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Race War Kingdoms Guide
The Kingdom of Alterac[1] was one of the seven human nations to join the Alliance of Lordaeron during the Second War. It was situated in the foothills and mountains of the land known as the Alterac Mountains. Formerly ruled by King Aiden Perenolde, Alterac was the weakest kingdom in the Alliance and a relatively small contributor of soldiers and supplies.
The Alteraci people are scattered, many of them form what is now the Syndicate. The masks worn by Syndicate members are orange, just like the color of the fallen kingdom.
History
Alterac and the Eastern Kingdoms' nations before the First War.
Alterac was founded during the third millennium BDP as the Empire of Arathor expanded across southern Lordaeron. The early human settlers built a city nestled in the Alterac Mountains, likely exploiting its position on important trade routes through the mountains.[2] The settlement grew into a powerful city-state around the same time as Gilneas and Kul Tiras.
As the centuries passed, Alterac had grown to be culturally distinctive from those in the imperial capital of Strom, yet all the while remaining staunchly loyal to its authority. Its army had grown to be one of the strongest in the empire, likely from its position on the empire's northern frontier. Alteraci explorers were among those (along with Gilneans) to map out the lands of Khaz Modan and initiate diplomatic relations between Arathor and Ironforge.[3]
Independence from Arathor
Alterac's independence did not come out of a revolution or formal decree. Instead, independence grew slowly as Arathor began to decline. Strom's leadership was willing to surrender its authority to the city-states within its borders rather than deal with affairs themselves. By 1,200 BDP, Alterac was fully independent once the last of the Arathi emperors left Strom. It was a relatively small kingdom compared to the others. The capital came to be known as 'Alterac City', likely to distinguish itself from the kingdom's name. Most of the nation's territory was rugged and mountainous terrain of the Alterac Mountains.[3]
Before the Second War
Before the coming of the orcs, the human kingdoms of Lordaeron faced challenges and obstacles from each other as the games of politics played out.[4] Amidst those nations, there were no two rivals like Alterac and Stromgarde. The proximity of the two and the apparent ambiguity of their mountain borders had led to several wars and skirmishes. On more than one occasion, King Thoras Trollbane led the armies of Stromgarde into battle against the honorable General Hath of Alterac.[5] The tension of their repeated discord was noticeable at the Alliance summit as Perenolde glared at Trollbane.[6] It is conceivable that this discord had alienated Alterac and its leader from the other Alliance nations who had positive relations with Trollbane. This alienation, in turn, would contribute to Perenolde's willingness to turn on those allies midway through the Second War.
The Second War
When news of the Orcish Horde arrived to Lordaeron, Alterac, led by King Aiden Perenolde, was initially reluctant to join the Alliance of Lordaeron. True to his nature of evading confrontations he did not think himself capable of winning, Perenolde sought to avoid military actions with the Horde and instead pursue diplomatic options. However, after seeing every other kingdom eventually join, and fearing being left alone to fight the Horde, Alterac finally decided to join the Alliance.
However, the start of the Second War favored the orcs, and the future looked grim for the Alliance. Fearing for his kingdom should the Alliance fail, Lord Perenolde collaborated with the Orcish Horde, supplying them with information in exchange for the survival of the kingdom. Perenolde arranged for a convoy of high elves passing through Tarren Mill to be ambushed by forest trolls, organized a peasant revolt in Tyr's Hand to cover mining operations there, and attempted to assassinate Uther the Lightbringer by employing pirates to tamper with the Order of the Silver Hand.[7] Perenolde also allowed the Horde through his kingdom unimpeded through mountain passes in Alterac leading towards Capital City. To accomplish this, he ordered his military leaders to garrison several northern mountain passes and avoid several south routes.[8]
Alterac sailors and soldiers were eventually caught fighting for the orcs during various battles of the war.[9] After Perenolde's treachery was uncovered, the army of Stromgarde, led by Thoras Trollbane, traveled to the small kingdom, quickly imposing martial law. General Hath reluctantly confirmed Perenolde's treason once confronted by the king of Stromgarde. He then dispatched his troops join Trollbane's in halting the orcish advance through the mountain passes.[10]
Alteraci survivors, particularly the dethroned Aiden Perenolde, later aided Ner'zhul's forces during the shaman's quest to steal magical artifacts to open new portals. Alterac spies stole the Book of Medivh from New Stormwind, taking advantage of an assault by the forces of Shadowmoon clan led by Teron Gorefiend and the clan's Slayer.[11] The Book was taken by an Alterac mage but was later given to Ner'zhul in exchange for military aid against Lordaeron and Stromgarde forces.[12]
Aftermath of the Second War
The ruins of Alterac City.
Following the end of the war, Thoras Trollbane demanded that the eastern portion of Alterac be annexed to Stromgarde in recognition of its efforts and sacrifices during the conflict. King Terenas of Lordaeron was undecided on what to do, thinking about giving the throne to Perenolde's son, Aliden. Genn Greymane of Gilneas also joined the dispute, supporting the claims of a nephew of Perenolde, Isiden, who had taken refuge in Gilneas. Deathwing, disguised as Lord Prestor, attempted to magically convince the leaders of the Alliance into making him Alterac's new ruler. Although he succeeded, and King Terenas planned to give control of the area to Lord Prestor, the plan was abandoned when Prestor 'disappeared' (following Deathwing's defeat at Grim Batol), and the remnants of Alterac were left in the ruins they are today.
As a kingdom, Alterac effectively ended when the forces of Lordaeron and Stromgarde overthrew Lord Perenolde. However, the Syndicate that arose during the anarchy-filled days after the nation's dissolution became a politically active as well as militarily forceful entity. Though severed from their snowy heartland, the last of the Alteraci nobility, now leading the Syndicate, has sought to exact its revenge upon its old foe of Stromgarde.
Since the Cataclysm in Year 28, the old Alteraci territories continue to be disputed between the Crushridgeogres, the orcish Frostwolf clan, the dwarven Stormpike clan, and several bands of Syndicate brigands scattered across Strahnbrad and the Uplands.
Culture and people
People from Alterac
Notable leaders
Military
During the Second War, the Kingdom of Alterac possessed an army led by General Hath and a fleet commanded by Colonel Kavdan.
In Warcraft II
This section concerns content related to Warcraft II: Tides of Darkness or its expansion Beyond the Dark Portal.
Leader: Lord Perenolde
Nation Color: Orange
Background: Alterac is the weakest of the Human nations and is only a minor contributor of troops and equipment to the Alliance. Although Lord Perenolde praises Lothar and Terenas for their ongoing efforts, he is beset by the fear that when the Horde comes, the Alliance will fail, and only the surrender of his forces and his sovereignty will save the lives of his subjects. Perenolde alone knows whether or not - when the final call to arms is sounded - Alterac will fight for its freedom alongside the other nations of the Alliance.[16]
In the RPG
This section contains information from the Warcraft RPG which is considered non-canon.
Once the smallest nation in the Lordaeron Alliance, Alterac's king, Aiden Perenolde, betrayed the Alliance in the Second War. Alterac's honor has been blemished ever since.[17] During the war, the Horde attempted to conscript some Alliance nobles to help them in their campaign, and the weak-willed nobles of the Alterac Mountains readily agreed to help the orcs overthrow the Alliance leaders and take Lordaeron. With the defeat of the Horde came the punishment for these traitors: exile from their former holdings. These exiles would eventually form the Syndicate. Led loosely by Lord Aiden Perenolde, the Syndicate retook the Alterac Mountains and currently battles with ogres and the undead to keep their lands.[18]
The Alteraci nobility was officially ousted with the following proclamation:
BE IT NOW KNOWN that the individual called Lord Aiden Perenolde and every known ally, due to their association with the vile Horde during the war and their traitorous actions toward the Alliance and her citizens, shall be stripped of all land, holdings and wealth and known hereafter as traitors to the Alliance. They shall forfeit all rights to citizenry in the Alliance. Indeed, they are considered enemies of all citizens of Lordaeron. Let no good people of this land show them hospitality, mercy or sanctuary. Consider the honor they gave the Alliance and her citizens, and treat them no better.
So said in this seventh year of the new Alliance.
-Sir Uther Lightbringer of the Knights of the Silver Hand[18]
The brothers Syndrissin and Aretain Naris were two religious people of Alterac who fought on the side of the Alliance during the Third War, but left it soon after.
From Warcraft Adventures.
Warcraft Adventures: Lord of the Clans
This section concerns content related to the canceled game Warcraft Adventures: Lord of the Clans and is therefore non-canon.
In the canceled Warcraft Adventures, Alterac was mentioned several times:
Film universe
This section concerns content exclusive to the Warcraft film universe and is considered non-canon.
In the scene where Llane asked Garona where she came from, a map of the Eastern Kingdoms was briefly shown. It showed Alterac covering both the Alterac Mountains and Hillsbrad Foothills, directly bordering Stromgarde to the east.
Alterac participated in the council that would eventually lead to the creation of the Alliance.
Notes and trivia
Gallery
See alsoTotal War Battles Kingdom Guide
References
Retrieved from 'https://wow.gamepedia.com/index.php?title=Alterac_(kingdom)&oldid=5447433'
Posted by2 years ago
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Hi guys, Malum Vindicatus (S1) here,
Over the next few weeks, I will be adding all of the information on the game as I can to this thread. This thread is a work in progress, so not all of the information on the game is available here, yet.
I am compiling everything here on my own, from scratch, primarily because I want it to be genuinely my own work. I may be using other sites for reference, but I refuse to copy their work. So I want to thank Jimcav, Ehlmaris, and Glitchless for all of the work they have put in to creating their own help sites over the years.. without them, I would be clueless in this game. But with the resurgence that RWK is seeing recently (Glitchless updating the game) and the lack of updates to other help sites, I feel it's time that another guide is written to assist new players and have an accurate reference site for everyone.
Thanks guys!
Race War Kingdoms is an incremental, text-based, multiplayer role-playing browser game, developed by Glitchless in 2001. The game offers a wide variety of RPG elements, including a rich questing system, crafting, trading, kingdom ownership and war. Players may fight creatures to improve their character's level and skills, equip powerful relics and items to compete against other players in monthly tournaments and slay beasts. RWK's chat function allows players to forge friendships, build alliances and make enemies, as well as auction their goods or even role-play with one another.
TABLE OF CONTENTS
Because I have such high respect for the other help site authors, I will link to their websites and keep them here permanently. I think it's important that, even though I want to have all of the info available here, their work has been instrumental to our playing this game over the last 16 or so years.
[Jimcav's Site - www.jimcav.com] (http://www.jimcav.com/)
[Ehlmaris' Site - ehlmaris.tripod.com] (http://ehlmaris.tripod.com/) [RWK Help Site - www.racewarkingdoms.com/help] (http://www.racewarkingdoms.com/help/)
I won't list another, more recent site that has cropped up because I feel as though it's a direct copy of Jim's work.
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From Glitchless:
Race War Kingdoms is a 2D graphics RPG that is home to thousands of players who all cooperate and compete in real time. Those who enjoy peaceful solitude can turn off all chat messages and easily hide themselves in a desolate corner of any of the 5 immense maps. Those who enjoy intense player vs. player action can gain experience slaying other players as well as the hundreds of unique monsters indigenous to each map. And for those who enjoy strategic warfare, Race War Kingdoms offers an intricate kingdom development and war-waging system with nearly half a million inhabitable kingdom squares so there's always room for new players.
Version 1.1 may include unspecified updates, enhancements, or bug fixes.
What do you need to know about free software?
In the fictional Warhammer Fantasy setting by Games Workshop, there are a number of different races and nations. The most important of these feature are individual armies in the Warhammer Fantasy Battle table top game.
Realms of Men[edit]Kingdom of Bretonnia[edit]
Bretonnia is based on both real-world medieval France and the Chivalric Romance literary genre popular during that time period, especially the Arthurian Cycle; its name is clearly derived from the French province of Britanny that Arthurian canon is heavily associated with.
In the setting, Bretonnia was founded when the Knight Lord Gilles le Breton drove the hordes of Orcs and Chaos out of Bretonnia in the name of the Lady, the goddess in whom the Bretonnians place their faith. Since then Bretonnia has been divided and collectively ruled by the King of Bretonnia and his twelve Dukes and their families. Each Duke, in turn, rules over several barons and earls, each having great swathes of land and are able to call upon dozens of knights from the lesser nobility that they rule.
Worship of 'The Lady' is only exclusive to the aristocracy, as peasants are considered unworthy to worship Her and any caught doing so are brutally punished. Peasants instead worship the standard Old World pantheon with local modifications.
Bretonnian knights train extensively from boyhood in riding and heavy armor combat, specializing in two kinds of weapons, the longsword and the lance; completely abstaining from using ranged weapons, which they consider dishonorable. Though indoctrinated in the art of knightly chivalry (similar to that which is practiced in Arthurian legend), Bretonnians generally believe that chivalrous acts and responsibilities only apply to their fellow aristocrats and do not extend the same courtesies and respect to their peasant citizens. Bretonnian knights are born exclusively from the nobility of Bretonnia as peasants cannot afford the cost of the armor and weapons required to be a knight, to say nothing of the upkeep necessary to keep horses and maintain equipment.
Some more well-off peasants may still serve as Men-at-arms in their lord's forces, each aristocrat being able to raise a few hundred men-at-arms from their peasant tenant families. These part-time soldiers are paid a marginal wage and are provisionally given basic armor and carry pikes or spears as their armaments. Each is also required to wear the livery of his lord's house. Though organized and markedly courageous, they are mostly poorly trained and under-supplied as their lords will rarely spare the time and resources to properly equip them. As such, men-at-arms often rely on salvaged or captured arms and other war gear from the battlefield.
Additionally, Bretonnian armies are supplemented by the Fey Enchantresses (women who are mysteriously abducted by fey spirits when they are young, raised by the Lady and endowed with magical powers) and the famed Pegasi Riders (knights trained to ride highly-temperamental winged horses exclusively raised by Bretonnian breeders and serve as the kingdoms aerial forces). For heavy firepower, Bretonnia has only one major siege weapon, the trebuchet. While boasting impressive range, the siege weapon is as inaccurate to fire as it is cumbersome to load. These are usually kept far to the rear of Bretonnian armies along with their peasant longbowmen who rank even less than Men-at-Arms.
Thus, Bretonnian armies rely on powerful charges from their many heavily armed and armored knights in order to achieve victory. Bretonnian knights are arguably the best heavy cavalry in Warhammer Fantasy, along with being the most varied. For support units, they have the Pegasi and the Enchantresses and for basic units, Bretonnian armies can also contain cheap and expendable peasant longbowmen and men-at-arms to serve as fodder.[1]
The Empire[edit]
Smaller states of the Old World[edit]
The North, East, and South[edit]
There is an island just off shore of Ind, the equivalent of Sri Lanka, mostly covered by forests on which a High Elf fortress known as the Tower of the Sun is situated. A collection of smaller islands are bunched up close to Ind, one of which has another High Elf outpost known as the Tower of Stars. Separating the Kingdoms of Ind from Grand Cathay is a leg of mountains from the Ogre Kingdoms, the equivalent of the Himalayas, where the Land of the Celestial Dragon Monks is. Just inside the nation of Ind is a coastal city called the City of Spires. The rulers of Ind are said to be attended by many servants and slaves, as well as being wealthy and generous.
Elves[edit]
The Elves were the third civilized race to walk the world. Brought from creation by the Old Ones, the Elves showed an adeptness to magic. Torn asunder many thousands of years ago by a great civil war, there are three major nations of Elves.
In the first edition of the game, there were two other Elven armies noted: the 'Sea Elves' and the 'Night Elves'. Sea Elves were essentially the Elves of the more practical and worldly Outer Kingdoms of Ulthuan, and the Night Elves are now considered part of the Dark Elves.[citation needed]
Dwarfs[edit]
A Dwarf.
The Dwarfs live in city fortresses dug into the mountains of the Old World. Their Chaos brethren occupy one huge towering city in the lands to the south east of the Old World.
Dwarf[edit]
Chaos Dwarfs[edit]
In many ways, Chaos Dwarves are the mirror-images of Dwarves. Where Warhammer Dwarves shun most magic (save for Runic magic, which is unique to this race) Chaos Dwarves have embraced it; where Dwarves worship their Ancestor Gods, Chaos Dwarves have turned to the worship of the evil Hashut, Father of Darkness; where Dwarves abhor slavery and 'greenskin' races (Goblins, Orcs and the like), Chaos Dwarves hold masses of slaves and are allied with or are overlords of many greenskin tribes and peoples. They are even responsible for the creation of the Black Orcs.
Chaos Dwarves are depicted as having a rather Mesopotamian look; they wear Assyrian-style armor and sausage-curled beards. The main physical difference between them and ordinary Dwarves is that Chaos Dwarves have long tusks jutting up out of their lower jaws. Their capital city is in the form of a huge ziggurat, called Zharr-Naggrund. They hate or despise all outsiders, and especially hate other Dwarves, who see their existence as an intolerable dishonor to the Dwarf race, meriting extinction.
Chaos Dwarves were introduced through the magazine White Dwarf, and even given a limited rulebook of their own. Unfortunately, the model range never caught on, and was slowly abandoned. However, Games Workshop has recently hinted they may try rereleasing the Chaos Dwarves figurine line much to the enjoyment of its loyal cult following.
Fimir[edit]
A Fimir warlord in Warhammer Fantasy
Fimir are a fantasy race created by Graeme Davis and Jes Goodwin at the end of the 1980s for Warhammer Fantasy Roleplay (WFRP) and the 3rd edition of Warhammer Fantasy Battle (WFB).
Fictional ecology[edit]
Inspired by the Fomorians of Celtic myth, they are depicted as humanoid, cyclopean creatures with barbed tails and beak-like snouts, with skins that varied from a dark green to a muddy brown colour. They are described as being part Daemon.
The Fimir inhabit the wetlands of the Warhammer world, typically within crudely constructed fortifications resembling nothing more than a pile of rocks. From these locations, the Fimir raid the homes of humans, taking captives for daemonic sacrifices. The Fimir loathe sunlight, and are followed by wreaths of mist to shield them from it, and their homes are always shrouded by it.
Fimir society is divided into a caste system, consisting of Meargh, the Dirach, the warriors, and the Shearl. The Meargh â also known as witch-hags â are the leaders of Fimir colonies, as well as the only females.[10] A Meargh would typically also be a very powerful user of magic. The Dirach â described as 'daemon-friends' â are a caste of wizards specialising in the worshipping of Daemons. The warrior caste â consisting of Fimm (warriors), Fianna Fimm (elite warriors), and the various nobles â take the brunt of raiding and fighting. The Shearls â the slaves of a Fimir settlement â exist only to work and die. The ruling Meargh hold the clans together. In the event of a Meargh's death, the Fimir of her stronghold separate, either working as mercenaries for other evil creatures or seeking out another clan to join. However the Meargh is sterile and therefore unable to breed. So as to replenish their numbers the Fimir kidnap young fertile human women to use as breeding stock.
Inclusion History[edit]
The Fimir were created at the behest of Games Workshop's then-owner, Bryan Ansell who wanted a race 'to be as distinctive of Warhammer as the Broo are of Runequest'.[11] However, the Fimir did not prove popular, and disappeared with the 4th edition of WFB, although this did give them time to make a guest-starring appearance in Milton Bradley'sHeroQuest. Very few (official) sources on Fimir exist and include the WFRP Bestiary, an article in White Dwarf No. 102, the third edition of WFB (Bestiary and Warhammer Armies) and some references in supplements.
There are two Fimir miniatures at the 'correct scale' i.e. a size between 1.8m and 2.1m (in-game scale): Fimir (actually Fimm Warriors) from HeroQuest and some limited edition Fimm Warrior miniatures sold separately. One can also find Fimir by Nick Bibby the size of ogres, although these obviously do not integrate well with the 'correctly' scaled models. Original concept sketches of the miniatures made by Jes Goodwin represented human-sized creatures and the published characteristics of the Fimir reflected this fact. However, when Nick Bibby started to sculpt the Fimir miniatures, he made them ogre-sized, leading to them being disproportionately weak for the size of their figurine in WFB. It was officially decided that this was the fault of the authors. Ultimately, WFRP was published with Fimir, but the race disappeared from the next edition of WFB.
The last official appearance of the Fimir was in the WFRP sourcebook Marienburg: Sold Down the River, published in 1999. Since WFRP 2nd edition, the background has been brought into line with WFB and races such as Zoats, Gnomes and Fimir have been quietly dropped. Games Workshop described such races as being in 'interminable hiatus'.[12] In response, several fan-written creations have been published, including a 'Fimir special' issue 25 of the WFRP fanzine Warpstone.
There appears to be another reference to the Fimir in UK White Dwarf 310. Where in the article on the Gnoblar Horde, a new army list, there is a background piece on boglars, a sub-species of gnoblar that live in marshes. It says that 'A large tribe in the Marshes of Madness have been rumored to be in alliance with strange, cyclopean creatures.' While not being specific, this is almost certainly a reference to the Fimir.
The Fimir were mentioned in the time of Legends novel 'Empire', where creatures matching their description were encountered living in the marshes.
Fimir are referenced by name in the 'Marshland' entry of the terrain rules section of the 8th Edition Warhammer Fantasy Battles rulebook.
The July 2011 'Storm of Magic' supplement has, at last, reintroduced Fimir into the Warhammer tabletop game, in the form of a Dirach wizard called a Balefiend, which can be used as a bound monster by any Warhammer army. The character is now a full-fledged monstrous infantry (i.e. ogre-sized) model, rather than regular infantry.
In December 2011, Warhammer Forge revealed three new models to be released in Q1 of 2012 as part of the supplement titled Monstrous Arcana.
In August 2016, a Fimiarch Noble miniature was revealed to be released by Games Workshop's Forge World division.
In July 2017, it was revealed that the Fimir would be re-appearing in an official Games Workshop tie-in product as a part of the Norscan Faction DLC for Total War: Warhammer.
Lizardmen[edit]
The Lizardmen have undergone many successive changes through the history of the Warhammer game. Originally they were conceived as the 'native' race of the Warhammer World who were driven underground by the frog-like Slann prior to their vast terraforming (which created the distinctive form of the continents compared to those of Earth). They fought an eons-long guerrilla war against the amphibian aliens whose armies were then made up of Amazons, Pygmies, Lobotomised Slaves and Slann warriors. The appeared in the game only as vassals of the main faction the Slann.
For some years the Slann disappeared as a playable faction. Games Workshop then in 1997 reintroduced the faction as Lizardmen: the Slann now appeared only as commanders of armies almost entirely composed of varied kinds of Lizardmen, and featuring dinosaurs as mounts. The Lizardmen were now reimagined as having been originally created by the Old Ones, thus being the second civilization of the Warhammer world. Preceded by the Old Ones and succeeded by the Elves to aid in their great genetic works, the Slann now lead the Lizardmen through prophesies containing ancient instructions from their gods, who may or may not some day return. The Slann and Lizardman culture is based on the Aztec and Mayan cultures and are found in the New World, corresponding with ancient Central and South America.[13]
Orcs and Goblins (Greenskins)[edit]
A Goblin.
The tribes of Orcs, Goblins and other Greenskins are spread across the Old World and into the east. They are mostly referred to in general as 'Greenskins' for obvious reasons. The magic they use is called Waaaagh! and is drawn from the power and energy of excited, bloodthirsty Greenskins armies. A large horde led by a great Orc Leader (or sometimes a Goblin one) of Orcs and/or Goblins is called a Waaagh![14]
A relative of the Common Goblin is the Gnoblar, which is found living with the Ogre Hordes in the Mountains of Mourn.[15] East of the Mountains of Mourn on the borders of Cathay live the Hobgoblins, a race of greenskins somewhere between a Goblin and an Orc, but more cunning than either. Hobgoblins can also be found as slaves or slavers within realm of the Chaos Dwarves.[16] Smallest in size of all the Greenskin races are the Snotlings, They are considered the lowliest of greenskins and are most often bullied around by their larger, greener cousins.[14]
The toughest and most disciplined of the Orcs are the Black Orcs. These mean beasts are 'armed to da teef' and are covered in heavy black armour. This is one reason why they are called Black Orcs, the other being their unusually dark green skin compared to their brethren.
Another form of Orc are the Savage Orcs, who, rather than use the modern technology of armour, language, and weapons of their cousins, stayed in their primitive savage form. Using mainly stones as their weapons, the Savage Orcs rush madly into battle, some clinging upon wild boars with only their feet. The Savage Orcs put so much faith in their warpaint that it works for intimidation.
Chaos[edit]
The phrase 'Slaves to Darkness' is used to cover all those who have fallen under the control of, or pledged themselves to, the Forces of the Chaos gods. While the energies of chaos touch all things magical, there are those who fully give themselves to the deities of this realm, and seek to conquer not just the works of the Old Ones, but the very fabric of reality itself.
There used to be a combined Chaos Army in the early 1990s, which was later split into the Beasts of Chaos and Hordes of Chaos army books. These books then subdivide the armies of Chaos further into Bestial, Mortal (humans), and Daemonic armies.
Skaven[edit]
Skaven are a Chaotic race of rat-men. They worship a unique Chaos god of their own, the Horned Rat. They live in a world-spanning network of settlements under the world inhabited by other races.
The Undead[edit]Kingdom Wars Download
All undead in the Warhammer world are a result of the black sorceries devised by the first necromancer, Nagash, in the long distant past. The Undead are effectively split into two distinct armies: that of the Tomb Kings which has a strong ancient Egyptian feel with mummies and chariots driven by skeletons, and the army of the Vampire Counts which features vampires, zombies and so forth.
The Ogres[edit]
References[edit]
Retrieved from 'https://en.wikipedia.org/w/index.php?title=Races_and_nations_of_Warhammer_Fantasy&oldid=903769254'
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