Check out where to stay in Nottingham and book an accommodation of your choice. Games Workshop Warhammer World, Nottingham. Find hotel near Games Workshop Warhammer.. Are you associated with this business?
Get in Touch. How popular is Games Workshop Warhammer World? How to get to Games Workshop Warhammer World. Attractions normally visited before or after visiting Games Workshop Warhammer World. Traveling to Nottingham? Create your Itinerary. It is a grim and shadowy land where the weak do not live long, and living means a constant fight for survival, supremacy and a chance to appease the gods. In absorbing much of the Chaos energy, the soil of Albion became tainted and once fertile fields quickly changed into quagmires where a man could sink without a trace.
The thick woods and forests became wild places where hawthorn and poisonous plants choked the life from the trees. Many feared to enter this once beautiful glades, and many of those who did were never seen again. Even the creatures of Albion were not able to escape the mutating effects of Chaos and after only a short period of time the tribesfolk told tales of terrible monsters lurking in the darkest reaches, emerging at night to prey upon the unwary.
East of the Empire rise the snow-capped peaks of the Worlds Edge Mountains. Amidst the heights and valleys, unseen by Men and Elves, the Dwarfs have chiselled vast architectural wonders. These are nothing less than underground cities — nigh-impregnable strongholds built to house the race of Dwarfs at the height of their power and skill.
All of these underground mansions contain impressive fortifications, lower mining levels, great forges and workshops, and stone-hewn streets with living quarters. Although far below ground, the great Karaks are not darksome; they are illuminated by shafts cunningly wrought into the mountainside to allow in daylight. This, along with well-placed glowgems and great braziers, ensures that everywhere sparkles brightly with the glint of gold, the gleam of bronze, and the flash of gems.
Never has a land been so forsaken by the gods than Sylvania. Close to uninhabitable, Sylvania's forests are dingy copses of twisted, half-rotted trees that claw what nourishment they can from the thin soil. Lonesome moorlands and craggy hills punctuate the yellow-leafed woods, windswept and shrouded by the gloomy clouds that seep down from the Worlds Edge Mountains.
It is well that the land of Sylvania lies in the farthest east province of the Empire, for since the coming of the Vampire Counts, no sane man would want to claim dominion over its reaches.
Nominally it is part of Stirland, but the notorious Vampire patriarch Vlad von Carstein left such a legacy of sorrow at the heart of Sylvania that it is considered a realm apart, and those peasant villagers who remain there live in perpetual terror of the night. Athel Loren is not as other forests. Its ancient trees long ago found vigour and voice, and they learned to hate the lesser beings who swarmed about the forest's eaves, gnawing at their verdant majesty with axe and flame.
Few intruders survive unbidden within Athel Loren's bounds, for its tree-spirits' vigilance is matched only by their intense loathing of interlopers.
That the Wood Elves were not consumed by the vengeful spirits of Athel Loren is one of the peculiar accidents of history. The alliance between Elvenkind and living forest was born out of a shared peril, for at the time the Dwarfs of the Grey Mountains pressed hard upon the forest's borders, felling trees to feed hungry furnaces and slaying Elves as payment for their past grudges. The Elves of that region were few and the Dwarfs many. Only through combining their forces could the Elves and tree-spirits hope to survive for long.
The Estalian Kingdoms lie far to the south, where the threat of Chaos seems very remote. Estalia is a collection of petty kingdoms, however, Estalians face no threat such as those from Orcs and Goblins so they mostly fight amongst themselves.
Today, the two most powerful kingdoms are the city-states of Bilbali and Magritta. Both are strong because of trade and access to the sea, a fact that causes much jealously amongst the poor kingdoms of the Irrana Mountains. There is little evidence of the influence of Chaos in the Estalian Kingdoms, but it is there — not the brute power of the raging Beastman, but the hidden plotting of secret societies and cults which is eating away at distant Estalia.
Tilea is a sunny land southwest of the Empire. Unlike Bretonnia and the Empire, it is not a unified nation but a collection of rival citystates. It is bordered by three mountain ranges -- the Apuccini to the east, the Irrana to the north, and the Abasko to the west — and the Tilean Sea. Due to these impressive natural barriers, Tilea never suffered invasions as did the Empire, Kislev, and even Bretonnia. While this has allowed Tilea to develop a quite advanced culture, it also has kept the region divided.
With no outside threat to unify the city-states, a nation state has not developed. Separated from the Empire by the Black Mountains, the land of the Border Princes is a place of constant skirmishing and instability as local warlords struggle endlessly for a few more hectares of their dismal realm. Despite that, it is an ideal place for unscrupulous individuals to make some money selling their skills and ingratiating themselves with the would-be nobility.
The Borderlands are well-supplied with ruins, many of them dating from just a few years ago. Indeed, the areas ruled by the Border Princes often have more ruins than living settlements. The most common ruins in the Borderlands are the remains of recent attempts to settle the area. These can be destroyed in many ways and often are.
Sometimes the neighbours resettle the site, but often it is simply abandoned, as no one has the resources to take over. As a result, these ruins are almost always above ground and almost always badly damaged in some way, even if only by the weather. As a result, they are not among the oldest, and they are recognisably Human in origin. The Badlands are harsh, full of boulder-strewn moors and arid steppes.
Ancient ruins, barrows and cairns testify that once the land was more fertile, but now they are just a grim tribute to some mysterious long-gone human civilisation. These days the main inhabitants are Orcs and Goblins , with all manner of tribes fighting for space. The greenskins roam the plains, make ramshackle camps, and establish strongholds in a constant battle over territory. The ever-shifting borders are marked with picket lines of spiked skulls, gory battle trophies or vast tribal symbols carved into the rocky outcroppings.
All across the Badlands effigies of Gork and Mork cast long shadows over the plains. Some are sculpted in stone or shaped out of piled bones, but most often the crude idols are fashioned from the heaped dung of countless greenskins. The Marshes of Madness are generally considered to be the southern border of the Badlands. It is a mist-covered swamp that is trackless and virtually impossible to cross.
Despite its treacherous nature, many Goblin tribes live there, building great tilted huts or bidding their shamans to raise islands from the deep mire.
Further south, the quagmire turns into a series of low hills before becoming dry plain and finally desert. This is the northernmost tip of the Land of the Dead and many Savage Orcs can be found in this barren region. A barrier of great stone idols stands at the edge of the shifting sands. These statues were raised there by the primitive greenskins to ward off the foul spirits that plague the cursed realm to the south.
Far to the south of the Old World, beyond the mysterious realm of Araby and the Land of the Dead, lies the continent known as the Southlands. Its northern land mass is a barren wasteland of deserts, studded with dusty and deserted tomb-cities, while further south, it is a land of unspoiled jungle and swamp, isolated from the realms of Man, Elf and Dwarf for uncounted centuries. Many brave or foolish explorers and treasure hunters -- though the two are often indistinguishable -- have attempted to penetrate the thick jungles that make up the majority of the southern region of this land, but almost all have never been seen or heard of again.
Nehekhara is a fiery land of bone-dry sand and the jagged remnants of a once-mighty empire. The rolling dunes are punctuated only by the bones of a dead civilisation, half-submerged cities that are slowly devoured by the sands over the aeons, and listing pillars that proclaim the greatness of dead kings.
No oases can exist here, for the punishing sun glares down like the eye of an angry and suspicious god. At the heart of this realm lies Khemri, the Great Necropolis, many times the size of the largest human city and still awe-inspiring despite the vagaries of the millennia. Truly the majesty of King Settra was such that it can never truly be erased.
The God-King has vowed that his realm will be restored to its former glory, even if it takes the blood and sweat of all the nations of the world to accomplish it. Although the climate is dry and hot the western winds carry moisture laden clouds that give up their water as they are suddenly forced upwards by tall Atalan peaks. The resultant rain falls upon the mountains and gives rise to numerous seasonal streams that, in winter at least, form substantial westward flowing rivers. Although much of the land is dry the rivers bring the water needed by cities, towns and villages, there are also numerous oasis even in the arid regions to the south.
The Dark Lands is a stark and cheerless place, where nature has rent the ground and burst the mountains apart. Amongst the peaks volcanoes spew black smoke into the filthy sky.
In the plains the stench of tar pits and oil pools hangs heavily in the air. Steaming lava from beneath the earth's crust covers the ash wastes with a blanket of bubbling magma. The Chaos Dwarf Empire is sited at the eastern part of this place as well as the adjoining Mountains of Mourn.
Almost nothing can grow in the Dark Lands. The dim light and choking air combine to ensure that the land remains devoid of vegetation except for a few straggly black thorns. The volcanoes and gaping pits bring up all kinds of minerals and gems from beneath the earth: gold and silver, iron and copper, diamonds and sapphires, as well as sulpher, oil and tar.
It is a land rich in the materials Dwarfs especially covet. To the east of the Dark Lands are the Mountains of Mourn. It is here that the Ogres make their home; hunting, eating, and sometimes riding to war upon the cavebeasts that dwell there — shaggy Rhinox and Mammoth being the most common. In the foothills of these mountains live the Gnoblars, a snivelling, big-nosed species of Goblin too weak to protect themselves from the predators of the Dark Lands.
They do all the fetching, carrying and dirty work of Ogre society, and in return the Gnoblars receive a measure of safety, hardly ever ending up as a light snack.
Many are the tales of wonder told by the spice merchants returned from the lands to the east of the Old World, but few such yarns can be as bizarre as the accounts of the creatures said to reside in the verdant rainforests of central Ind. The lands of Ind are rich and fertile, and ruled by aristocratic overlords from their gorgeous palaces. Yet the people are poor and superstitious, and revere a staggering array of gods and spirits, leaving offerings and saying prayers to them ceaselessly as they go about their day.
One such spirit dwells within the rainforests, and is said to be a strange crossbreed of man and giant cat, combining the worst traits of each.
These creatures are rarely seen, yet cautionary tales are told up and down the Kingdoms of Ind, and offerings to keep them at bay are made at roadside shrines wherever the path passes through, or near the shadowy forest. The travellers that return from Cathay tell tales of great golden pagodas and the inexhaustible armies of the eastern despots. They bring exotic spices and finest silks, gleaming gold, luxurious porcelain vases, and all manner of strange and wonderful items from the Kingdom of the Dragon, glimpses of the mysterious glory of the distant and rich orient.
They also bring tales of jade cities and high temples where mystics probe the movements of the heavenly bodies and the positions of the stars, of the scholars who inscribe every word ever uttered by their divine Emperor.
Many strange creatures are said to live in the land of Cathay, from serpentine dragons to gigantic living stone dogs which guard the temples of the multitudinous gods of Cathay.
The inscrutable Eastern empire known as Nippon is ruled by a reclusive semi-divine Emperor, but real power lies in the hands of the many feudal warlords or " samurai.
Nippon is an island realm and a notable sea power and it sometimes happens that a samurai war fleet is dispersed by a typhoon, scattering the ships far and wide. Should an isolated war junk fetch up on a foreign shore the samurai commander will gather his men and march straight for the nearest representative of authority to offer his service in return for food and shelter.
Sometimes samurai lords deliberately embark their followers into war junks and set sail towards the rising sun in search of adventure, especially if the other feudal clans back home in Nippon are interfering with attempts at political advancement. There are many night-haunted legends emanating from the fetid jungles and deadly wastes of the far Hinterlands of Khuresh. Stories abound of the dread Snake Men and the foul and nightmarish Blood Naga queens who rule there -- the frightful serpent-Naga of dim Khuresh whose lives are said to be counted as the ages of the world, and their appetite for blood shames even the ancient queens of thrice-cursed Lahmia.
It is a realm where men are no more than hunted prey, and blood and souls are the only coin in trade. It is divided into a number of independent High Elf kingdoms, and is ruled over by the Phoenix King and his consort, the Everqueen. Ulthuan is a land of white-crested mountains and deadly magical beasts, against whom the High Elves sharpen their martial excellence. The drifting energies of magic that permeate the world are eventually drawn to Ulthuan like water in a whirlpool.
0コメント