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From |
Official Site |
05-22-2007 |
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Talabecland Overview The Grand Duchy of Talabecland lies at the center of the Empire and borders upon more Grand Provinces than any other. Talabecland?s dominant features include the rivers Stir and Talabec, and the Great Forest. Much of the province?s trade flows along these rivers, and north and south along the Great Forest Road. When times are relatively tranquil, the province is a thriving center of commerce and the many coaching inns that line the roads of Talabecland are typically filled to capacity with merchants and tradesmen of all kinds. In the Age of Reckoning, however, Talabecland is anything but tranquil. |
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Troll Country Overview Troll Country is the name commonly given to the cold and desolate territory that lies to the north of Kislev, and to the south of the Chaos Wastes. The landscape is every bit as harsh and unforgiving as the creatures who inhabit it; tall formations of jagged rock jut upward from the earth like the fingers of some monstrous creature trying to claw its way to the surface. The ground is broken and uneven, with steep inclines and sudden, treacherous pits and valleys. A chill wind blows perpetually across the bleak and barren terrain, rattling dead, dry leaves that hang from the skeletal limbs of the scrawny trees which dot the landscape. |
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Ostland Overview With its back pressed hard against the Middle Mountains to the south and west, the Grand Principality of Ostland is a province dominated by the dark and forbidding Forest of Shadows. Hulking and ancient, the trees of this vast woodland realm shroud the land in a perpetual green dusk, broken only by the occasional clearing or settlement hacked from the dense undergrowth. |
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Norsca Overview In the eyes of most citizens of the Empire, Norsca is a wild and untamed land, full of dangerous creatures both natural and unnatural. Perhaps this is true in the deep north, but along its southern borders where Norsca joins with the northernmost provinces of Kislev, a civilizing influence has taken hold. Here, brave adventurers and resourceful frontiersmen who don?t feel at home in the cities and towns of the south cross the border into Norsca to find their fortune. |
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Nordland Overview More than any other subjects of the Empire, the Nordlanders know what it means to live under the shadow of Chaos. The Barony of Nordland lies but a short sail across the Sea of Claws from the havens of the Northmen. Constant incursions by these savage barbarians are nothing new to the Nordlanders; they have withstood assaults from the hordes of Chaos for centuries. |
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Thunder Mountain Overview With its rivers of molten lava, pits filled with choking sulfurous gas and broken landscape of jagged black rock, Thunder Mountain is a fitting backdrop for the conflict that now rages on its slopes. The landscape is harsh, unforgiving and lethal, much like the warriors of the Dwarf and greenskin armies who wage a bloody battle here. |
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Black Crag Overview In the Age of Reckoning, the war between the Dwarfs and the Greenskins rages on many fronts, but few are as important as Black Crag. If, against all odds, the Dwarfs can claim a victory in this dangerous maze of winding canyons and jagged spires of rock, the road to the Greenskins? fortress at Karak Eight Peaks will be open. Then, finally, the sons of Grungni will be able to strike back against their hated enemies and turn the tide of the war. |
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Kadrin Valley Overview Among all the warriors of the Dwarfs, the doom-laden Slayers are the most feared. Driven by some secret shame or disgrace, these fearless fighters have pledged to regain their honor by seeking death in battle. Upon taking the Slayer oath, a Dwarf severs all ties to home and family and wanders the world in search of his fate. Though they often travel alone, there is one place where the Slayers are known to gather in force. That place is Karak Kadrin, the Slayer Keep. |
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Black Fire Pass Overview Black Fire Pass has been the site of many battles throughout the course of history, but none were as significant as the first which was fought there. At Black Fire Pass, a great force of Dwarfs led by King Kurgan Ironbeard joined with a human army under the command of a young hero named Sigmar to confront and ultimately destroy a great horde of greenskins. Following the battle, King Ironbeard swore a great oath that for all time, the Dwarfs would safeguard the eastern mountain approaches to the lands of men. |
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Badlands Overview ?The Badlands? is the name given to the arid, rocky country that lies between the Worlds Edge Mountains and the Dragonback Mountains. This desolate land is home to some of the most vicious and brutal tribes of greenskins to be found anywhere. The harsh environment and constant state of conflict weed out the weak and unworthy. In the Badlands, only the strongest survive. |
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Barak Varr Overview Barak Varr is the lone seaport of the Dwarf lands, and has long been a key commercial center of the Old World. Although the lands of Barak Varr technically include all of the ports, docks, and anchorages that line the easternmost limb of the Black Gulf, what most mean when they refer to ?Barak Varr? is the Great Cove, the massive port facility hewn deep into the Cliffs of Gamrud. |
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Marshes of Madness Overview Throughout this festering, chaotic swamp can be found deposits of Oathgold, one of the rarest and most valuable types of gold known to dwarfs. Amid the crumbling Mourkain pillars that rise like bony fingers from the murk, the Dwarfs struggle to mine this precious mineral while the greenskins eagerly prey upon the caravans transporting the gold back to the Dwarf capital of Karaz-a-Karak. |
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Ekrund Overview Amid the rocky slopes of Ekrund, the Dwarfs long ago built a great mining fortress that fell to their hated enemies, the Orcs and Goblins. As the Age of Reckoning dawns, Dwarf forces have made a determined push into the Dragonback Mountains, reclaiming the fortress at Ekrund and claiming a tenuous foothold in the lands surrounding it. |
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Mount Bloodhorn Overview Once inhabited by Dwarfs and mercenaries, Mount Bloodhorn is infested by a great greenskin horde that now call the area "home". Where once lush forests grew, the surrounding lands were laid to waste as the Orcs and Goblins hacked down every tree in sight to build their stockades, siege engines, and pens for their Squigs. |
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