Numas is a minor faction of Tomb Kings introduced in the Tomb Kings update for Total War: Warhammer II.
In both Eye of the Vortex and Mortal Empires, they start just to the east of Khemri.
"In Numas they know my name and welcome me, but I am one of a handful of people that is allowed passage through the city gates. In Numas, life has returned to the desert and once again crops grow around the city. Numas is a marvellous place, and over many centuries the pyramids have been restored to their former glory."
—Trader Suli, Extract from the Tales from the Oasis
Numas, the Scarab City, is one of the few cities within Nehekhara that still bear the living within its walls. It was built originally before the time of Settra, thousands of years ago, by King Khesek. This dates it as one of the first human cities ever to be built. It is located near Khemri, further up the Great Mortis River towards its source. It was originally built due to its proximity to very fertile lands just south of the Great Mortis River and north of the Ash River. This location encouraged its foundation and its people were fed in plenty.
Settra, during his reign, conquered Numas and forced it to pay him tribute. As soon as Settra died, however, it rebelled against the grip of its former master and succeeded in gaining freedom. Until the time of Nagash, it was conquered and reconquered by Khemri but could never be held. Then, when Nagash took hold of Khemri, an alliance of the cities of Numas, Zandri, Mahrak, Lybaras and Rasetra fought together to free the land from his tyranny. The king of Lahmia, King Lahmizzar, led this alliance but eventually the allied cities fractured and fought against one another, seeking each others wealth. Later in the sixth dynasty, under King Alkhazzar I, Numas was conquered by Khemri again. From then on, it remained a part of the kingdom of Nehekhara forever. After the awakening, the Tomb Kings of Numas fought amongst themselves to regain the city. There was no peace in Numas until Settra had awoken, and upon taking control, sent all of the lesser kings back to their tombs to await his call.
Sometime afterwards, a nomadic tribe called the Scythans came upon the city and saw Prince Tutankhanut of Numas as a manifestation of their God. In reverence, the nomads pledged themselves to the Prince, tending to the crops which feed their people and in return, Prince Tutankhanut now rules over a living city which he guards ferociously. Such is their devotion to Tutankhanut that they often fight in his service and should one of their numbers die, their body would be ritually picked over by vultures and their bones taken to the necropolis so that they may serve their God for all eternity.
Xlanhuapec is a Lizardmen faction in Total War: Warhammer II.
Xlanhuapec, the City of Mist is the second city to be founded and a mysterious place that holds many secrets left behind by the Old Ones. For its own protection, the entire city is perpetually wreathed in banks of coiling mist and it is possible to pass within a few yards of its boundary stones without noting the city’s sprawling presence, so thick are those swirling vapours. Xlanhuapec houses a number of ancient artifacts, including the Placid Pool - reflective waters that allow world-spanning visions; the Device of the Great Beyond - a communications relic through which others from far distant stars occasionally speak, and an Eternity Ship — a great egg-shaped vessel within which time does not flow. These hoarded treasures and more are jealously guarded and it is a death sentence for any outsider to so much as glimpse the city beneath its protective shroud of mists, for Xlanhuapec is sacred ground to the Lizardmen.
Xlanhuapec stands upon an auspicious alignment of the geomantic web and, at all times, one of the city’s Mage-Priests must maintain the cloying cover of mists, a spell that has remained uninterrupted for long ages. The Slann’s very words turn to creeping vapour, which spreads forth to encompass the entire city - a sprawling metropolis that extends dozens of miles in all directions from the mountainous heights of its centremost pyramid. It is said that the mist possesses terrible strength, and in times of need can take the shape of creatures - elemental magic formed from water and air. Few invaders have ever been able to penetrate the city and live to tell the tale, although those survivors have spread many rumours of the city’s matchless treasures.
Estalia is a minor Southern Realms faction introduced in Total War: Warhammer. They are present in The Old World and Mortal Empires campaigns.
They have the misfortune of their province being the spawn point of the Beastmen horde led by Khazrak the One-Eye.
Currently, Estalia uses the Empire unit roster.
Estalia is a nation in the southwestern corner of the Old World, politically divided into several small kingdoms and currently lacking a central government.
Estalia is a peninsula located in the western Old World, bordered to the northeast by Bretonnia. Its natural borders are the Irrana and Abasko Mountains to the east, the Great Western Ocean to the north and west and the Southern Sea to the south. The northern kingdoms of the Irrana mountains are humid lands populated by fierce and tough hill-fighters, and where solid fortresses guard the mountain passes, while the kingdoms along the south coast are barren but prosperous trading states whose ships ply the Southern Sea as far as Araby.
Estalian cities are solidly built and well-fortified, and of a generally younger foundation than those of the north. The two largest cities, along with both being port cities, also represent the two most important and powerful city-state kingdoms. The rivalry between these two port cities - Bilbali on the north coast and Magritta on the south - and between each and their Tilean neighbours, for that matter - has endured for centuries.
Estalia bore the brunt of Sultan Jaffar's invasion from Araby in 1448 IC, which was eventually driven from the peninsula by a combined force including knights from Bretonnia and The Empire during the Great Crusades. The Estalians have also established a colony by the name of Santa Magritta on the New World continent of Lustria.
The End Times
By 2525 IC, the independence of Estalia's kingdoms had been lost and the entire peninsula had been overrun and suffered under the hideous domination of the Skaven.
Situated far to the south of the Old World, Chaos is too remote to be taken as a serious danger. With no external threat to unite the people, the region has remained politically fractured, with rival kingdoms warring against each other, as well as against the neighbouring city-states of Tilea, the Arabyans and the Bretonnians.
There are six kingdoms in Estalia. They are Novareno, Bilbali, Obregon, Avila, Magritta, and Cantonia.
Hag Graef is a Dark Elves faction in Total War: Warhammer II.
Hag Graef the Black Crag is a sinister and foreboding place, built at the bottom of a cold, dark canyon and completely surrounded by mountains of bare rock that stretch into the clouds. It is a city permanently in shadow, for no sunlight ever reaches its walls. Hag Graef is a place of twisted and impossible architecture. Its eight black towers rise from the canyon floor like the ossified remains of some loathsome cephalopod. Between the towers are strung walkways, platforms and bridges of every shape and size. Some are fashioned from withered timber and soot-stained bone, others are crafted from jagged stone or woven from the silk of monstrous spiders.
The larger platforms are so massive as to be towns and villages in their own right, and are supported by gantryworks of iron and stone. It is upon these that the majority of Hag Graef's citizenry dwell, crammed into crooked mansions of cinderbrick and fire-blackened wood; the towers are home only to the city's most powerful Dreadlords. Cramped conditions, combined with the Dark Elves' peremptory nature, ensure that rivalries flare into violence with alarming regularity. Those who do not walk cautiously through Hag Graef's webwork of streets have their throats slit and bodies heaved into the morass of sewage and rotting flesh that covers the canyon floor.
The rocks below Hag Graef are honeycombed with mines and quarries that are, in turn, threaded through with chain gangs of slaves who claw iron and jet-black stone from the belly of the world. This is the most miserable of existences, toiling far from any natural light, starved on all but the meanest food and chilled to the bone by the piercing wind that howls through the tunnels. Even after death there is no respite -- the mines are riddled with veins of warpstone, whose baleful power animates the dead and keeps them labouring until they collapse into piles of worn bones.[1a] Driven by the wealth of its mines, Hag Graef has risen to become Naggaroth's second city. In fact, it is so prosperous that its armies and influence overshadow even those of Naggarond. So eager are Hag Graef's people to escape their abyssal home that the forced conscription present in other cities is completely unnecessary here. Indeed, over the centuries, Hag Graef has earned a reputation for producing, if not the most disciplined fighters, then certainly the most desperate. The city's mercenary rulers, ever eager for profit, have taken to selling warriors into service elsewhere in Naggaroth, taking with it the opportunity to infiltrate spies.
So rich is Hag Graef in soldiery, slave and coin that were its eight great families ever truly united of purpose, they could doubtless overthrow the Witch King. Naturally, Malekith is aware of this, and spares no effort in keeping the Dark Crag's nobles at one another's throats. He need scarcely bother -- with so much wealth at stake, intrigue and betrayal are already rife. Hag Graef's greatest prize is the position of First Dreadlord -- he who holds this title is the nominal ruler of the city, and all its domains. The First Dreadlord sets the tariffs that govern the city's trade and is an excellent position to take a cut of the all merchantry. With this wealth comes a life of patronage and grand opulence beyond the dreams of other Elves, but few incumbents survive long in office.
Indeed, many of Hag Graef's social elite consider the lavish ceremony of ascension to be little more than the official opening of a new round in a particularly deadly game. None of this deters the city's nobles from competing for the First Dreadlord's chains of office. Arrogance is as rife here as it is in any other quarter of Naggaroth, and no Dark Elf believes himself foolish enough to end his rule shot, stabbed, poisoned, garrotted or beheaded -- he cannot be persuaded of the danger, even though these things have happened to previous rulers more times than can be counted. Life is scarcely less competitive elsewhere in Hag Graef. The eight families constantly vie with one another for the First Dreadlord's favour, even as they plot to have him violently removed from office. Even family ties do not guarantee loyalty -- many a brother or daughter has risen to new heights over the corpses of their siblings thanks to a timely use of poison or by pressing enough gold into an Assassin's hand.
It should, therefore, not be surprising that Khainite Assassin cults flourish nowhere in Naggaroth so well as they do in Hag Graef, where there are always Dreadlords seeking to remove rivals or in need of protection from the machinations of their enemies (or their friends). Even so, there are insufficient hired blades to meet the incredible demand, and an Assassin might well answer to a hundred different masters over the course of a year. As a result, many Assassins sew their mouths closed, sever their own vocal chords or nail their jaws shut to ensure they are no longer physically capable of revealing an employer's identity.
Clar Karond is a Dark Elves faction in Total War: Warhammer II.
Clar Karond, the Tower of Doom, serves as the Witch King's chief shipyard, for it is here that the keels are laid for many thousands of raiding vessels. This is a more sprawling city than others in Naggaroth, stretching from the banks of the Redvenom River up into the trackless pine forests of the Duskridge. It is from these ancient woodlands that the Dark Elves harvest the black timber from which they build their sleek-hulled warships. The Naggarothi do not perform this work themselves, of course, for such labours are considered well beneath them, but instead set thousands of slaves to the task.
As the woodlands receded, their hearts torn out by hooked chains or consumed by dark fire, the ever-expanding streets of Clar Karond have spilled into the gap. Year by year, the city swells further, having grown fat on the labours of its slaves and despoliation of the surrounding land. Once, there was but one great tower looking over the Redvenom River; now the Duskridge bristles with jagged minarets. With each wave of expansion, new ramparts have been raised not only to protect the city as a whole, but also to defend each tower from its neighbours.
As a result, Clar Karond's streets are tangled and mazelike, marred by half-collapsed buildings, severed concourses, and entire districts buried forever as newer and more impressive fortifications are raised. Clar Karond is also famed for its Beastmasters. It was here, many long centuries ago, that the knights of Hag Graef bought the first Cold Ones to be broken, and much later, that the ferocious Kharibdyss of the deeps were bent to the Dark Elves' will.
Now, Manticore pens, Harpy cages and other enclosures are as common in Clar Karond as the temples of Khaine. Both are outnumbered by the pelt-draped shrines of Anath Raema, for the goddess of the savage hunt has ever been the patron of Beastmasters. Thus, when the armies of Clar Karond go to war, they do so in Anath Raema's name, driving her savage children before them to break the enemy lines with tooth and claw.
Karond Kar is a minor faction of Dark Elves, introduced in Total War: Warhammer II.
Karond Kar, the "Tower of Despair," also known as "Slaver's Gate," can be counted the bleakest of all refuges. The citadel stands sentinel on the edge of the Sea of Chill, perpetually battered by gale-force winds, icy rain and tidal waves the size of mountains. Its folk can therefore be counted amongst the hardiest of a hard people. Indeed, they have become so acclimatised to their frozen conditions that more temperate climes cause them a measure of discomfort.
Karond Kar is known as Slaver's Gate for a reason, for it is here that the great reaving fleets bring their living cargo. Countless thousands die as they cross the wide seas to Karond Kar, stifled and suffocated in the holds of slave ships or tortured to death for the amusement of the black-hearted crews. Those are the lucky ones. When the survivors are finally unloaded onto the ice-wreathed docks, they soon find that their torment is just beginning. There is no escape from Karond Kar.
From the docks, the slaves are brutally driven forth amidst jeering crowds, beaten onward by lash and scourge. Those that stumble are trampled; those who slip their spiked chains are flayed, then cast bodily into the icy ocean. Both forms of death are much appreciated by the maddening spectators, who throw rocks to trip the panicked slaves and send servants to break the chains whilst the captives are still dock-side, in the hopes of inciting even more violence.
The slave markets are vast, and those captives that make it to the wide open plazas beyond the docks are roughly examined and divided by age and gender, destined to labour in mines and quarries or drudge in the dungeons and kitchens of Naggaroth. Overlooking the markets are the slave traders' palaces, slab-sided mansions decorated with the scrimshawed bones of perished slaves.
Night and day, Karond Kar echoes with tortured wails, for its sorcerers delight in binding together their captives' souls to their mortal remains. Trapped between life and death, these wretches haunt the streets of the Slaver's Gate, filling the dreams of their tormentors with delicious images of suffering and pain.
The traders themselves seldom leave the comforts of their opulent homes but can be occasionally lured into the rain-drowned plazas by news of a particularly impressive bounty. A captured High Elf is the most valuable of prizes, and a wealthy slaver will gladly trade much of his remaining stock -- or even members of his own family -- for the opportunity to bring such a sweetmeat before his patron's tender mercies.
For more commonplace cargoes, slavers hold audiences and auctions within their chambers, playing off the greed of Corsair captains to ensure a healthy profit. The slavemasters drive a hard bargain, and no fleet leaves Karond Kar with wealth equal to its expectations. However, no captain will challenge the terms of a trade once it has been completed, for they know that Assassins aplenty lurk in the crowds, waiting silently for the slavermasters' commissions. Better to leave Karond Kar with a light purse, they reckon, than to never leave at all.
Cavaroc is a minor Wood Elf faction in Total War: Warhammer.
Cavaroc, the Skymark Reaches, is a High Realm of Athel Loren, ruled by Lord Edrael of Equos. It is the land of the meadow glades, the sparsely-wooded grassland plains that lie on Athel Loren's south border. The Elves of Cavaroc are horsemasters as fine as any in the world, and the first to march when the war-horns are sounded. They are swift to act, and swift to anger as well — if ever the Elves of Athel Loren overreach themselves in some matter of war, it is all but a certainty that the Glade Riders of the Skymark Reaches will be found at the head of that mad charge.
It is little wonder that the Elves of Cavaroc are brasher than others in Athel Loren, for their plains are always the first lands assailed if a greedy Bretonnian duke seeks to expand his territory. In the past, they have countered this threat by terrifying the humans into submission, but have since turned to the subtler means of substituting many of the Damsels of Quenelles with shapeshifting forest spirits who then sabotage the Duke's plans from within...
Modryn is a minor Wood Elf faction in Total War: Warhammer.
Modryn, the Night Glens, is known collectively as a High Realm of Athel Loren, ruled by Lady Morlanna & Lord Arias. It is a land that lies ever in shadow. Sunlight never reaches these glades, and the only light is that emitted by the flickering spite-creatures that quarrel and frolic as they flit through the upper branches of the trees. Shaped by the perpetual gloom, the Elves and spirits of the Night Glens are spiteful even by the standards of Athel Loren. They practise magics and customs that are forbidden in other realms, and worship gods most other Wood Elves shun.
It was not always this way. The Night Glens could once have been accounted the brightest and most glorious of all Athel Loren's realms, and its inhabitants amongst the most welcoming. All of that changed during a dark time in Athel Loren's history, when a darkness in Ariel's spirit spread throughout the forest. In time, the Mage Queen restored the balance in her soul, but the Night Glens never recovered.
Clan Mordkin is a minor Skaven faction in Total War: Warhammer II.
Clan Mordkin was one of the many Warlord Clans to fight against the undead legions of Nagash. Inspired by the fearsome sight of the walking dead, and wishing to intimidate any rivals, the Skaven of Clan Mordkin took to adorning themselves with the bones of their foes.
Many of the Skaven dyed patches of their fur or else painted their clothing and armour white to resemble skeletons. Even the fur of the clan's Giant Rats and Rat Ogres are dyed to give them a more deathly appearance. To this day, the Skaven of Clan Mordkin remain obsessed with death. They are instantly recognisable for their fearsome appearance and they still frequently incorporate bones and skulls into their armour. Shields, banners and totems are likewise adorned and many of the clan's warriors carry daggers carved from bone.
Many Chieftains and Stormvermin of Clan Mordkin wear a helmet made from the skull of a Giant Rat or even a Rat Ogre. Both the image of a bleached Skaven-skull and the Rune of the Great Horned Rat constructed from gnawed thigh-bones are common symbols of Clan Mordkin.
Montfort is a minor Bretonnia faction in Total War: Warhammer. It only appears in the Season of Revelation mini-campaign, as in the Grand Campaigns it is combined with Bastonne.
The ruler of the combined Bastonne is also listed as Bohemond.
"Gilles the Unifier and his Companions may have fought here on horseback, but we cannot match their achievements. We must fight as we can, against the same foes, with the same courage."
—Duke Folcard of Montfort
The Dukedom of Montfort is a founding Dukedom that lies upon the eastern borders of Bretonnia, along the central spine of the Grey Mountains. Stretching from the Gisoreux Gap to the north and Axe Bite Pass to the south, the Dukedom of Montfort acts as the central buffer state between the lands of Bretonnia and those within the Empire of Man. Almost all of Montfort lies within the Grey Mountains, with what little arable land being devoted totally to agriculture.
As such, the communities living within Montfort are seasoned mountaineers, used to the harsh environment and the constant threat of Greenskin raids all along its territory. This of course only makes the Montfortians a very tough people, but this toughness comes at the cost of having an extreme degree of xenophobia. Mortfortians are very welcoming of Human outsiders, but anything that is less than Human, such as Dwarfs or Halflings are eyed with extreme prejudice and hate. It's current ruler is Duke Folcard.
"There’s more than one secret mine in Montfort. And most of them aren’t digging for something as mundane as gold."
— Common rumour in taverns in Parravon, Gisoreux, and Montfort itself.
The dukedom of Montfort lies almost entirely within the Grey Mountains, running from just south of the Gisoreux Gap to just south of Axe Bite Pass. To the north and west of the Grey Mountains, the border of the dukedom and of Bretonnia runs along the edge of the mountain range, whilst within Bretonnia a narrow strip of pastoral land forms part of the dukedom. There is little farmland within Montfort, and even that is not particularly fertile. The dukedom is barely self-sufficient in food in a good year and must import if there is any problem with the harvest. In a dukedom plagued by Goblins and Orcs, problems with the harvest are common.
Fortunately, the dukedom has two other sources of income. The first is the tolls on Axe Bite Pass. This is the main trade route between the Empire and Bretonnia, as merchant caravans come over from the Reikland and then take ship on the River Grismerie to Gisoreux. The pass lives up to its name. For most of its length, the road runs along the bottom of a steep, narrow V-shaped valley, with only a narrow strip of sky visible overhead. The road is wide enough for two merchant caravans to pass easily, but there is very little space off the road.
It normally takes several days to pass through, so there are inns placed along the route where the lie of the land permits. This has created “Ludwig’s Run” near the middle of the pass, where the gap between two inns is more than a day’s travel. If a caravan really pushes hard, it can make it, and most try to. Almost unique among isolated inns, those two (“Ludwig’s Nose” and “Ludwig’s Toes”) open the gates after dark if convinced that an arriving group is genuine.
The second is mining. The Grey Mountains in Montfort contain a number of rich veins of iron ore, as well as other metals. There is even a single gold mine, the location of which is kept secret. The mountains in Montfort are as sharp as the Grey Mountains in Gisoreux, but whilst the Gisorens do not try to live in them, the Montfortians have no choice. Flat land is for crops and livestock, not houses, so all mountain homes, including castles, are built on steep, rocky slopes.
"High tolls? Yes, I used to think so. Then half a dozen knights with men-at-arms came to rescue us from an Orc raiding party. Now I pay happily.”"
—Siegfried of Bogenhafen, Imperial Merchant, at Ludwig’s Nose.
Montfortians live in a hostile environment, and it shows. They live for the moment even more than most Bretonnians, working extremely hard and playing even harder when they have the chance.
They live in isolated communities, which has two possible results. Either the community becomes extremely close, or it disintegrates under the pressure of internal rivalries and hatreds. Obviously, the communities that are still there are mainly of the first type. Few Montfortians are suspicious of human-looking outsiders, however. Every community has been rescued by knights sent from one of the mountain castles, and every mountain community relies on food brought by outside traders. Non-human outsiders, including Dwarfs, Elves, and Halflings, are likely to get a hostile reception, as the residents assume they are some kind of Orc.
Some Montfortians leave because they get tired of looking at the same rocks every day, others because they do not get on with their neighbours. A considerable number of adventurers leave because they are among the few survivors of an attack on their village. Greenskin attacks are a fact of life in Montfort. Almost everyone has some experience of fighting the Orcs and Goblins, and villages are built to be able to withstand an assault long enough for help to arrive. Axe Bite Pass is the only route wide enough to allow an army to enter Bretonnia, and so it is heavily guarded. Montfort itself guards the Bretonnian end, whilst fiefs have been established along its length. Most of these nobles have encouraged inns in the protection of their castles and deprive their income mainly from taxes and tolls. A few have built castles overlooking the main routes into the pass from the mountains.
Each of these nobles normally controls a mine, which serves as the main source of income. The nobles of the foothills are constantly seeking to expand their holdings, across the River Grismerie and into Bastonne and Quenelles. None are willing to foreswear their Duke, however, so those who succeed are eventually driven back. When challenged by the other Dukes, Duke Folcard promises to do something about it when the Greenskins give him some time. Of course, they never do. Relations with the Empire are excellent. A large part of the Duke’s income relies on traders using Axe Bite Pass, so he is ruthless with nobles who might think that taking land from the Empire is a good idea. Nobles do occasionally push into the Wasteland, but the land there is not worth much, and Marienburg is more worried about Couronne. As long as Duke Folcard maintains official disapproval and does not allow it to get out of hand, the Marienburgers are willing to overlook small incursions.
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