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There are two different factions in the world: Order and Destruction. There is no communication between the two factions so choose your side wisely.
There are going to be six races available at launch, three for each faction. Order consists of The Empire (Humans), Dwarves, and Elves. While the Destruction side is Greenskins (orcs and goblins), Chaos, and Dark Elves.
Each side starts in its own racial territory paired against a race from the opposite side. Dwarves against Greenskins, Elves against Dark Elves and The Empire (Humans) against Chaos.
And if you enjoy playing a female character make sure you do not choose to play the Greenskins. There are no female Greenskins. Warhammer lore says orcs came from mushrooms. Thus, a new orc wanders out of a cave and into the world.
Career Options: Bright Wizard, Warrior Priest, Witch Hunter, Knight of the Blazing Sun
Composed of human decedents of Sigmar, this is the greatest nation of men in the Old World. The Empire tribes united at the Battle of Black Fire Pass under Sigmar, who promised to eternally aid the kingdom of the Dwarves. This promise is still in place today, and has solidified the relationship between the men and dwarves. Today the Empire is led by Emperor Karl Franz, whose throne lies at Atldorf.
An Empire citizen’s life is a tumultuous one; they have to withstand constant attacks from enemies in every shadow. Through this hardship have arose many secret cults but no one is certain if these exist and who is trustworthy. Fear and paranoia plague the Empire citizens, especially those in the isolated settlements around the various provinces. This has caused the Empire to rot from within and cause constant assault from Chaos Marauders to the North. They pillage and plunder small settlements.
The Age of Reckoning is upon us. The timing of these invasions has become more unfortunate for the Empire and a mysterious plague is now upon the citizens, a plague that is transforming them into murderous fiends. Emperor Karp Franz is desperate for relief and has now been forced to call upon the Dwarves and High Elves to aid him.
Will the Empire lands be transformed forever? Are they going to eternally be a nightmarish domain of Chaos?
Career Options: Ironbreaker, Hammerer, Runepriest, Engineer
The Dwarves are known as an industrious race that is long past its prime. This ancient race with their once great empire of Karak Ankor and many other mountain holds now lie in ruins. The holds are now abandoned or conquered by Orcs and Goblins, an eternal enemy to the Dwarves.
The Dwarves like to tell stories of the past and their great epic battles, recalling their glory days. This enormously proud race is still very bitter that they can do nothing today that will compare to their once great kingdom. They are also quick to react at any remote infraction, remembering wrongs done to them for years to come through their Book of Grudges.
The Dwarves know that they are doomed but will not outwardly admit it. This gives them a rather sad outlook upon the world and perhaps explains their propensity to drink too much ale. It is said the only thing that a Dwarf likes more than a good mug of ale is gold! A Dwarf in the throes of “goldlust” is also said to be a thing to behold. The Dwarves have a legendary drive and stamina which is brought into play when they have the opportunity to obtain gold!
Dwarves are known to be expert miners and expert prospectors of ore and metals. In turn they are also known to make legendary items through engineering and craftsmanship that are the most valuable in ALL the world! Dwarves craftsmanship is even revered by the Elves.
The fate of the Dwarves and the Empire are intertwined ever since the Battle of Black Fire Pass. The Dwarves have honored their oath and will come and aid the empire now in its time of need.
Career Options: Chosen, Magus, Zealot, Marauder
Chaos lives in the arctic north of Kislev, an frozen wasteland where nomadic barbarian drives known as Northmen dwell. Out of the savages, occasionally arises a powerful leader who unites the tribes into a warhost that will march south toward Kislev and attack the Empire. These armies of savages seek to only conquer and kill to serve their gods of Chaos.
The gods of the Chaos tribes are more prominent in the lives of the worshippers than any other culture. Followers are rewarded instantly and punished just as quickly when the gods are delighted or displeasured by a disciple. The gods will often show their favor by marking worshippers with symbols or brands. This symbol gives great power to the follower and makes them a leader among men. After further pleasing the gods the disciple may also be mutated and receive other gifts. The most powerful warriors are the most favored. These warriors are called Champions.
Champions are extremely powerful while in battle, they have strength and authority to lead the people. These “humans” are often extremely mutated by the gods and are no longer recognized as humans. Champions manipulate immense, robust weapons that normal men would not be able to lift and are surrounded by Chaos Armor that is attached to their skin directly. Champions of Chaos are the most powerful and terrifying opponents in all the world; this is why the Northmen follow them into battle so eagerly.
Northmen that follow Champions into battle are called Marauders, the Champion armies are also made up of Beastmen and Daemons. Daemons are made of pure Chaos energy. They fight alongside the Champions in bloody battle to please the gods of Chaos. In the Age of Reckoning Tzeentch is the Warhost god, known as the Changer of Ways. He marches upon the Empire, leading a horrifying army of evil under the Champion Tchar’zanek. Will he be able to defeat the empire?
Career Options: Black Orc, Orc Choppa, Goblin Shaman, Goblin Squig Herder
Greenskins got their name because of their waxy green skin. The orcs and goblins that make up these greenskins are considered savage, ill-tempered, primitive and live only to fight. If they have no other enemy they will turn upon each other to fight because in their culture “might makes right” and weak members become dinner.
This savagery and primitive lifestyle has lead to their lack of a homeland. The greenskins will attack and capture others settlements and call them home while decorating them with tribal markings and symbols, scraps of wood and other materials and bones of slain enemies. This causes a unique and distinctive architectural form to be found throughout their conquered lands.
Much like the armies of the Chaos an Orc Warboss will rise to power and unite the tribes among the Greenskins to fight against their enemies. They call these swarming masses of savages “WAAAAAGH!” This is also the common greenskin battle-cry. They fight in a stampede of frenzy made up of Orcs, Goblins, and Snotlings, determined to destroy everything they come across. They are almost as destructive as Chaos when set into motion.
Order: The High Elves
Graphic Coming Soon
The High Elves are an ancient people with a history that spans millennia. While the ancestors of man were little more than cave-dwelling primitives, the Elves built magnificent cities of glittering silver and white marble on their island home of Ulthuan. Elven scholars and explorers were the first to chart the stars and sail the world's oceans. The Elves were also the first race to mount an organized defense against the invading hordes of Chaos, beginning a war that continues to the present day
Early in their struggles against the Ruinous Powers, the Elves discovered that negative emotions such as fear, rage, jealousy and greed serve to fuel and strengthen the power of Chaos. Since that time, the High Elves have struggled to keep their intense passions tightly under control. Though intelligent and enlightened, all Elves have the capacity for savage violence.. In order to suppress this dangerous and unpredictable aspect of their psyche, the lords of Ulthuan continually strive to eliminate all extremes of emotion; in High Elf society, to surrender to anger or lust is to show weakness. As a result, the High Elves live by a strict regimen of rules and codes and embrace a way of life that emphasizes harmony, balance and inner peace.
Magic is the lifeblood of the High Elves. With millennia to hone their skills, it is little wonder that the Mages of Ulthuan are among the most powerful practitioners of magic in the world. Their thoughtful, meticulous approach to the study of combat, coupled with their patience and mental discipline makes the High Elves deadly fighters, as well. On the battlefield, High Elf swordsmen are graceful, lithe, and lethal when they detect a weakness in their adversaries.
The High Elves will need all of their wisdom and skill if they are to survive the Age of Reckoning. When Finubar, Phoenix King and ruler of Ulthuan, gathers his finest warriors and sets sail for the Old World to aid the beleaguered Empire, he is unaware that he and his allies are pawns in an elaborate plot designed to leave Ulthuan vulnerable to an invasion. As Finubar's fleet of longships pass beyond the horizon, vast shadows fall across the island of Ulthuan. The skies are darkened by a great swarm of Black Arks laden with hateful Dark Elf warriors seeking to reclaim their ancestral home and destroy forever their despised cousins, the High Elves.
Chaos: The Dark Elves
Graphic Coming Soon
Long ago, when Chaos was first unleashed upon the world, the Elven champion Aenarion drew the dread Sword of Khaine from its altar and used its terrible power to save his people from annihilation. When Aenarion died, his son Malekith was deemed unsuitable for the throne. Although he was a mighty warrior, a great sorcerer , a brilliant general and the rightful heir, many Elves opposed his coronation. They feared he was too focused on war, and potentially a de-stabilizing influence on the High Elf race. In retaliation, over many years Malekith engineered a terrible civil war that divided the race of Elves into two factions.
It was the High Elves who emerged victorious and drove the evil Dark Elves out from the ancestral home of their race. Under the leadership of Malekith the Witch King and his Sorceress mother Morathi, the Dark Elves sailed across the Great Western Ocean and founded for themselves a new kingdom in the northern reaches of the New World. This land they called Naggaroth, meaning 'land of chill'.
Unlike the High Elves, who continually seek to suppress their passions lest they be overcome by them, the Dark Elves willingly embrace their hedonistic nature. Dark Elf society emphasizes individualism, selfishness, and pride. They have little regard for one another and even less for the other races of the world, whom they see as potential slaves and subjects.
In battle, the ruthless warriors of Naggaorth blend Elven discipline with savagery and ferocity, for the patron deity of the Dark Elves is Kaela Mensha Khaine, the bloody-handed God and the Lord of Murder. Nowhere is this more evident that in the beautiful and deadly Witch Elves, who serve in the Temples of Khaine and revel in violence and bloodshed.
Since their expulsion from Ulthuan, the Dark Elves have desired nothing more than to return to Ulthuan and avenge their defeat, reclaiming the land they believe to be theirs by right. In the Age of Reckoning, Malekith learns of an impending Chaos invasion of the Empire and uses this knowledge to set in motion a chain of events that will leave the island home of the Elves defenseless against an invasion. At the Witch King's command, a great fleet of Black Arks – great floating islands laden with soldiers, monsters, and engines of war – sets sail across the sea to conquer the island kingdom of Ulthuan and fulfill the destiny denied the Druchii so long ago. |
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