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Warhammer or Warhammer Fantasy is a fantasy setting created by Games Workshop, in which many games of that company are set, the best known ones being the Warhammer Fantasy Battles wargame, and the Warhammer Fantasy Roleplay role-playing game. There is also a related science fiction setting called Warhammer 40,000.

It is notable for its "dark and gritty" aspect, and its background world, which features a culture very like Renaissance Germany crossed with Tolkien's Middle-earth. Chaos is central to the setting, as the forces of Chaos are attempting unceasingly to tear the mortal world asunder. The world itself is populated with a variety of races such as humans, dark elves, high elves, dwarfs, undead, orcs, lizardmen, ogres, and other creatures familiar to many settings.

History


The first edition of Warhammer Fantasy Battles was released by Games Workshop in early 1983. Prior to this release, the company dealt primarily with the importing of American Role-playing games, as well as support and review of gaming products through their periodical, White Dwarf. With the release of the third edition of the game in 1987 (as well as Warhammer Fantasy Roleplay the year before) the game moved from merely a set of wargame rules into a full-fledged fantasy setting.

In 1992 the fourth edition of the game was released, marking a newer era of greater mass-market appeal. Four years later the fifth edition upgraded both rules and miniatures, but did not fully replace core game mechanics, as previous editions had.

Warhammer Fantasy Battles is currently in its sixth edition (released in 2000), a change that dropped the card-based supplemental rules of the previous two editions, as well marked a shift toward balance-oriented tournament play. Re-releasing of old armybooks, beginning in 2006 with Warhammer Armies: Dwarves, has begun a new "rules recycling". A new edition is confirmed to be released in late 2006. Various theories concerning its likely shape are being bandied about on many online Warhammer forums. The new edition is expected by many players to very likely be a minor upgrade of the sixth edition rules - fixing major causes for complaint, such as the magic system, and re-wording rules to make them more comprehensible. Recent releases suggest that (as of July 2006)a new edition is truly underway.

Warhammer Background


Setting

To many players, the story or background of Warhammer is just as important as games and miniatures. Alongside Dungeons and Dragons, Warhammer is among the oldest of commercial fantasy worlds, a direct descendant of both that game and Tolkien's Middle-earth. What is currently recognizable as the Warhammer World began with the first edition of the game, but took off as its own setting with the release of Warhammer Fantasy Roleplay and the 3rd edition in 1987.

Warhammer has developed a very recognizable stylistic image set. Skulls feature prominently, as well as gothic architecture, absurdly large weapons and shoulder-armor, and bizarre imagery reminiscent of director Terry Gilliam's work, as well as a strong dose of black comedy. From its inspiration from Michael Moorcock's novels, the Warhammer World is centered around the classic Man vs. Himself literary theme. The Chaos Gods are personified flaws of humankind; the inner literal daemons of living things come back through a magic medium to torment and kill. The ultimate victory of these forces is often hinted at, highlighting a strong assumption that sentient beings are fundamentally flawed and will eventually bring about their own destruction via the forces of Chaos. This is especially tragic in light of the outside, non-Chaotic forces that threaten civilized beings; rampaging Orcs, political strife, and general warfare.

Chaos was introduced into the Warhammer World by the Old Ones; star-traveling gods responsible for the creation of most of the setting's sentient races. These Old Ones were brought low by the daemonic forces inadvertently unleashed by their Warp Gates (one at either pole), leaving their creations to fend for themselves. This backstory also provides an easy explanation for the variety of familiar fantasy races, and provides a logical framework for them to fit in. Ogres and halflings, for example, are closely related. Both are resistant to the mutating effects of Chaos energies (fueled by hearty appetites and efficient metabolisms), but have opposite physical templates.

Warhammer owes quite a bit to a variety of sources. Many events are lifted and modified directly from real-world history, including the Black Plague and the Moorish invasion of Spain, and others from original fantasy sources. Like Middle-earth, Warhammer's Elves are declining in population, and a Great Necromancer is reborn after defeats in his Southern stronghold.

Many recent games have borrowed from Warhammer's distinctly exaggerated imagery, most notably the Warcraft universe. The particular green-skinned Warhammer Orcs and Goblins have infiltrated games as diverse as Warcraft, The Gathering, and Mage Knight. Warcraft also features a creation story very similar to that of Warhammer.

Races and Nations

The Realms of Men and Their Allies
Mankind has a strong foothold in the Warhammer World, and of all races can prove to be the most resistant or most susceptible to Chaos. Most of the featured human nations are based in the Old World.
  • Bretonnia - A throwback feudal nation that relies on its haughty knights, heraldry, and their mysterious patron for military strength. Some consider it to be similar to the French armies before the Hundred Years' War, combined with a heavy dose of Arthurian Myth. 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 the game. Bretonnian armies frequently also contain cheap and expandable units of unskilled peasants to serve as fodder.
  • Dogs of War - Gold-hungry mercenaries and their exotic allies who primarily hail from the city-states of Tilea. Based upon real-world 15th century Italy. Dogs of War armies have a great variety of unit types available to the and as such there is no standard Dogs of War army.
  • The Empire - Mightiest nation of the Old World; as strong in its military might as it is increasingly corrupt from within. Some consider the Empire to be heavily based upon the real-world Holy Roman Empire, especially during the Renaissance. The Empire benefits from a great diversity of units, powerful artillery and calvary, and moderately priced infantry, however the average Empire soldier can not hold his own against the more powerful units of many other races. Empire armies rely on a combined arms approach in battle that requires a player to coordinate their infantry, calvary, and artillery in order to be effective. However, Empire armies that rely solely on ranged firepower have also become popular.
  • The Wasteland - Akin to the Netherlands, this low-lying land at the mouth of the River Reik is home to Marienburg, the largest city in the Old World. This region used to belong to the Empire - when it was referred to as Westerland - but is now fiercely independent. Although Games Workshop has not published an official army book for Marienburg there is a Marienburg army list contained within the most recent publication of the Empire army book.
  • Tilea South of the Irrana Mountains and the Vaults, the fractious city-states of Tilea embrace trade, exploration and internecine warfare with equal passion. Mercenary companies form the bulk of armies in these lands, often fighting on behalf of the wealthy rulers of the many republics and principalities or further north in the service of the Empire. Tilean armies can be represented by the Dogs of War army list.
  • Estalia a peninsula south-west of Bretonnia, far from the threat of Chaos, this land is home to a number of rival kingdoms, akin to the Iberian peninsula prior to the Reconquista. Estalia was once occupied by forces from Araby but these were driven out by a combined effort by other Old World human realms. There is no Estalian army book or list published by Games Workshop at this time, though one could use a Dogs of War army list as a basis for a royal or mercenary force from the peninsula.
  • Kislev - A hardy Northern nation, ally of the Empire, who bears the burden of a close physical proximity to the maddening Realm of Chaos, reminiscent of a mixture of medieval Russia, Mongolia and the Polish-Lithuanian Commonwealth. Kislevites can be taken as allies by many "good" armies, however their army list is not developed enough at this time to warrant fielding them alone.
  • Dwarfs - An ancient, grim, and determined race integral in the founding of the Empire, the Dwarfs spend their days avenging grudges and counting gold. Dwarfs are the greatest craftsmen in the Warhammer World and in addition to enjoying fine arms and armor they have the best heavy infantry and artillery in the game. Dwarf armies are well suited to defensive warfare, however due to their lack of mobility they do not do well when forced to go on the offensive. Dwarves are legendary for their ability to never forget nor forgive a wrong against them, finely weapons and armor, ability to consume large quantities of ale, extreme stubborness, mistrust of elves, and hatred of greenskins.
  • Ogre Kingdoms - Massive Eastern barbarians who will do any work for gold and eat anything (and anyone!) to fill their bellies. Some consider the ogres to be based largely on the Siberian tribes including Mongolians, Turks, Tungusic, Merkits and Tatars. As ogres are guided solely by their stomachs they spread devastation and destruction wherever they go, they are often considered to be an "evil" army. Ogres can end up fighting for any side in a battle as their lust for food and fighting often causes them to be hired as mercenaries by other races.

The Elven Nations
The Elves were the second civilised race to walk the world. Brought from creation by the Lizardmen, the Elves showed an adaptness to magic. Torn asunder many thousands of years ago by a great civil war, there are three major nations of Elves.
  • Dark Elves - The relentless and bitter Druchii still follow Malekith, who was exiled but still claims to be the rightful heir to the throne of the Elven Kingdoms of Ulthuan. The dark elves are sworn enemies of the high elves and try incessantly to invade Ulthuan. Dark elves enjoy nothing more than inflicting pain and sufferring on others and frequently launch raids throughout the Old World in order to capture more slaves to feed their hunger for cruelty.
  • High Elves - The Asur carry on the ancient traditions of the Elven people on their Atlantis-like island continent, as well as the burdens of many millennia of arrogance and warfare.
  • Wood Elves - The ruthless Asrai abandoned their kin to both protect and restrain the strange sentient forest of Athel Loren.
In the first edition of the game, the elves were divided in other nations: Sea Elves, High Elves, Wood Elves and the Night Elves. Sea Elves are now seen part of the High Elves an the Night Elves are now considered part of the Druchii.

Servants of the Old Ones
  • Lizardmen - First created by the Old Ones to aid in their great genetic works, the Slann now lead the Lizardmen blindly via prophesies containing incomprehensible and ancient instructions from their fallen gods, who may or may not someday return, depending on science and the technological advancements of the lizardmen. Lizardmen are also heavily based on the Aztec and Mayan cultures.

Greenskins
  • Orcs and Goblins - Amoral raiders who love a good scrap, Orcs and Goblins are as intrinsic to the Old World as death and taxes.
The orcs and goblins use a magic power called Waaagh! magic. The magic is drawn from the power and energy of fighting orcs and goblins. A orc and goblin horde is called a Waaagh! Another type of greenskin related to the Common Goblin, the diminutive Gnoblar, is found living as the obsessive sycophants to the Ogre Hordes in the Mountains of Mourn. East of the Mountains of Mourn, upon the boarders of Cathay, live the Hobgoblins, a race of greenskins somewhere between the size of a Goblin and an Orc, but more cunning than both. Hobgoblins can also be found as slaves under the dominion of the Chaos Dwarfs. Smallest in size of all the Greenskin races is the Snotling. They are considered the lowliest of greenskins and is most often bullied around by their larger, green cousins.

Slaves to Darkness
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 renamed Realm of Chaos in the late 1990s. Then they split the Chaos forces into the Beasts and Hordes.

  • Beasts of Chaos - Whether born bestial to human parents or raised among mutants, these Beastmen hate all that is civilized and untouched by the glories of Chaos.
  • Chaos Dwarfs - Tireless overseers of soulless industry, the Chaos Dwarfs worship their own Chaos God; Hashut, the Father of Darkness. Their braided beards and Lamassu monsters are drawn from Mesopotamian art and mythology. The Chaos Dwarfs were for many years slowly phased out: Games Workshop has announced an intention to "completely redo" the army on its eventual re-release.
  • Hordes of Chaos - Primarily humans who are favored by the Four Great Gods of Chaos, these marauders emerge from the areas below the Northern Warp Gate with the support of Man's fears given form by the winds of magic; the daemons of Chaos.
  • Skaven - Children of the Great Horned Rat, the Skaven are a Chaotic mockery of Man's nations. Inventive and insane, the ratmen live in a vast network of tunnels beneath all the Warhammer World called the Under-empire.

The Spawn of Nagash
Fueled by the black sorceries devised by the first necromancer, Nagash, the undead of the Old World do not rest easily.

Up to the 2000s, there was a single Undead army. Afterwards, it was split into the Romanian- Transyvanian-themed Vampires and Egyptian styled Tomb Kings.

  • Vampire Counts - Disciples of Nagash who stole his secrets of eternal life, the Vampires and their minions have spread across the Old World, furthering their own aims.
  • Tomb Kings - Nagash was once one of the most powerful priests in the ancient, Egyptian-inspired land of Nehekhara. When his necromantic magics killed off much of the countryside, the remaining Liche Priests used his own magics to revive long-dead warriors & kings from their pyramids. He has recently disappeared, however, and lesser vassals have taken his place.

Geography

The world of Warhammer is similar in climate to Earth. In fact, most of its landmasses, (human) cultures and ethnicities in the area are roughly analogous to the geography of Earth. These similarities were originally implicitly explained by reference to a race who went around the universe creating similar worlds. Correspondence between places in the Warhammer world and in the real one, with varying degrees of subtlety includes:

The World's Edge Mountains hold the last dwarf strongholds and form part of the border of the Empire. To the east of the World's Edge Mountains (the Carpathians in the real world) lies the fabled land of Cathay and the Ogre Kingdoms.

Warhammer games


Wargames

Role-playing games

Board games

Collectible card games

Computer games

Warhammer books


Outside of games, there have also been numerous novels and short stories by various authors set in the Warhammer world, the most famous of which are the Gotrek and Felix novels by William King.

Early in his career, Kim Newman wrote several Warhammer novels under the name 'Jack Yeovil'. Some elements from these books (in particular his heroine Genevieve Dieudonne) later reappeared in the award-winning Anno-Dracula series.

Check the Black Library section of the Games Workshop website for the complete list of books.

See also


External links


Warhammer Fantasy

Warhammer Fantasy | Warhammer | Warhammer | וורהאמר פנטסיה | Warhammer | Warhammer | Warhammer | Warhammer | Warhammer

 

This article is licensed under the GNU Free Documentation License. It uses material from the "Warhammer Fantasy".

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