Barley Motte is in the north of Lyonesse, close to the border with L'Anguille. Two centuries ago it was the home of the D'ayvle lords, who cooperated with the Ruinous Powers and plotted to bring down the nation. They were defeated by a group of bold adventurers, one of whom was rewarded with the fief.
He was driven mad by the spirits of the D'ayvles, and another group of adventurers defeated the Undead. Once again, the Bretonnian knight among them was rewarded with the fief. A few years later, the knight was revealed to be trafficking with a Dark God, butchering his peasants to keep the fiend happy. The neighbouring lords drove him out, and the Garlonds put a steward in place. The steward betrayed his lords to their deaths a few years later but was himself killed in the ensuing battles.
This time, no one wanted the place, so it was abandoned. Over the following years bandits, Necromancers, and Chaos cults have all taken up residence there. They have been driven out, but anyone who takes possession of the place seems to fall to evil. Most people now believe it to be cursed.
Castle Bastonne is a Fortress-City and the ducal capital of Bastonne.
Castle Bastonne is located almost exactly in the centre of the dukedom. The whole of it and the surrounding town are filled with antiquities made sacred by their association with Gilles the Unifier. Old buildings, statues, and bones, including the head of the ancient Dragon, Smearghus stand testimony to Gilles' prowess. As well, a few ancient stone structures remain as well as a number of sections of the former castle are carefully preserved. Peasants and foreigners are forbidden to enter these places, and even nobles are expected to treat everything with respect. Things have happened over the past 1,500 years, and not everything lovingly preserved has any link to the Unifier. The largest revered structure is the Water Tower in Castle Bastonne.
This was reputedly Gilles' personal residence. Most nobles are not allowed to go beyond the entrance lobby, and peasants can be whipped for looking at it too much. Every so often rumours surface about dark acts performed in secret within the tower, but they are quickly suppressed. The town has the feel of somewhere preserved for the pilgrim trade, and indeed, it is a very popular destination. Peasant pilgrims are guided to the outside of a number of significant locations and to the inside of taverns that pay the guide a cut. Nobles can expect a personal tour, including opportunities to pray within most places. At a minimum, visiting nobles go to Gilles' personal Grail Chapel, and almost all Grail Knights have visited it at least once.
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.
Lothlann earned his nickname 'the Brave' at the Battle of the Creaking Yew. Here he took up the battle banner from the slain Athryn the Strong when the Elves were in desperate battle against the Skaven. When the Elves saw the banner rise again with Lothlann bravely galloping among the foe hewing left and right, they surged forward like an irresistible tide.
Thus they utterly defeated the ratmen, scattering them in headlong rout through the forest to become the prey of wild beasts during the hungry winter that year. Since then Lothlann has had the honour of bearing the sacred banner of Athel Loren.
The Battle Standard of Athel Loren: The Battle Standard of Athel Loren is woven from the hair of countless Elven maidens who sacrifice some of their golden, silver or russet tresses as strands to be woven into the banner. With each generation more strands are woven into the banner making it more magnificent and more enchanted than before.
The Black Sepulchre is the underground temple that connects several Gardens of Morr within the Imperial city of Altdorf via a network of elaborate catacombs.
Long ago, some of the dead of Altdorf were buried in a network of underground passages beneath the city’s Gardens of Morr. These catacombs survive to this day, filled with the bones of the long dead. Rumour has it that their most valuable possessions were buried with them, and some treasures are still to be found in the catacombs. This tempts many a brave or desperate adventurer down.
The catacombs link up several important Gardens of Morr within the city, including the haunted cemetery of Old Altdorf. Stories say that there is an underground temple, the Black Sepulchre, at the heart of the catacombs. The complex is said to be looked after by a secret order of Morrite Priests who, they say, never see the light of day. They spend their entire existence patrolling the catacombs and keeping the dead quiet. This is fanciful but it shows the sort of reputation that Morrites have that this is easily believed.
On a country road ten miles north of Altdorf lies an obscure shrine. It is a small stone tower not more than ten feet square and four storeys high. It tapers as it rises and ends in a tiled belfry. The bell is gone, however, and hasn't been there for hundreds of years. On the ground floor is a wooden altar supporting a small, wooden statue of a wolf, and carved into the wall behind it is the simple legend: Sigmar and Ulric. According to local legends, the place commemorates the site where Sigmar was said to have met with Ulric himself in wolf form. He fought the wolf to a standstill and, depending on which version of the story you believe, either Sigmar was impressed by the wolf's bravery and agreed to spare it, or the wolf was impressed by Sigmar and agreed to spare him. However, both versions of the story are obscure these days. Locals who call it anything at all call it the Shrine of the Wolf.
As can be seen from the state of the place, hardly anyone visits here anymore, and few of them leave offerings. There is no one to look after the shrine. Although the building belongs to the Cult of Ulric, it surprises few that it remains untended.
The Isle of the Dead is a small landmass at the centre of Ulthuan's Inner Sea. It acts as both a cemetery and the focal point of the Great Vortex, into which all magic is siphoned to prevent the sinking of the continent.
It is not a true island, but rather an archipelago of waystones whose arrangements are laid in symbols of mystical significance. These menhirs vary greatly in size — some are scarce a dozen feet tall and slim as an Elf, whilst others are as tall as mountains and nearly a mile in girth.
Without the latent spiritual energy contained within these waystones, the conjuration of the Great Vortex would have been impossible. The Isle of the Dead exists outside time, beyond the reach of the physical world — its black-robed guardians keep a grim watch to ensure it remains that way. If an intruder were to be allowed upon these haunted shores, he would find the archmages of old, caught like flies in amber, still chanting their ages-long spells to preserve the balance of the world.
The Worlds Edge Mountains are the greatest range of mountains in the world, stretching out from the Chaos Wastes and extending into the Southlands. Thus, they form a natural barrier between the Old World and the Dark Lands. In the distant past, the Worlds Edge Mountains were at the heart of the great Dwarf Empire of ancient days, and even now, many great Dwarf holds and fortresses may be found amidst this towering range of peaks.
The Worlds Edge Mountains are considered the largest mountain range in the whole world. The mountains reach from the most northern parts of the Empire and Kislev, to as far south as the jungles of the Southlands. The whole mountain range is said to be the main barrier for any race to cross if they are to invade the lands of the west, such as the Old World and Araby.
There are many reasons not to make the journey to the lands of the Norsemen. It is difficult, dangerous, and rarely worth the risk.
To the north and west, the Sea of Chaos laps against its rocky shores. In these haunted waters, strange creatures swim, monsters spawned by the Winds of Chaos blowing south from the unstable lands beyond the Chaos Wastes. Massive ships crewed by the corrupted, mastered by Chaos Champions, prowl the seas in search of coveted artefacts and attack any ship they encounter.
To make matters worse, the Black Arks of Naggaroth roam the waters to harvest slaves for sacrifice on their bloody altars. And who can really predict the odd storms that erupt unexpectedly with no sign of warning, lashing the sails and capsizing ships with their violent intensity?
Warhammer Fantasy is a high fantasy fictional universe created by Games Workshop and used in many of its games, including the table top wargame Warhammer Fantasy Battle, the Warhammer Fantasy Roleplay (WFRP) pen-and-paper role-playing game, and the MMORPG Warhammer Online: Age of Reckoning.
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