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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 similar in appearance to 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.
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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.
In 2000 Warhammer changed to sixth edition, a change that dropped the card-based supplemental rules of the previous two editions, as well marked a shift toward balance-oriented tournament play.
Warhammer Fantasy Battles is currently in seventh edition. It was released globally on 9th September 2006 and brings changes to the magic system as well as balancing the existing rules. This edition supports the current army books that are out allowing players to play with their entire existing armies. The format of this release follows that established for to 4th edition of Warhammer 40,000. The first version was a standalone A4 hardcover version, with additional information on painting, scenery building, and background information about the Warhammer universe not included in the box set version. The second is a boxed set, called Warhammer: Battle for Skull Pass, which included an A5 softcover version of the rules only, scenery, and Dwarf and Goblin miniatures. A third version is available as an ornate, hardbound Collectors Edition, printed on parchment pages with a specially embossed presentation box. Only 4000 copies of the Collectors Edition have been printed.
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Setting
To many players, the story or background of Warhammer is just as important as games and miniatures. Alongside Dungeons & 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 centred 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 (fuelled 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, Magic: The Gathering, and Mage Knight.
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Realms of Men
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 can also contain cheap and expendable units of unskilled peasants to serve as fodder.
The Empire - Mightiest nation of the Old World; as strong in its military might as it is increasingly corrupt from within. The Empire is based upon the real-world Holy Roman Empire, especially during the Renaissance. The Empire benefits from a great diversity of units and magic. They also field an extensive variety of black powder missile weapons. Although, as humans, they lack the strength of other races.
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 an unofficial 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. Tilea has been likened to olden-day Italy.
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. Estalia has been likened to olden-day Spain.
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 Muscovy, Mongolia and the Polish-Lithuanian Commonwealth. In the most recent incarnation the Kislevits are remarkably similar to the medieval Russians, with Boyars, Kossars and the Tsar and Tsarina all being very similar adaptations of Russian creations. 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.
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The Elven Nations
The Elves were the second civilised race to walk the world. Brought from creation by the Old Ones, the Elves showed an adeptness at 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 elves of Naggaroth 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 suffering on others and frequently launch raids throughout the Old World in order to capture more slaves to feed their hunger for cruelty. The Witch elves of khaine perform blood rituals to rejuvinate their youth. It appears that this idea was taken from The Blood Countess of Hungary, who managed to kill over six hundred young virgins because she believed that bathing in their blood would make her look youthful.
High Elves - The Asur carry on the ancient traditions of the Elven people on the Atlantis-like island continent of Ulthuan, 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. They resemble the Elves of Tolkein's Lothlorien. They appear to be neither good nor bad, as likely to kill lost travellers as to aid them. They are mortal enemies to the Beasts of Chaos.
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 and the Night Elves are now considered part of the Dark Elves.
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Dwarfish Kingdoms
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, their finely crafted weapons and armor, ability to consume large quantities of ale, extreme stubbornness, mistrust of elves, and hatred of greenskins. Dwarfs are the closest ally to Humanity, although the Elves of Ulthuan have united with the Humans as well in the last few hundred years. Due to the horrid "War of Vengeance", Dwarfs hold a grudge against Elves, yet Dwarfen and High Elf armies have fought valiantly side-by-side together in the last few hundred years, as recently as the Storm 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.
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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 some day return, depending on science and the technological advancements of the lizardmen. Lizardmen are also heavily based on the Aztec and Mayan cultures.
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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 horde of Orcs and/or Goblins 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 borders 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 are most often bullied around by their larger, greener cousins.
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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 split into the Beasts of Chaos and Hordes of Chaos army books. These books dilute the armies of Chaos further, dividing them into Bestial, Mortal (humans), and Daemonic armies.
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.
Hordes of Chaos - Primarily humans who are favoured 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.
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Children of the Horned Rat
Skaven - 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. Many human denizens of the Old World do not believe the Skaven exist, much to their detriment. The crazed mechanics of Clan Skyre create powerful yet unreliable weapons to aid their rampages and it is said that one day the grey seers will unite them and take over the old world.
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The Undead
Fuelled by the black sorceries devised by the first necromancer, Nagash, the dead 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- Transylvanian-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 - This ancient Egyptian-styled undead race was once ruled by the necromancer Nagash. After a successful rebellion against him, he killed every mortal being in Nehekhara to raise an unassailable army to conquer the world. He was stopped by the last king of Khemri. The aftermath of the spell awakended several thousand years of Tomb Kings and there undead army. The greatest of the all the Tomb Kings, Settra the Imperishable, now seeks to conquer the world for compansation of his early awakening.
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The Ogres
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, although they also have many bonds to cavemen, with large pre-historic beasts like mammoths and the large, feline sabre-tusks. As ogres are guided solely by their stomachs, they spread devastation and destruction wherever they go. They are resistant to chaos, and were created by the old ones. Ogres are often considered to be a "neutral" army and 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.
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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:
'Ulthuan' does not correspond to a real place, though most compare it with Atlantis
The 'Northern Wastes' and the Arctic
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Wargames
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Role-playing games
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Board games
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Collectible card games
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Computer games
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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.
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See also
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