior invaders, the greatest nation of man can muster a formidable army of disciplined warriors, magic, steam-powered wonders and menageries of fantastical beasts. Now, the Twin-Tailed Comet blazes across the sky once again and a new Emperor has been crowned – surely an omen that the time has come to unite the Empire, secure its borders and bring prosperity to its beleaguered citizens. |
||||
Cult of Sigmar |
Dwarfs |
||||
---|---|---|---|---|
Dwarfs are a proud, bearded folk who are quick to temper, often defined by a love of gems, gold and other precious metals. With their Dwarfholds established across the Old World, the Dawi – as they call themselves in Khazalid – prospered for many generations until their realm was riven by a chain of devastating conflicts and earthquakes. In recent times, the Dwarfs are a race barely holding onto glories past, with only a few strongholds remaining in their hands and the rest lost to enemies or abandoned to the elements. To this day the Dawi still fight; their ultimate goal is to restore the 'Karaz Ankor' and they have the means to do it with fearsome throngs of warriors and the most advanced weaponry in the Old World. |
||||
Karak Azorn |
The Ancestral Throng |
Warriors of Chaos |
||||
---|---|---|---|---|
Chaos Warriors are mortals who have left their natural way of life and chosen to dedicate themselves to a Chaos God in order to gain their favour, with the ultimate goal of Daemonhood and eternal life. They are the chosen servants of Chaos who live for nothing more than spreading terror and death to those weaker than themselves, gathering about them northern tribes of vicious marauders, desperate to despoil the lands of milk and honey to the south. And so from the icy fjords of Norsca and the blasted Chaos Wastes beyond, the innumerable armies of Chaos surge southward, either raiding across the icy seas in longships or marching inland to wreak crimson destruction upon the cities and strongholds of the Old World. |
||||
The Ecstatic Legions |
Chaos |
The Fecundites |
Heralds of the Tempest |
The Decadent Host |
Legion of the Gorequeen |
Puppets of Misrule |
Dreaded Wo |
Gharhar |
Khazag |
Kvellig |
Shadow Legion |
Tong |
Bretonnia |
||||
---|---|---|---|---|
Bretonnia is a feudal society, split between the rich nobles with their gallant Knights and the lowly peasant class toiling in the fields. The Knights of Bretonnia – the flower of its military – have a code of chivalry that forms an unbreakable duty to protect its subjects, and when called to war, are considered by many to be the most powerful heavy cavalry in the Old World. However, a Bretonnian army rarely consists of Knights alone, and so ranks of solid, if unremarkable, foot troops and peasant levies are provided to soak up damage from unchivalrous cannons and other ranged devices. So it is that in times of need the Knights of Bretonnia ride forth with lances dipped, and a prayer to the Lady on their lips! |
||||
Marches of Couronne |
Aquitaine |
Norsca |
||||
---|---|---|---|---|
Warlike and cruel, the Norscan tribes of the icy north are savage fur-clad warriors who have sworn allegiance to the Ruinous Powers with unquestioning fervour. For them, the Chaos Gods are harsh yet benevolent deities who provide them with the tools to endure in the brutal lands they call home. The Norse range far, sailing the seas in fearsome longships to unleash their devasting fury on the south, looting and razing the realms of civilised races. The men of Norsca are reckoned to be amongst the most adept sailors and navigators in the Old World, and the brutality of their raids have been felt as far as the Witch King's baleful domain of Naggaroth and even, far to the east, in the mysterious realm of Cathay. |
||||
Dolgan |
Kuj |
Kul |
Tong |
Yusak |
Wyrmkins |
Wood Elves |
||||
---|---|---|---|---|
The Wood Elves – or Asrai – are the guardians of Athel Loren, the most ancient forest in the Old World. They are a reclusive and mysterious race who rarely emerge from the forest and are generally only seen when coming to its defence. Although they can appear cruel or capricious, in reality the Asrai are a neutral power who act only to maintain the balance of their environment. It is this cause for which they fight, for no land remains untarnished long if it cannot take up arms against those that wish it harm. The waking woodlands of Athel Loren have endured for many thousands of years, so long as the watchful eyes of her protectors continue their loyal vigilance. |
||||
Spirits of Shanlin |
Laurelorn |
The Lost God
Tzeentch |
||||
---|---|---|---|---|
Tzeentch – the Changer of the Ways – is the Chaos God of magic, evolution, manipulation and trickery. He is flux incarnate – the God who truly embodies the endless, broiling change that is Chaos. It is Tzeentch above all who holds the terrible knowledge of fate and destiny in his talons. His worshippers are desperate to share in such lore but are merely pawns in the Great Game; another piece to move on the board and outplay the other Chaos Gods. To serve Tzeentch is to invite insanity. His servants weave their own complex webs of influence and manipulation, founding cults in high society as well as armed legions of puppet-followers. They pay no mind to the fact that their master views such plots as mere petty distractions, for the Architect of Fate's own design is aeons in the making. |
||||
Apostles of Change |
Oath-Keepers |
Sarthorael's Watchers |
The Nestlings |
The Sightless |
Kislev |
||||
---|---|---|---|---|
placeholder |
||||
Dervingard Garrison |
Kislev Expedition |
Khorne |
||||
---|---|---|---|---|
Khorne, the Blood God, rages upon his brass throne, resting atop a mountain of skulls, built from the countless heads of the great champions his followers have slain over an immeasurable number of aeons. He cares not from where blood flows so long as it is done in his name. It is not uncommon to see the warriors of Khorne fighting amongst themselves, battling to prove their skill in combat and rise higher in the eyes of their wrathful master. To follow Khorne is to embrace violence and destruction, and to pledge utter subservience to his cause. Khorne's most favoured servants are gifted with immense powers. Some may even ascend to Daemonhood, and it is these chosen few who are tasked with bringing his wrath down upon the world. Blood for the Blood God! |
||||
Blood Keepers |
Blood-Sayters |
Kharneth's Sons |
Tribe of the Hound |
Norsca |
||||
---|---|---|---|---|
Warlike and cruel, the Norscan tribes of the icy north are savage fur-clad warriors who have sworn allegiance to the Ruinous Powers with unquestioning fervour. For them, the Chaos Gods are harsh yet benevolent deities who provide them with the tools to endure in the brutal lands they call home. The Norse range far, sailing the seas in fearsome longships to unleash their devasting fury on the south, looting and razing the realms of civilised races. The men of Norsca are reckoned to be amongst the most adept sailors and navigators in the Old World, and the brutality of their raids have been felt as far as the Witch King's baleful domain of Naggaroth and even, far to the east, in the mysterious realm of Cathay. |
||||
The Gharhars |
Great Eagle Tribe |
Horde of Kurnz |
Skollden's Raiders |
The Kvelligs |
The Narj |
The Tahmaks |
Tong |