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		<id>http://2d4chan.org/mediawiki/index.php?title=Estalia&amp;diff=202569</id>
		<title>Estalia</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Estalia&amp;diff=202569"/>
		<updated>2023-03-03T11:05:48Z</updated>

		<summary type="html">&lt;p&gt;2600:387:9:9:0:0:0:92: &lt;/p&gt;
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&lt;div&gt;{{Topquote|Estalia is different.|Slogan frequently used by the tourism board of many of the Estalian kingdoms.}}&lt;br /&gt;
&lt;br /&gt;
{{Topquote|Welcome to Estalia, gentlemen. I will not lie, the chances of your survival are small - some may even turn against your friends as living corpses... But you have my word that I will use my arcane gifts to ensure your bodies are given unto Morr&#039;s garden. This is the greatest reward, more than even gold, for the fate of your soul is an eternal concern! Now, come. Follow me, strike down the Undead that rise against us, allow me to find this eldritch amulet. I ask not for my own selfish studies, but for the good of the Empire!| [[Balthasar Gelt]] doing his 3rd tour of duty.}}&lt;br /&gt;
&lt;br /&gt;
Estalia is (or [[The End Times|was]]) one of the regions of the [[Old World]] in the [[Warhammer Fantasy]] universe. Situated on the southwest side of the continent, it is the equivalent of the Iberian Peninsula, with most of its history, geography and politics closely resembling those of Iberia. &lt;br /&gt;
&lt;br /&gt;
==Geography==&lt;br /&gt;
Estalia is located in the Southern Old World, a very mountainous peninsula to the southwest of Bretonnia. The Peninsula borders the Great Western Ocean to the north and west and the Southern Sea to the south (duh). Most of its surface is occupied by mountains, with the Irrana and Abasko Mountains to the north-centre and the east respectively. Going even further into the north, we find the two small mountain systems of Cefiro and Feroz Hills, and part of the western side of the peninsula is occupied by Miramar hills. The Irrana Mountains is the source for many of the rivers of Estalia, with Tagos, Eboro, Guadariz and Tamos being some of the most important, having quite a number of pòpulations around them. Most of the forests also grow close to the Irrana Mountains, most likely profiting from the high levels of humidity left by the winds that collide with the mountain ranges. The southern part of the Peninsula is full of plains that have allowed the growth of many important docks and sea cities around the coast. &lt;br /&gt;
&lt;br /&gt;
Due to the extreme isolation of the Estalian Peninsula (it is geographically far away from threats such as Chaos), it enjoyed a lot of relief from most of the major threats of the Old World, which would come and bite the Estalians in their asses during the End Times.&lt;br /&gt;
&lt;br /&gt;
==Economy and demography==&lt;br /&gt;
The population of Estalia is quite different depending on their location. By general rule, Estalians were hardy people, and many of their tales and legends say that they were the first humans to have settled in the Old World, a claim that is mostly ignored by the rest of humanity. The northern kingdoms of the Irrana mountains are hill-fighters, used to defend themselves from Bretonnia&#039;s attacks, the occasional Skaven plague and the frequent in-fighting between estalian kingdoms. As such, it is very frequent to see solid fortresses guarding the mountain passes pop up here and there.&lt;br /&gt;
&lt;br /&gt;
The southern part of the Peninsula is much less militarized, although that doesn&#039;t mean infighting is less common there. Due to the conditions of the land, many cities were able to develop an economy based on craft, fishing and trade. Some of their cities have managed to grow enough to create colonies on Lustria, in the search of gold and conquest. &lt;br /&gt;
&lt;br /&gt;
Estalians have had a long-lived rivalry with the Tileans, and it is considered a great offence to call an Estalian a Tilean, or address them in the Tilean tongue, and vice-versa. This isn&#039;t helped by the fact that both Tileans and Estalians affirm that they&#039;re the chosen people of the goddess Myrmidia &amp;amp; that she was born in one of their nations. The rivalry is deepened as Tileans claim to have not only their own birthplace of Myrmidia but that Estalia is nothing more than a colonial extension of Tilea. Outside of their comedic rivalry with Tilea Estalia is renowned for its Diestros, skilled duellists &amp;amp; mercenaries who sold their services across the Old World.&lt;br /&gt;
&lt;br /&gt;
==Politics and History==&lt;br /&gt;
The kingdoms of Estalia have been fighting each other for a long time. The biggest cities of the region, Bilbali and Magritta, have a long and extended history of conflict between them, with Bilbali dominating a good portion of the northern peninsula and Magritta a good portion of the southern peninsula. Estalia was briefly conquered by the sorcerer Jaffar, who was trying to conquer the Old World from Araby, although it was ultimately driven back by a coalition of the Empire, Bretonnia and the Estalian and Tilean powers (who were also under threat of conquest).&lt;br /&gt;
&lt;br /&gt;
During the End Times, the massive Skaven invasion utterly steamrolled the Estalian Estates, basically profiting from the chaos of the world at the time and the political divisions of the Estalian Estates.&lt;br /&gt;
&lt;br /&gt;
==On The Tabletop==&lt;br /&gt;
Whilst [[Tilea]] sort of kinda got a tabletop presence with the [[Dogs of War]], Estalia is similar to [[Cathay]] or [[Ind]] in that it never had an official army book ([[Nippon]] and [[Araby]] at least had fully fledged armies in 2e and 3e). [[Games Workshop]] was content to leave Estalia blank. Cue the [[Warhammer Army Project]], which took it upon itself to correct this void, even creating an entire roster of special characters for a nation that had never been detailed enough to have one before.&lt;br /&gt;
&lt;br /&gt;
But that&#039;s not really telling you anything useful, so let&#039;s try and break things down a bit, shall we?&lt;br /&gt;
&lt;br /&gt;
Similarly to [[The Empire (Warhammer Fantasy)|the Empire]] - and, since this is another European-based pseudo-historical [[human] faction, expect a lot of comparisons between the two here - the ultimate leaders of the Estalian forces are drawn from the vast and sprawling ranks of the aristocracy; as Estalia is basically the Border Princes with a coherent greater national identity, there are, in effect, hundreds of &amp;quot;kings&amp;quot; in Estalia, though how potent those &amp;quot;kings&amp;quot; are varies from place to place. The Hero-tier leader is called a &#039;&#039;&#039;Captain&#039;&#039;&#039;, answering to a Lord-tier &#039;&#039;&#039;Grand Commander&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The core of the Estalian army invites more comparisons to the Empire, consisting as it does primarily of regular human men equipped with specific weapons... well, that&#039;s kind of inescapable when you&#039;re doing a [[Low Fantasy]] human force. All are united, however, in their willingness to face the [[Skaven]] and the [[Undead]] with only strength of arms and a big set of brass balls.&lt;br /&gt;
&#039;&#039;&#039;Pikemen&#039;&#039;&#039;, &#039;&#039;&#039;Crossbowmen&#039;&#039;&#039; and &#039;&#039;&#039;Handgunners&#039;&#039;&#039; are fairly self-explanatory, and little different to their Imperial counterparts to the north. But then we start getting into the realm of the semi-exotic. &lt;br /&gt;
* &#039;&#039;&#039;Rodeleros&#039;&#039;&#039; are the Estalian equivalent of Imperial Swordsman, specialized in the use of sword and buckler. &lt;br /&gt;
* &#039;&#039;&#039;Caballeros&#039;&#039;&#039; are the landless [[knight]]s who swarm through the fractured, feudal landscape and make up the backbone of the Estalian cavalry forces.&lt;br /&gt;
* &#039;&#039;&#039;Genitors&#039;&#039;&#039; are their javelin-armed light cavalry counterparts, though even Caballeros prefer speed and mobility to the heavy armor of the Empire and [[Bretonnia]].&lt;br /&gt;
* &#039;&#039;&#039;Almogavars&#039;&#039;&#039; are fearsome infantry skirmishars drawn from the ranks of the near-tribal hunter-gatherers from the monster-haunted Miramar Hills.&lt;br /&gt;
* &#039;&#039;&#039;Marines&#039;&#039;&#039; are the specialist troopers that support Estalia&#039;s considerable fleet.&lt;br /&gt;
* The &#039;&#039;&#039;Royal Guard&#039;&#039;&#039; are the elite arquebus-wielding warriors that protect the many petty kings of Estalia.&lt;br /&gt;
* &#039;&#039;&#039;Conquistadors&#039;&#039;&#039; are Estalian-born mercenaries, legendary for their love of adventure and loot.&lt;br /&gt;
* &#039;&#039;&#039;Grenadiers&#039;&#039;&#039; carry pistols and primitive frag grenades, as the name suggests.&lt;br /&gt;
* &#039;&#039;&#039;Mountain Bandits&#039;&#039;&#039; are a plague throughout Estalia, whose feudal society echoes some of the darker elements of [[Bretonnia]], but they may be pressed into serve as scouts.&lt;br /&gt;
* Estalia has two &#039;&#039;&#039;Knightly Orders&#039;&#039;&#039; of its own; the &#039;&#039;Knights of the Righteous Spear&#039;&#039; are the largest and most widely spread, whilst the &#039;&#039;Knights of the BLazing Sun&#039;&#039; are devotees of [[Myrmidia]].&lt;br /&gt;
* &#039;&#039;&#039;Diestros&#039;&#039;&#039; are elite sword-wielding master duelists, capable of using the sword to incredible effect.&lt;br /&gt;
&lt;br /&gt;
The Cult of [[Myrmidia]] is even more prevalent in Estalia than the Cult of [[Sigmar]] is in [[The Empire (Warhammer Fantasy)|the Empire]]; Sigmar is merely &amp;quot;First Amongst Equals&amp;quot;, with Imperials freely worshipping an older pantheon, whilst Myrmidia&#039;s cult is the one true and accepted religion of Estalia, and likewise has its presence amongst the armies.&lt;br /&gt;
* The &#039;&#039;&#039;Myrmidian [[Inquisition]]&#039;&#039;&#039; is effectively Estalia&#039;s euivalent of the Empire&#039;s Witch Hunters, striving to root out the secret forces of [[Chaos]] and the [[Undead]] - true, the former is much rarer in Estalia, but as far as the inquisitors are concerned, that makes their job all the more important! That said, the Inquisition also serves as a tool for political control by Estalia&#039;s legion of petty kings. On the tabletop, they function much like [[Warrior-Priest]]s of [[Sigmar]], except they must purchase their holy miracles rather than having a small but defined miracle list.&lt;br /&gt;
* The &#039;&#039;&#039;Priestesses of Myrmidia&#039;&#039;&#039;, on the other hand, are basically female Warrior-Priests who focus more on holy magic than on cracking skulls. They have access to a trinity of standarized holy prayers, can dispel enemy magic, and may even go to battle riding a holy Altar of Myrmidia.&lt;br /&gt;
* The &#039;&#039;&#039;Sisters of Fury&#039;&#039;&#039; are Myrmidian nuns; in peace time, they administer to the sick, poor and needy, similarly to the Sisters of [[Shallya]]... but in times of war, they don armor and take up spears, following their goddess in her militant aspect.&lt;br /&gt;
* The &#039;&#039;&#039;Black Watchmen&#039;&#039;&#039; are the elite warrior-servants of the Inquisition, serving as its military arm and characterized by their blackened full plate and iconic halberds.&lt;br /&gt;
&lt;br /&gt;
Standing apart from all the rest, there are the &#039;&#039;&#039;Battle Magi&#039;&#039;&#039;, the [[wizard]]s of Estalia. Whilst many travel to [[Altdorf]] to study at the Colleges of Magic, others study in local schools. However, use of battle magic isn&#039;t as accepted as in the Empire; the Inquisition keeps a close watch on their resident mages (to the point it&#039;s a game rule you must have at least as many Inquisitors as you do Battle Magi), whilst Estalians utterly forbid the use of [[Ulgu|Shadow Magic]], [[Shyish|Death Magic]] or [[Ghur|Beasts Magic]] - presumably, Estalian [[wizard]]s attuned to these three Winds go to the Empire for their training and never come home.&lt;br /&gt;
&lt;br /&gt;
Whilst Estalia hasn&#039;t embraced gunpowder and technology to the same level of [[The Empire (Warhammer Fantasy)|the Empire]], they have adopted the use of two lighter forms of cannon; the &#039;&#039;&#039;Culverin&#039;&#039;&#039; and the &#039;&#039;&#039;Mountain Gun&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Lastly, there are the exotic animals that may be fielded by an Estalian army. These range from the humble war dog, outfitted with armor to protect it in battle, to the use of [[pegasus]] and [[griffon]] as exotic steeds for the Estalian commanders, and finally the so-called &amp;quot;Fire Bulls&amp;quot;, which are ordinary bulls attached to logs that are soaked in tar before being set alight, resulting in a terror-fueled stampede fit to squash enemies flat.&lt;br /&gt;
&lt;br /&gt;
==Threats to Estalia==&lt;br /&gt;
Compared to [[The Empire (Warhammer Fantasy)|the Empire]] or [[Bretonnia]], Estalia is a largely peaceful realm, unmolested by [[Orcs &amp;amp; Goblins|greenskin WAAAGHs]] or [[Chaos]] incursions, which is one of the reasons &#039;&#039;why&#039;&#039; the nation remains a disorganized and fractious quilt of petty feudal holdings. Still, it&#039;s not all sunshine and sweet lemon wine, even here, and Estalia does have its share of threats.&lt;br /&gt;
&lt;br /&gt;
The greatest threat is, of course, each other - Estalia is more prone to infighting than either of [[The Empire (Warhammer Fantasy)|the Empire]] or [[Bretonnia]], as a consequence of its highly divided status. Their neighbors in [[Tilea]] are a very close second when it comes to warring, with Imperial and Bretonnian forces far less of a threat. There is also a long and bloody history between Estalia and [[Araby]], punctuated with many periods of peaceful trade.&lt;br /&gt;
&lt;br /&gt;
As for the nonhuman threats...&lt;br /&gt;
&lt;br /&gt;
Obiviously, [[Orcs &amp;amp; Goblins]] are everywhere, and whilst not as big of a threat as they are up north, they are still found here. Estalia has even been raided by [[Iron Orc]]s, a subspecies previously only seen in [[Bretonnia]].&lt;br /&gt;
&lt;br /&gt;
Like in [[Tilea]], the [[Skaven]] are a known threat in Estalia who are openly acknowledged by its people. Strangely, skaven don&#039;t actually attack Estalia much, despite how much they fight the Tileans. It&#039;s generally accepted that skaven find tunnelling through Estalia&#039;s hard, rocky soil more trouble than it&#039;s worth.&lt;br /&gt;
&lt;br /&gt;
Being so far from the Chaos Wastes of the north means that the creatures of [[Chaos]], such as [[mutant]]s and [[beastmen]], are a true rarity in Estalia. Cults are still enough of a problem to keep the [[Myrmidia]]n [[Inquisition]] on a constant look-out for them, and the mountains are widely known to be home to greater chaos beasts like [[minotaur]]s and [[Dragon Ogre]]s.&lt;br /&gt;
&lt;br /&gt;
The great fleets of Estalia are often attacked by [[Dark Elves (Warhammer Fantasy)|Dark Elf pirates]], though the nation&#039;s relatively good ties with the [[High Elves (Warhammer Fantasy)|High Elves]] of [[Ulthuan]] helps protect them.&lt;br /&gt;
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Estalians have been raiding [[Lustria]] for decades, which needless to say has greatly pissed off the [[Lizardmen]] and the [[Slann]] masters.&lt;br /&gt;
&lt;br /&gt;
Their close proximity to [[Araby]], and thus the blighted land of [[Khemri]], means that the [[Undead]] are the great boogeyman of Estalian folklore; the forces of the [[Vampire Counts]] have taken on the prominence that [[Chaos]] has in [[The Empire (Warhammer Fantasy)|the Empire]], having repeatedly plagued the land in massive wars comparable to Chaos Incursions, and the Inquisition is as focused on rooting out [[necromancer]]s and vampire servitors as they are Chaos cultists.&lt;br /&gt;
&lt;br /&gt;
==Tactica==&lt;br /&gt;
* https://1d4chan.org/wiki/Warhammer_Army_Project/Estalia&lt;br /&gt;
&lt;br /&gt;
==Notable Estalians==&lt;br /&gt;
*&#039;&#039;&#039;Sienna Fuegonasus:&#039;&#039;&#039; Vermintide playable character, a Bright Wizard who has traveled the world and now finds herself as part of the Ubersreik 5.&lt;br /&gt;
*&#039;&#039;&#039;Sofia Fuegonasus:&#039;&#039;&#039; Sienna&#039;s sister, and a Necromancer.&lt;br /&gt;
*&#039;&#039;&#039;[[Isabella Giovanna Luccelli]]:&#039;&#039;&#039; High Priestess of Myrmidia.&lt;br /&gt;
*&#039;&#039;&#039; [[Juan Federico]]:&#039;&#039;&#039; Grand Master of the Order of the Righteous Spear.&lt;br /&gt;
*&#039;&#039;&#039;[[Santiago De Vivar]]:&#039;&#039;&#039; A legendary hero during Estalia&#039;s war with Araby.&lt;br /&gt;
*&#039;&#039;&#039;[[Grand Inquisitor De Hojeda]]:&#039;&#039;&#039; Grand Inquisitor and head of the Tribune.&lt;br /&gt;
*&#039;&#039;&#039;[[Francisco Cortez]]:&#039;&#039;&#039; Yeeeaaaaaahhhhh, totally not Hernan Cortez, destroyer of the [[Aztec]]s.&lt;br /&gt;
*&#039;&#039;&#039;[[Don Lomente]]:&#039;&#039;&#039; Don Quixote? Who&#039;s that? &lt;br /&gt;
*&#039;&#039;&#039;[[Alonso Diaz De Mirajo]]:&#039;&#039;&#039; A supreme Diestro.&lt;br /&gt;
*&#039;&#039;&#039;[[Maria De Salvo]]:&#039;&#039;&#039; A holy assassin.&lt;br /&gt;
&lt;br /&gt;
{{Regions and areas of the Old World}}&lt;br /&gt;
[[Category:Warhammer Fantasy]]&lt;/div&gt;</summary>
		<author><name>2600:387:9:9:0:0:0:92</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Halflings_(Warhammer)&amp;diff=245268</id>
		<title>Halflings (Warhammer)</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Halflings_(Warhammer)&amp;diff=245268"/>
		<updated>2023-03-03T03:05:21Z</updated>

		<summary type="html">&lt;p&gt;2600:387:9:9:0:0:0:92: /* Bloodbowl */&lt;/p&gt;
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&lt;div&gt;{{Oldschool}}&lt;br /&gt;
[[File:The Scariest Thing In Warhammer.png|thumb|right|500px|&amp;quot;That&#039;s a real nice Daemonic steed you&#039;ve got there. It&#039;d be a shame if the lads were to shoot it full of arrows and spitroast it over a fire with a pineapple shoved in both ends. But since you&#039;re on your way to [[Stirland]] and all that isn&#039;t gonna a problem now, is it?&amp;quot;]]&lt;br /&gt;
Remember back when [[Warhammer Fantasy]] was about combining history with criticism of the modern world and comedy while adding stuff &amp;quot;inspired&amp;quot; by the young and evolving modern fantasy genre alongside [[Tolkien]], the works of [[Michael Moorcock]], [[Glorantha]], and [[Dungeons &amp;amp; Dragons]] all for the purpose of selling models of the aforementioned IPs? &lt;br /&gt;
&lt;br /&gt;
Don&#039;t worry, [[Games Workshop]] doesn&#039;t either. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Halflings&#039;&#039;&#039; are a remnant of the older Warhammer, mostly forgotten aside from those moments that modern writers want a touch of levity. They&#039;ve appeared off and on throughout the years, but never once in the starring role of anything. They were more or less removed from the game September 9th 2006 with the release of 7th edition by virtue of not having rules, officially removed in 8e by virtue of not existing in any rulebook and the [[Dogs of War]] army no longer being supported by omission in the core rule army list. The last of them perished in [[End Times]], and as one would predict they were not brought back for [[Age Of Sigmar]] nor in any sort of demand by the fans of that game. UNTIL NOW! Featured as victims of the Kunnin Krew!&lt;br /&gt;
&lt;br /&gt;
For their [[Warhammer 40000]] equivalent, see [[Ratling]]. &lt;br /&gt;
&lt;br /&gt;
For the record, if you want to proxy them on the tabletop they use a 20x20mm (AKA Goblin-sized) base. &lt;br /&gt;
&lt;br /&gt;
==Origins &amp;amp; History==&lt;br /&gt;
For a summary, &amp;quot;Tolkien Hobbits but black comedy in the Warhammer universe, with surprisingly few changes other than making some gentle fun of Hobbits&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
In the prehistory of the world the [[Old Ones]] were trying to create a race that they could use as their army of slaves against [[Chaos]] because it would eventually invade, not realizing that drawing magic from Chaos was making it a self-fulfilling prophesy. First they created the [[High Elves (Warhammer Fantasy)|Elves]] in a special magical continent called [[Ulthuan]], who were effective Chaos fighters but lacked the reproduction rate needed to keep a long war going and were easy for Chaos to manipulate. The [[Dwarfs (Warhammer Fantasy)|Dwarfs]] were created in the mountains of the [[Old World]] as everything good about the Elves, but instead of channeling the power of Chaos into magic and sending it right back at them, the Dwarfs were resistant to magic and even nullified it. But the Dwarfs were also slow to reproduce, and although designed to be so stubborn they were hard to manipulate, they were too uncompromising to react to the changing tactics of Chaos. Humans were next, which were created in [[Nehekhara]], and since they were worse than Elves and Dwarfs in every single way other than reproducing quickly, it can be assumed they were just a test batch. &lt;br /&gt;
&lt;br /&gt;
Halflings were the next creation, set just northwest of the Dwarfs in the Old World in a highly fertile and perfect land full of valleys and rivers which would be called the Mootland. This is only really meta-knowledge however. While the [[Slann]] of the [[Lizardmen]] may know the true origins of the Halflings given they likely were participants in their creation, nothing regarding the Halflings has been mentioned in any of their plans. Dwarfs don&#039;t really know where they came from, only recording that humans and Halflings have been together as long as they&#039;ve been paying attention to races other than Elves and that it took some time for them to realize they weren&#039;t just human children. Elves seem to have no real interactions with Halflings. Humans believe they&#039;re a failed creation of one of their gods, either as an experiment in Chaos-fighting by [[Verena]] or as a joke by [[Ranald]]. &lt;br /&gt;
&lt;br /&gt;
After their creation the Old Ones were apparently pleased, given they immediately set about creating [[Ogre Kingdoms|Ogres]], which are pretty much just giant Halflings; however they were too late, the [[Warp Gates]] exploded and Chaos invaded the world before they were finished. As a result the Ogres were physically finished, but their environment couldn&#039;t support them (unlike how the Moot could the Halflings), and their culture was entirely unfinished, which resulted in a race of brutes with very little intelligence.&lt;br /&gt;
&lt;br /&gt;
Elves have the most complete record of the world, and between their creation and the invasion of Chaos was a golden age that no records survive from. Since all the (intended, natural) races of the world were finished (barring Ogres which simply exist) by the invasion it can be determined that approximately 5500 years passed before the recorded history of the Halflings began. [[The Empire (Warhammer Fantasy)|The Empire]] AKA Warhammer Germans had existed for about 1000 years, having absorbed the territory of the Halflings at some point, when Emperor Ludwig II Hohenbach AKA &amp;quot;Ludwig The Fat&amp;quot; granted them autonomy from the rest of the Empire. Previously the Moot had been split between the provinces of Averland and Stirland as their primary source of arable land, but the combination of insults from the daughters of the Counts of those provinces and an especially delicious meal served by a Halfling chef had won the favor of the Emperor. Along with having a vote in the election of new Emperors, they became important to all provinces in the Empire for the massive supplies of food which support the rest of the nation. The Moot has no true Elector Count due to not having a Runesword, and instead the Elder Of The Moot is their supreme leader so much as they have one. The Elder vote is known for being obtained primarily through personal bribery of food and drink as well as promised protection for the Moot, and in the events of civil wars and election crises the Moot is generally left untouched. The Elder is the keeper of the Haffenlyver, a record of the geneology of the Halflings which was first recorded upon the independence of the Moot.&lt;br /&gt;
&lt;br /&gt;
Aside from that, Halfling history is simple. They grow food and send it to the Empire, they play host to traveling Dwarfs, sometimes they are invaded by [[Orcs &amp;amp; Goblins|greenskins]] or [[Vampire Counts|the undead]] although Chaos invasions are generally unknown. Well, there &#039;&#039;was&#039;&#039; that one incident where they provoked [[Marius Leitdorf]] of [[Averland]] in 2502 IC, causing the bloody massacre known as &amp;quot;The Halfling Rebellion&amp;quot;...&lt;br /&gt;
&lt;br /&gt;
In the End Times the forces of the Moot were kept at home to defend, with only the Fighting Cocks (see below) leaving to defend their human allies albeit mostly by fighting on their way home to the Moot. They battled [[Skaven]] the entire way before finally disappearing in Averheim at some point between the siege of the city by [[Skaven]] and [[Tzeentch|Tzeentchian]] forces and its destruction by [[Archaon|Archaos The Fuckwad]]. Whether this was a cheeky reference to Bilbo&#039;s lack of participation and invisibility during the events of the final battle of Tolkien&#039;s &#039;&#039;The Hobbit&#039;&#039; or just the writers forgetting they existed is open to interpretation, but the former is probably pretty unlikely (but let&#039;s pretend it was anyway, since it makes it a bit less painful). The Halflings themselves were destroyed by an infinite horde of pure darkness that came when the Warp consumed the world, having fled to Sylvania and found temporary protection alongside the last of the civilians of mankind among the undead forces lead by [[Queen Neferata]] and [[High Queen Khalida]]. &lt;br /&gt;
&lt;br /&gt;
Halflings weren&#039;t involved in [[Storm Of Chaos]] aside from their participation in Empire armies. &lt;br /&gt;
&lt;br /&gt;
In an alternate universe of [[Total War: WARHAMMER]] the Halflings don&#039;t participate in any way beyond some scripted events but multiple factions can find them as chef companions. The fate of the Moot is dependent on what faction you play as, but generally speaking they&#039;ll probably be taken over by Vampires at some point before being destroyed by greenskins or liberated by the Empire or Dwarfs. In the 2nd game, Markus Wulfhart&#039;s campaign gets a Halfling chef advisor named &#039;&#039;&#039;Berry Drury&#039;&#039;&#039;, whom was shown in a portrait with a disturbing-greenish-worm-crawling-cupcakes he probably baked.&lt;br /&gt;
&lt;br /&gt;
==On Halflings==&lt;br /&gt;
Halflings are short, stoutly built humanoids, naturally tending towards the portly given their propensity for eating and drinking in ridiculously large quantities. They have rosy cheeks although this isn&#039;t a natural trait so much as the result of their constant intake of ale and imported wine. Both the men and women have hairy feet and tend to go barefoot, but sporting a beard is rare given that Dwarfs thought them to be children and know them as unbearded folk. &lt;br /&gt;
&lt;br /&gt;
While the general perception among folk who haven&#039;t met them is they are peaceful simple folk unaccustomed to war, the truth is they take after their Ogre cousins a great deal but just have a culture that doesn&#039;t reward the ambition needed for conquest and live in a land that provides for their massive appetites. Non-Halflings in Halfling lands can sometimes feel uneasy, and its implied that killing troublesome foreigners and eating them in pies is not unheard of. Halflings live in extended families among their clans, and have rivalries that can be bitter but rarely result in war. A result of this lifestyle is a general belief that you can just take anything you need since everyone is kin anyway, and when they need it they&#039;ll just come and take it back...or take a similar item from someone else who shares their blood anyway. When in foreign lands (or working as chefs/servants in the rest of the Empire) they will still show this trait from time to time and have developed a reputation as thieves (although nowhere near as bad as fucking [[Kender]] at least). The more aggressive Halfling takes this trait to its logical conclusion, as Halfling brigands, poachers, and bandits are well known throughout the lands of men. &lt;br /&gt;
Ever since being granted the Moot they have organized militias of bowmen for standard defense, but in times of trouble they&#039;ll form true armies. Some Halflings of a more militaristic bent will enlist in Empire armies, usually as mercenaries. Others are strangely attracted to the armies of Ogres or in companies of Maneaters, despite the fact that Ogres will constantly enslave their people for their cuisine and even eat them; its possible that willing Halflings are treated with more respect and enslavement occurs when no willing Halfling can be found. Ogres greatly prize access to Halflings for their cooking skills, and the greatest of Tyrants almost certainly have at least one on standby. Mankind similarly enjoys Halfling cooking despite the aforementioned thievery, although its unknown if races like Elves and Dwarfs or even Vampires would desire having them around. &lt;br /&gt;
&lt;br /&gt;
As you&#039;d expect given their &amp;quot;inspiration&amp;quot;, Halflings have almost supernatural sneaking ability and a strange affinity for nature; they instinctively are aware of the best farming techniques and conditions, and have a connection to the forests that are beyond even that of [[Wood Elves (Warhammer Fantasy)|Wood Elves]] (treekin are somewhat resentful of the Elves and fiercely hate every other race, other than Halflings who they serve by simple request). &lt;br /&gt;
&lt;br /&gt;
Being a rural folk, even in their towns, the Halflings are earthy types who enjoy good food, strong drink, a good smoke, and conversation that would turn a Marienburg marine’s ears blue. Expressive to a fault, Halflings think nothing of discussing their aunt’s nightly business with perfect strangers in complete detail. “Just to pass the time, y’know.” They love a good chat and strangers are welcomed by farmers along the roads as long as they bring gossip, coin, or lunch. Or preferably all three.&lt;br /&gt;
&lt;br /&gt;
In essence, they&#039;re a send-up of the original [[Hobbits]], just hornier. No, we&#039;re not kidding. There&#039;s a story in [[White Dwarf]] involving a dwarf army needing to defend the Moot against an orcish invasion; one dwarf general is scandalized by a halfling barmaid who keeps bluntly flirting with him, complete with pinching his arse, and mention is made of a pair of halfling youths deciding that underneath a dwarven battle wagon was a great place for a shag - and not stopping when the wagon rolled off of them despite being surrounded by mortified and pissed-off dwarves.&lt;br /&gt;
&lt;br /&gt;
It&#039;s possible that the Halflings and Ogres were meant to be companion species in a similar manner to Kroxigors and Skinks. While there are exceptions, members of the two races have an uncanny tendency to get along when they meet. After the depature of the Old Ones left the two species in seperate geographic locations, the Ogres started taking on Gnoblars as their protectorates, which could be related to their affinity with Halflings through the Ogres trying to fill in the void caused by their missing companions with an inferior substitute.&lt;br /&gt;
&lt;br /&gt;
==Religion==&lt;br /&gt;
As far as religion goes, they have their own gods although they don&#039;t really do much to worship them. Halflings aren&#039;t a faithful lot, seeing religion very much in terms of &amp;quot;what will you do for me in exchange for my devotion?&amp;quot;. In some parts of the Empire Halfling gods were substituted when Sigmarites drove out the old pagan faiths and their witch priests. Stirland is the only place where Halfling religion is wholly considered heretical. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Esmerelda&#039;&#039;&#039;&lt;br /&gt;
Goddess of hearth and home, symbol is a triangle above a vertical line. Her only rules are:&lt;br /&gt;
::Never refuse food to the hungry.&lt;br /&gt;
::Never use cooking utensils for anything else.&lt;br /&gt;
::Never water ale down.&lt;br /&gt;
::Never eat less than three quarters a meal a day.&lt;br /&gt;
::Never do anything strenuous after a meal.&lt;br /&gt;
::Never leave anything unattended while it is cooking.&lt;br /&gt;
::Always observe Pie Week. &lt;br /&gt;
Humans technically worship her too, given Pie Week is celebrated throughout the Empire. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Josias&#039;&#039;&#039;&lt;br /&gt;
God of farming, only invoked at the start of planting seasons (spring and summer), grants knowledge of the weather and can make depleted soil fertile again for the devout.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Hyacinth&#039;&#039;&#039;&lt;br /&gt;
Goddess of fertility and childbirth, primarily only invoked during the act of childbirth by the mother-to-be and attendants (fertility presumably not being a problem with Halflings).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Gaffey&#039;&#039;&#039;&lt;br /&gt;
God of building and villages, we don&#039;t really know anything else about him.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Quinsberry&#039;&#039;&#039;&lt;br /&gt;
God of ancestry and traditions, we don&#039;t know much about him either. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Phineas&#039;&#039;&#039;&lt;br /&gt;
God of smoking tobacco. We know his pouch is eternally full of the stuff, but nothing else.&lt;br /&gt;
&lt;br /&gt;
Halflings are said to have many more gods, but all of them are unknown to outsiders and worshiped even more rarely than the above by Halflings themselves. &lt;br /&gt;
&lt;br /&gt;
The primary faith of the Halflings is actually [[Sigmar]], and despite there being no records of him interacting in any way with them he&#039;s nonetheless seen as their protector (which is the only reason he&#039;s worshiped of course). Its not known if the other human gods or any of the Dwarf gods have Halfling devotees, but given that some humans think that Halflings were an experiment to develop an anti-Chaos race its safe to say they&#039;re unfriendly with worship and devotees of the [[Chaos Gods]].&lt;br /&gt;
&lt;br /&gt;
===Pie Week===&lt;br /&gt;
&#039;&#039;&#039;The&#039;&#039;&#039; single most important halfling holiday is Pie Week; an entire week (1st to 8th Erntezeit) devoted to doing nothing but baking and eating pies, pies and more pies. Originally a holy rite to the goddess Esmerelda, Pie Week has become viewed as a largely secular affair; as far as the halflings are concerned, so long as they&#039;re busy baking pies and stuffing them down their gobs, the goddess is pleased, so they don&#039;t really bother with a lot of religious pomp and pageantry the way humans do. Despite this overt lack of religious attributes, Pie Week is Serious Business to halflings. The [[Warhammer Fantasy Roleplay]] 2nd edition adventure &amp;quot;A Brutal Finish&amp;quot; spells it out plainly that only crazy halflings don&#039;t indulge themselves during Pie Week. As in, not only can you literally spot the insane halfling arsonist Clempo Buttleburr by the fact he&#039;s the only halfling not constantly shoveling pies down his gullet, but it&#039;s mandated that halfling PCs will suffer a whopping -20% penalty to their Fellowship checks with halfling NPCs if they refuse to eat pies during the festivities, since not gorging themselves will be taken as a sign that there is something seriously wrong with the non-indulgent halfling&#039;s mind.&lt;br /&gt;
&lt;br /&gt;
In and of itself, Pie Week is largely devoted to eating pies, with competitive sideline activities such as pie eating, best pie, and most unusual pie being largely suggested by humans - the rite&#039;s lack of overt religiosity has seen it become fairly popular amongst humans as well. Pie Week is often folded together with other harvest season festivals in which it overlaps, such as Averheim&#039;s annual Wine Tasting Festival.&lt;br /&gt;
&lt;br /&gt;
==The Moot==&lt;br /&gt;
{{Infobox Empire Province&lt;br /&gt;
|Name = Mootland&lt;br /&gt;
|Heraldry = [[File:Banner of Mootland.png|250px]]&lt;br /&gt;
|Elector Count as of 2520IC = [[Hisme Stoutheart]]&lt;br /&gt;
|Province capital = [[Eicheschatten]]&lt;br /&gt;
|Runefang = None (cuz Halflings)&lt;br /&gt;
|Specialties = Cooks and pipe makers&lt;br /&gt;
|Commerce = Food, leather and tobacco&lt;br /&gt;
|Primary military colours = Unknown (probably green or green and white)&lt;br /&gt;
}}&lt;br /&gt;
The Halfling homeland. Was once the best bit of farming country in all of [[Stirland]] (and to a lesser extent [[Averland]]), until Ludwig the Fat gave it to the halflings as a reward for the delights his halfling chef showered on him. The Stirlanders are still pissed about that, and the Averlanders aren&#039;t all that thrilled either. It&#039;s beautiful farming country, but there&#039;s not much more to it than that.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Mootland map.png&lt;br /&gt;
&amp;lt;/Gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
{{Provences of the Empire}}&lt;br /&gt;
&lt;br /&gt;
==The Halfling Rebellion==&lt;br /&gt;
Whilst the Moot has traditionally been a peaceful place largely spared the wars that&#039;ve wrecked the rest of the Empire&#039;s shit time and time again, there is a particularly notable exception in that history.&lt;br /&gt;
&lt;br /&gt;
The so-called &amp;quot;Halfling Rebellion&amp;quot; is a particularly bloody piece of the Moot&#039;s history that occurred in early 2502, Imperial Calender. A [[Orcs &amp;amp; Goblins|Goblin Warlord]] named Nhobgarg was gathering a WAAAGH over in the Worlds Edge Mountains, which prompted the Elector Counts of [[Stirland]] and [[Averland]] to agree to unite their forces in a singular counter-crusade. There was just one problem: how to get the two armies together to march on the Worlds Edge Mountains? The answer was simple; to use their common borders on the Moot and march their forces through it. But that posed its own problems. First, they would have to pass through halfling country, already a trial in and of itself. Second, the Moot&#039;s roads and bridges are &#039;&#039;legendarily&#039;&#039; awful, even by Imperial standards. Finally, the proposed route would require crossing the River Stir. Now, there were certainly local ferries criss-crossing the River Stir, but attempting to use ferries to transport a whole army and all its baggage would have been ridiculously impractical even if said ferries &#039;&#039;weren&#039;t&#039;&#039; being managed by a race notorious for its indolence and larcenous inclinations.&lt;br /&gt;
&lt;br /&gt;
Full of good intentions, the Elector Count of Averland sought a diplomatic solution, petitioning the Council of Elders for the right for his army to not only move through the Moot, but to engineer superior roads and bridges as they traveled, an act that would incidentally benefit the Moot greatly by making trade and travel through their lands much easier. Unfortunately, halflings are as avaricious as they are gluttonous, and so this kind of enlightened self-interest wasn&#039;t enough; the Averlander Count had to sweeten the pot with a colossal bribe of gold and livestock before he got permission. Still, permission was received and the engineers of Averland set to work, making pretty good time... up until they reached the River Stir.&lt;br /&gt;
&lt;br /&gt;
That was when things started to go wrong. The Averland engineers began to sink pilings for the new bridge; so far, so good. And then they woke up the next morning, and some cheeky bastard had scattered the pilings, forcing them to start over! And when they did, the next day, it happened again! And again! They posted guards, but said guards would vanish with the stones, only to turn up serveral days later in nearby ditches, bound and gagged.&lt;br /&gt;
&lt;br /&gt;
As it just so happened, the area where the Averlanders were trying to build their bridge was &amp;quot;controlled&amp;quot; by a halfling ferry clan, the Tomfiddle family, and it didn&#039;t take a genius to realize that they were probably behind all this goblin business. The Averlanders pleaded with the Moot Elders to make the Tomfiddles knock it off... and instead, the Elders said that they couldn&#039;t; they only gave the Count of Averland permission to build &#039;&#039;roads&#039;&#039;, they never said anything about &#039;&#039;bridges&#039;&#039;!&lt;br /&gt;
&lt;br /&gt;
Now, it&#039;s anyone&#039;s guess why the Moot Elders would do this. Maybe they were hoping to score another bribe; halflings are infamously corrupt, even compared to their human neighbors, after all. Maybe they were just reacting with knee-jerk halfling bigotry, instinctively deciding to support their own kind as a &amp;quot;screw you&amp;quot; to the humans, without considering the logical repercussions of their actions. Either way, it was the absolute &#039;&#039;&#039;worst&#039;&#039;&#039; decision they could have made.&lt;br /&gt;
&lt;br /&gt;
Most Elector Counts would have taken a very dim view of these shenanigans, but the Elector Count of Averland at the time was [[Marius Leitdorf]]. A man whose own people called him &amp;quot;The Mad Count&amp;quot;. We don&#039;t know the precise details of what communication was exchanged between the two sides, but the Moot Elders decided that the best course of action to take with an Elector Count infamous for his unpredictable behavior and maniac outbursts of intense rage was to continue provoking him. The end result? Marius gathered the Averland forces and marched against the Moot, with the stated intent of massacring the entire population. No joke; his order to his men was literally &amp;quot;slaughter every one of the malodorous runts&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Realizing they had perhaps made a boo-boo, the Moot&#039;s Elders marshalled all the halfling warriors they could find and sent them to the Moot&#039;s southern borders to intercept the Averland forces. It went... even worse than you&#039;re thinking; the so-called &amp;quot;Battle of Nearstream&amp;quot; became one of the most one-sided slaughters in Imperial history as the halflings took one look at the grim-featured humans marching stoically towards them and collectively thought &amp;quot;stuff this for a game of soldiers!&amp;quot; They turned and ran before the Averlanders had so much as begun the attack, but being small and near-morbidly obese to a one, they were swiftly overrun and slaughtered.&lt;br /&gt;
&lt;br /&gt;
Most Elector Counts would have had their ardor cooled by this first blood, and would have leveraged the butchery to wring the Moots&#039; Elders&#039; necks &#039;&#039;metaphorically&#039;&#039; now that they had them fully intimidated. But Marius was nuttier than a squirrel turd, so as far as he was concerned, the fight was just beginning.&lt;br /&gt;
&lt;br /&gt;
We don&#039;t know the details of Marius&#039; rampage, except that it become so excessively bloody that over three quarters of his army quit in disgust, an act that only further enflamed the mad count&#039;s rage, to the point he would spend the small hours stalking the mist-shrouded fields and screaming challenges at trees and shrubs. Whilst the dwindling population of the Moot either ran for their lives or otherwise tried to avoid being butchered, the Elders hid themselves in the deepest, darkest holes they could find and began sending desperate letters for aid to literally anyone in the Empire they thought might be able to help them.&lt;br /&gt;
&lt;br /&gt;
One of the people they contacted was, of course, Emperor [[Karl Franz]], who was mortified to hear what Marius was up to - as annoying as the halflings might be, letting one electoral province massare another would set a bad precedent. So he immediately dispatched the Reiksguard to bring the Count of Averland to heel. But it would take time for his forces to arrive.&lt;br /&gt;
&lt;br /&gt;
Luckily for the Moot, two of their letters found receptive [[mercenary|mercenaries]]. The first was Lumpin Croop, whose Fighting Cocks immediately came running to the motherland&#039;s aid in a patriotic fury. Far more useful was the second; the Tyrant of a small [[ogre]] tribe, one Blaut Feastmaster. Mustering his whole tribe, or at least a decently large gathering of his bully-boys, Blaut came thundering along to the Moot and agreed to bash the Averlanders. Who knows what the Moot Elders offered to &#039;&#039;pay&#039;&#039; for his protection, but it evidently worked.&lt;br /&gt;
&lt;br /&gt;
The details of the subsequent battle are murky. All we know for sure is that Marius emerged alive and apparently sated his bloodlust, at least enough that when the Empire finally caught up with him, he called off his attempted halfling genocide. The proof? The halflings are still alive! Thus ended the Halfling Rebellion.&lt;br /&gt;
&lt;br /&gt;
As for Blaut Feastmaster? We don&#039;t know if he left of his own volition or ran with his tail between his legs, but he definitely didn&#039;t leave the Moot empty-handed. No, when he returned to the [[Ogre Kingdoms]], he brought entire &#039;&#039;clans&#039;&#039; of halflings with him, dragging them back to serve as slaves in the Mountains of Mourn. To this day, the Feastmaster tribe is famous for scorning the use of [[gnoblar]]s and instead keeping dozens upon dozens of halfling slaves to attend their every whim, which means they have some of the best cooking in the entirety of the Ogre Kingdoms, something that attracts great envy from their fellows. And so the once fat, lazy little bastards instead find themselves working like dogs to keep life and limb intact in the service of bigger and &#039;&#039;meaner&#039;&#039; fat great bastards.&lt;br /&gt;
&lt;br /&gt;
Who says there&#039;s no justice in the Warhammer world? If karma has any sense of humor, the entirety of the Tomfiddle clan is there now.&lt;br /&gt;
&lt;br /&gt;
==Notable Characters==&lt;br /&gt;
Unfortunately, the Halflings don&#039;t have many characters other than Lumpin. &lt;br /&gt;
&lt;br /&gt;
* [[Hisme Stoutheart]]: The current Elder. Although he only supported [[Karl Franz]] due to extensive bribery in the form of beer and oatcakes he also secured a lucrative trade deal, and has been more active in sending Halfling forces to defend the Empire than previous Elders.&lt;br /&gt;
&lt;br /&gt;
===Lumpin Croop===&lt;br /&gt;
[[File:Lumpin Croop.png|thumb|right|400px|&amp;quot;I don&#039;t always bullshit my way into being more famous than [[Markus Wulfhart]]. But when I do, its with some stolen turnips and a rabbit from the local lord&#039;s private forest. Stay hungry, my cocks.&amp;quot;]]&lt;br /&gt;
The only notable named halfling character in all of Warhammer canon. Bastard son of an itinerant carrot salesman and a blacksmith&#039;s daughter, Lumpin grew up on the wrong side of the tracks, his father dead before his birth (possibly at his grandfather&#039;s hands), his mother a drunkard and his grandparents hating him. The ginger-haired little nuisance ultimately ran away from home to become a pickpocket, con-artist and poacher. This ultimately got him into trouble when, one evening, he was ambushed at a halfling tavern - The Old Pig &amp;amp; Bucket in Beggar&#039;s End - by a band of vengeful gamekeepers, ready to give him a sound beating.&lt;br /&gt;
&lt;br /&gt;
Staring down so many angry halflings, with no way of escape, Lumpin did the only thing he could do: he started spouting bullshit. He spun his audience a yarn of of excitement, treasure and vast banquets waiting to be had in the lands over the mountains, of how they could have adventure, gold and glory by becoming mercenaries. And they bought it hook, line and sinker! Next thing Lumpin knew, his former angry mob was now a loyal band of glory-seeking mercenaries, and he found himself reluctantly leading them from the Moot to the wider world. He keeps trying to give them the slip and escape, but they&#039;re better trackers than he is, so he always gets caught. He also has a tendency to end up in the most amazingly fortunate turns of events, usually winning glory despite his attempts to keep away from the fighting.&lt;br /&gt;
&lt;br /&gt;
Amazingly, his followers adore him, and believe him to be a brilliant, adventurous thrill-seeker, whom they&#039;d follow into the Chaos Wastes if he asked. In this, he can be seen as a sort of prototype for [[Ciaphas Cain]]... complete with a certain level of ambiguous heroism, as his fluff usually states that Lumpin is starting to become loyal to his men.&lt;br /&gt;
&lt;br /&gt;
In 6e, Lumpin Croop has Movement 4, Weapon Skill 3, Ballistic Skill 5, Strength 3, Toughness 3, Wounds 2, Initiative 6, Attacks 2, and Leadership 9. He carries a hand weapon, a bow, a shield, and light armor. He has the Skirmishers special rule.&lt;br /&gt;
&lt;br /&gt;
===The Fighting Cocks===&lt;br /&gt;
The former gameskeepers turned mercenaries who follow Lumpin Croop. Despite his endless attempts to escape them or keep them out of danger&#039;s way, they keep tracking him down and getting themselves into danger. And they absolutely love their new lifestyle; they wouldn&#039;t give it up for the world. They have endless faith in Lumpin for putting them on this path, and constantly rationalize his cowardly behavior as just brilliant tactical insight. And, in fairness, his &amp;quot;training exercise&amp;quot; (the Fighting Cocks tracking him down when he tries to run away) have made them some of the best damn scouts in the Empire.&lt;br /&gt;
&lt;br /&gt;
Their battlecry is &amp;quot;Hurray! Hurray! The Moot! The Moot!&amp;quot;. This was born out of an early battlecry when Lumpin tried to flee the field, shouting &amp;quot;Run Away! Run Away! To the Moot! To the Moot!&amp;quot;, but the chaos of the battlefield garbled the message and they instead made a heroic charge that brought the Empire victory.&lt;br /&gt;
&lt;br /&gt;
The Fighting Cocks are a halfling [[Dogs of War]] unit that have appeared in most editions of Warhammer Fantasy.&lt;br /&gt;
&lt;br /&gt;
In 6e, each individual member of the Fighting Cocks has Movement 4, Weapon Skill 2, Ballistic Skill 4, Strength 2, Toughness 2, Wounds 1, Initiative 5, Attacks 1, and Leadership 8 - the exception is the Standard Bearer, Neddly Hamfist, who has Ballistic Skill 5. The default Fighting Cocks consist of Lumpin Croop, Neddly, a Hornblower, and three halfling archers at a total of 90 points; they can purchase additional halfling archers for +7 points per halfling, to a max unit size of 20. The Fighting Cocks are a Special Unit for [[Dogs of War]] and a Rare Unit in any other 6e Army, except [[Bretonnian]]s, who won&#039;t have anything to do with them.&lt;br /&gt;
&lt;br /&gt;
[[Category:Regiments of Renown]]&lt;br /&gt;
&lt;br /&gt;
===The Halfling Hot Pot===&lt;br /&gt;
The &#039;&#039;other&#039;&#039; halfling [[Dogs of War]] unit, the Halfling Hot Pot is a pissed off team of halfling chefs using a giant slingshot to propel kettles of boiling hot soup at the enemy.&lt;br /&gt;
&lt;br /&gt;
A Halfling Hot-Pot, in 6e, consists of the Hot Pot itself and 3 halfling crew for 50 points. The Hot Pot is a warmachine with Toughness 4 and Wounds 2; it fires as a Stone Thrower except it has a maximum range of 36&amp;quot; and hits are S3, no Armor Save allowed - the model directly under the template&#039;s hole takes a S6 Armor-Ignoring hit that does D3 wounds. The individual halflings have Movement 4, Weapon Skill 2, Ballistic Skill 4, Strength 2, Toughness 2, Wounds 1, Initiative 5, Attacks 1, and Leadership 8, and are armed with hand weapons.&lt;br /&gt;
&lt;br /&gt;
==The Hungry Horde==&lt;br /&gt;
The first ever Halfling army list appeared in issue #36 of Citadel Journal in the year 2000, which also contained rules for a Halfling warband in [[Mordheim]]. [[Wayne Oldfield]], one of the longest of the Longbeards in tabletop gaming and alumni of the notorious Nottingham Games Club (seriously, in the introduction to the army this magnificent bastard mentions his &#039;&#039;&#039;10,000 point Dogs Of War army&#039;&#039;&#039;) wrote the rules while the British author David Lee Stone (best known for the The Illmoor Chronicles novels) wrote the lore. The lore is canon to the setting unlike a fair amount of supplementary material which tends towards the questionable, showing it to be [[Black Library]] Approved (literally, a picture of a purity seal with that exact phrase appears to the side of the text). &lt;br /&gt;
&lt;br /&gt;
All Halfling infantry have the Woodsman rule, giving them immunity to penalties from Woods terrain. &lt;br /&gt;
&lt;br /&gt;
Believe it or not, the army is fairly OP for an army of its time period, although if the general rules for transferring stats to modern editions are used, it becomes even stronger since your monster options are damn decent and don&#039;t end up as cannon fodder like the monsters of most armies. &lt;br /&gt;
&lt;br /&gt;
After this brief appearance, halflings as a fighting force... technically never appeared again. The February 2006 issue of [[White Dwarf]] (#313 for UK, #314 elsewhere) contained a scenario called &amp;quot;The Revolting Moot&amp;quot;, which allows you to fight the decisive battle of the Halfling Rebellion between the halflings and their ogre allies under Blaut Feastmaster vs. Marius Leitdorf&#039;s remaining imperial troops in a game of Warhammer Fantasy 6e. &lt;br /&gt;
&lt;br /&gt;
In this scenario, the &amp;quot;Halfling Army&amp;quot; is basically just a normal [[Ogre Kingdoms]] army, but using [[gnoblar]] fighter and trapper units to stand in for halfling militia squads. It can also include Lumpin Croop &amp;amp; His Fighting Cocks, Halfling Hot Pots (replace Gnoblar Scraplaunchers), and &amp;quot;Kathleen&amp;quot;, the Halftank (also known as the Soup Tank); a broken-down [[Steam Tank]] clumsily salvaged and rebuilt by the halflings as a mobile soup kitchen, but still capable of fighting in an emergency. &lt;br /&gt;
&lt;br /&gt;
Kathleen the Halftank is a 0-1 Rare Unit in the arm that costs 150 points; she has Movement 6, Weapon Skill 1, Ballistic Skill 4, Strength 5, Toughness 6, Wounds 6, Initiative 0, Attacks 0, and Leadership 10. She has the special rules Large Target, Unbreakable, Unit Strength 6, Cause Fear and Nearly Irresistible Force; she can&#039;t march, but when she charges, she inflicts D6 Impact Hits, just like a chariot. When engaged in melee, she does D3 Strength 5 hits each turn, representing the halflings trying desperately to run over whatever is in the halftank&#039;s way. Its sole armament is the Soup Cannon, which fires in a 45 degree arc from the halftank&#039;s front; place the Flame template touching the cannon and roll Artillery dice - move the template this many inches forward. Models hit by the SouP Cannon take a Strength 5 hit that ignores Armor Saves; models covered by the template are hit automatically, models partially covered are hit on a 4+.&lt;br /&gt;
&lt;br /&gt;
===Regiments===&lt;br /&gt;
These are equivalent to the &amp;quot;Core&amp;quot; of 8th edition. At least 25% of your army must consist of these models, and each unit has to have a minimum of 5 models with no maximum limit to unit size (this is before rules to prevent things like the &amp;quot;1000000 Skaven Slave&amp;quot; list). &lt;br /&gt;
* Halfling Militia&lt;br /&gt;
Basic troops. Your standard Halfling. &lt;br /&gt;
* 0-1 Great Eagle Riders&lt;br /&gt;
Yeah, even before the movies people were making &amp;quot;Eagles save the day&amp;quot; jokes. Its common enough in-universe that &amp;quot;When the Halflings are in trouble along come the Lords Of The Air.&amp;quot; is a common saying. Two Halflings ride on each Eagle, and can be equipped with Light Armor for 1 point, and Spears and a Shield for 0.5 points each. &lt;br /&gt;
* 0-1 Swan Riders&lt;br /&gt;
The rider is a highly skilled archer, and the swans themselves are large enough to maul and even kill using their wings (those who scoff at the idea haven&#039;t met a real swan or their goose cousins). They fly in a V formation like small swans, quickly maneuvering the battlefield. They can move and shoot, and can even attack other models that are flying too high to be in range albeit at a -1 penalty. Have Light Armor in addition to their bows. &lt;br /&gt;
* 0-1 Battle Ram Riders (Halfling heavy cavalry)&lt;br /&gt;
Male War Sheep. They are specifically trained and intended for use as cavalry. Their wool is thick enough that it grants Barding bonuses and a +1 to save. &lt;br /&gt;
* War Sheep Riders&lt;br /&gt;
Halfling War Sheep are technically the best of their normal female sheep, which have been bred to massive size and for obedience unusual in livestock. However they are still just sheep, and have a -1 Leadership during Break Tests. &lt;br /&gt;
* Goat Riders&lt;br /&gt;
Unlike the War Sheep these are just the largest of their ordinary goats. They don&#039;t suffer penalties from Woods or Hills, and can be Skirmishers. &lt;br /&gt;
* 0-1 Pantry Guard &lt;br /&gt;
Elite chefs who can be assigned to guard the Chuck Wagon, earning them a +1 Combat Resolution bonus. Can be equipped with Light Armor and Double-handed Weapons (meaning cleavers). They can also carry a Magic Standard. &lt;br /&gt;
* 0-3 Crazy Chefs &lt;br /&gt;
Night Goblin Fanatic knock-offs who can be part of the Pantry Guard. Their behavior is due to them getting into the &amp;quot;spicy dumplings&amp;quot;. &lt;br /&gt;
* 0-1 Halfling Housewives &lt;br /&gt;
A squad of female halflings come to add their own vicious temperament to the fray; become Frenzied if other halflings die within 8&amp;quot;. Have higher durability than standard militia due to their childrearing and housework (that&#039;s the canon explanation, not our joke). You can only take one unit of them because they&#039;d become too jealous (again, that&#039;s not us making that joke). Their weapons are all Hand Weapons, but are listed as rolling pins, barrels, cudgels, and brooms. They can be equipped with corsets AKA Light Armor (why Halfling women care about hiding their fat guts isn&#039;t clear, though it may be that they get better support for their chonky bosoms than with bras) and the The Washing Line magic item. They can also take Double-handed Weapons for 1 point (so you can have an entire unit of Halfling ladies bashing Warriors Of Chaos with fucking barrels). &lt;br /&gt;
* 0-1 Lords of the Harvest (elite halfling infantry being carried piggyback by lowly Gatherers)&lt;br /&gt;
* Poachers (halfling archers)&lt;br /&gt;
* [[Treeman|Treemen]]&lt;br /&gt;
&lt;br /&gt;
===Warmachines===&lt;br /&gt;
* Halfling Hot Pots&lt;br /&gt;
* The Reaper &amp;amp; The Shearer (halfling &amp;quot;chariots&amp;quot; (repurposed farming machinery) which do 2d6 damage on a charge due to their abundance of spinning blades)&lt;br /&gt;
&lt;br /&gt;
===Monsters===&lt;br /&gt;
* Baby [[Dragon]] (can be taken as a character steed or a general monster)&lt;br /&gt;
* [[Pegasus]] (can be taken as a character steed or a general monster)&lt;br /&gt;
* Giant Eagle (can be taken as a character steed or a general monster)&lt;br /&gt;
* Giant Swan (can be taken as a character steed or a general monster)&lt;br /&gt;
* Poultry Swarm: Angry chickens, ducks, and geese herded onto the field of battle.&lt;br /&gt;
&lt;br /&gt;
===Characters===&lt;br /&gt;
Can be up to 50% of your points. &lt;br /&gt;
* Moot General &lt;br /&gt;
Designated by bearing a (ceremonial?) Picnic Basket which is how Halflings mark their military commanders (no, really). Mandatory for your army as your General; can take the Ring of Concealment for 30 points to become immune to missile attacks and inflict a -2 penalty on enemy melee attack rolls, and must take Glammyding, a magic sword that grants +2 Strength and causes Fear in [[Orcs &amp;amp; Goblins]] - yeah, they&#039;re Bilbo ripoffs). Glammyding is not a one-of-a-kind item, it&#039;s a type of magic sword that all Halfling Generals bear to distinguish them from officers. They can be upgraded to ride a Battle Ram or anything from the Monsters section. &lt;br /&gt;
* Chuck Wagon &lt;br /&gt;
The Halfling Battle Standard Bearer. Contains most of the rations for the army, and is pulled by two Aurochs which are the giant feral ancestors to cattle (note: Aurochs existed in real life, they&#039;re just extinct in our world while in Warhammer the Halflings have preserved them as delicious war beasts). The crew consists of two Cooks and a Chef who are equipped with Light Armor and Hand Weapons with the Chef being allowed to equip a single magic item. If the Chuck Wagon is captured by the enemy (instead of destroyed) the ENTIRE HALFLING ARMY GAINS HATRED AGAINST WHATEVER TOOK IT. Meaning they&#039;ve decided who&#039;s going to replace the lost rations. &lt;br /&gt;
* Halfling Hero&lt;br /&gt;
Your standard Halfling character, with no limit on how many you can take. Have the lowest stats of your Characters. &lt;br /&gt;
May have any combination of available weapons and armor, and a maximum of two magic items (unless given one by a Thief). Can ride Battle Rams, War Sheep, Goats, or any model from the Monsters section. &lt;br /&gt;
* Halfling Master Chef&lt;br /&gt;
Master Chef may only be in a unit of Cooks. Same upgrades as the Hero. &lt;br /&gt;
* Halfling Housewife Lady&lt;br /&gt;
Like the Master Chef she can only lead a unit of Housewives. Same upgrades as the Hero. &lt;br /&gt;
* Halfling Thieves (0-3)&lt;br /&gt;
The Halflings call them their &amp;quot;Scouts&amp;quot;. They have a 1/3 chance chance to steal the weakest magic item or a 1/6 chance to steal any magic item of their choice from any enemy unit that their unit is in base contact with, which they pass to any Character also in their unit but may not use any they steal on their own. There is a 1/6 chance they fail to steal anything but are not revealed to the opponent, a 1/6 chance to fail and be revealed, and a 1/6 chance to immediately be killed (and obviously revealed). As a result this die roll is based on the honor system. They can be equipped with any weapons/armor, can be equipped with one magic item of their own, and can ride a Battle Ram or anything from the Monsters section although they can only hide in units using the same mount. &lt;br /&gt;
* 0-1 Sheep Dog &lt;br /&gt;
The companions of Battle Ram Riders in lore, becomes a Familiar to any character model you want in crunch. They must stay within 12 inches of their master and take his/her Leadership for morale tests, and if they can get into base contact with any War Sheep or Battle Ram unit that is fleeing it automatically rallies. &lt;br /&gt;
* Halfling Champion&lt;br /&gt;
The weaker form of the Hero. They use the same equipment as their unit, and can carry a single magic item.&lt;br /&gt;
* Halfling Chef&lt;br /&gt;
The weaker form of the Master Chef, can similarly only join Cooks. Same upgrades as the Champion.&lt;br /&gt;
* Housewife Matron&lt;br /&gt;
The weaker form of the Housewife Lady, can similarly only join Housewives. Same upgrades as the Champion. &lt;br /&gt;
* Halfling Wizard&lt;br /&gt;
Lousy; they cap out at level 2 and know 1 Battle Magic spell per level. They can be equipped with any weapon/armor combination however, may take one magic item for their magic level, and can ride a Battle Ram or anything from the Monsters section (ironically making them a very good wizard option for most armies even if their actual magic is not great).&lt;br /&gt;
&lt;br /&gt;
===The Comradeship===&lt;br /&gt;
A send-up of the Fellowship from [[The Lord of the Rings]], these guys were special characters in the halfling army that debuted in Citadel Journal #36. Consist of the mad mage Olorin the Grey Wizard, Aragand the Layabout, Giblet the Dwarf, and Legles the Elf.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Olorin&#039;&#039;&#039; is a 4th level Wizard Lord who costs 290 points and wields Battle Magic and Grey Magic spells. He is armed with a sword and 4 magic items of the player&#039;s choice, and has the following stats: Movement 4, Weapon Skill 3, Ballistic Skill 3, Strength 4, Toughness 4, Wounds 4, Initiative 6, Attacks 3, Leadership 8. He is characterized as a mysterious wanderer whom the Moot mostly knows as a traveling entertainer who creates fireworks and pulls (tasty) rabbits out of hats. It is said he has a secret, but he won&#039;t say what it is.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aragand&#039;&#039;&#039; is described as the type of scruffy, unwashed bloke you see sitting the dingy part of any tavern in the Empire, usually all on his lonesome. Aragand claims to be a king in waiting from a far-off country, and who knows, maybe he&#039;s telling the truth. He costs 290 points, wears light armor, wields a Magic Sword of the player&#039;s choice as a two-handed weapon, has 2 other Magic Items of the player&#039;s choice, and has the following stats: Movement 4, Weapon Skill 6, Ballistic Skill 6, Strength 4, Toughness 4, Wounds 3, Initiative 6, Attacks 4, Leadership 9.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Giblet&#039;&#039;&#039; is a failed [[Slayer]], so bumbling and incompetent that his disgusted peers sent him out to make friends with an Elf... which, somehow, he did. Now the two are inseparable, with Giblet loyally trundling along after Legles, who does his best to help Giblet avenge his dishonor by getting himself killed. This failed Dragon Slayer costs 30 points, goes Unarmored, and wields a Great Axe, although he&#039;s permitted to take 2 Magic Items and/or Rune Items. He has the following stats: Movement 3, Weapon Skill 6, Ballistic Skill 5, Strength 4, Toughness 5, Wounds 2, Initiative 4, Attacks 2, Leadership 5. He is Immune to Psychology so long as Legles is alive, but suffers from Stupidity if Legles dies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Legles&#039;&#039;&#039; we know the least about, which is saying something. Ever since Giblet forcibly befriended him, he&#039;s been stuck leading the dwarf all over creation, hoping to get the dwarf killed so he can fulfil his Slayers Oath. Costing 104 points, he wears Light Armor, wields a Wood Elf Longbow and a Sword, and can take 2 magic items. He has the following stats: Movement 5, Weapon Skill 6, Ballistic Skill 6, Strength 4, Toughness 4, Wounds 2, Initiative 8, Attacks 3, Leadership 9.&lt;br /&gt;
&lt;br /&gt;
==Age of Sigmar==&lt;br /&gt;
Confirmation of their existence in the Mortal Realms is here! In the novella &amp;quot;Nadir&amp;quot; in the compilation &amp;quot;Harrowdeep&amp;quot;: Halflings are counted among the prisoners held captive in a trap created by the Kunnin&#039; Krew. Not much is known about them beyond their race name and that they are recognizable at a glance by a Stormcast, but they&#039;re here!&lt;br /&gt;
&lt;br /&gt;
== Bloodbowl ==&lt;br /&gt;
&lt;br /&gt;
The joke team of the already humorous football fantasy game. The technical deficiency of Halfling teams is legendary. They&#039;re too short to throw or catch, they run at half pace, and it goes without saying that their blocking game leaves something to be desired. Most Halfling coaches, aware of the material that they have to work with, make up for quality with quantity. If you are able to somehow win a game that act alone will impress other players. Being a halfling coach requires in depth knowledge of the game and skill in order to make a decent team from horrible starting units.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Halflinghammer.png|The legit Halfling minis. The one with the sword is Lumpin Croop himself. &lt;br /&gt;
Image:LumpinBoxin.jpg&lt;br /&gt;
Image:The Moot Petitions.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
* Warhammer Wiki article on Halflings: https://warhammerfantasy.fandom.com/wiki/Halfling&lt;br /&gt;
* Warhammer Wiki article on Lumpin Croop &amp;amp; His Fighting Cocks: https://warhammerfantasy.fandom.com/wiki/Lumpin_Croop%27s_Fighting_Cocks&lt;br /&gt;
* Online copy of Citadel Journal #36: https://img.fireden.net/tg/image/1535/88/1535889742650.pdf&lt;br /&gt;
&lt;br /&gt;
[[Category:Warhammer Fantasy]][[Category:The Empire]]&lt;/div&gt;</summary>
		<author><name>2600:387:9:9:0:0:0:92</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Halflings_(Warhammer)&amp;diff=245267</id>
		<title>Halflings (Warhammer)</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Halflings_(Warhammer)&amp;diff=245267"/>
		<updated>2023-03-03T03:04:32Z</updated>

		<summary type="html">&lt;p&gt;2600:387:9:9:0:0:0:92: /* Age of Sigmar */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Oldschool}}&lt;br /&gt;
[[File:The Scariest Thing In Warhammer.png|thumb|right|500px|&amp;quot;That&#039;s a real nice Daemonic steed you&#039;ve got there. It&#039;d be a shame if the lads were to shoot it full of arrows and spitroast it over a fire with a pineapple shoved in both ends. But since you&#039;re on your way to [[Stirland]] and all that isn&#039;t gonna a problem now, is it?&amp;quot;]]&lt;br /&gt;
Remember back when [[Warhammer Fantasy]] was about combining history with criticism of the modern world and comedy while adding stuff &amp;quot;inspired&amp;quot; by the young and evolving modern fantasy genre alongside [[Tolkien]], the works of [[Michael Moorcock]], [[Glorantha]], and [[Dungeons &amp;amp; Dragons]] all for the purpose of selling models of the aforementioned IPs? &lt;br /&gt;
&lt;br /&gt;
Don&#039;t worry, [[Games Workshop]] doesn&#039;t either. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Halflings&#039;&#039;&#039; are a remnant of the older Warhammer, mostly forgotten aside from those moments that modern writers want a touch of levity. They&#039;ve appeared off and on throughout the years, but never once in the starring role of anything. They were more or less removed from the game September 9th 2006 with the release of 7th edition by virtue of not having rules, officially removed in 8e by virtue of not existing in any rulebook and the [[Dogs of War]] army no longer being supported by omission in the core rule army list. The last of them perished in [[End Times]], and as one would predict they were not brought back for [[Age Of Sigmar]] nor in any sort of demand by the fans of that game. UNTIL NOW! Featured as victims of the Kunnin Krew!&lt;br /&gt;
&lt;br /&gt;
For their [[Warhammer 40000]] equivalent, see [[Ratling]]. &lt;br /&gt;
&lt;br /&gt;
For the record, if you want to proxy them on the tabletop they use a 20x20mm (AKA Goblin-sized) base. &lt;br /&gt;
&lt;br /&gt;
==Origins &amp;amp; History==&lt;br /&gt;
For a summary, &amp;quot;Tolkien Hobbits but black comedy in the Warhammer universe, with surprisingly few changes other than making some gentle fun of Hobbits&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
In the prehistory of the world the [[Old Ones]] were trying to create a race that they could use as their army of slaves against [[Chaos]] because it would eventually invade, not realizing that drawing magic from Chaos was making it a self-fulfilling prophesy. First they created the [[High Elves (Warhammer Fantasy)|Elves]] in a special magical continent called [[Ulthuan]], who were effective Chaos fighters but lacked the reproduction rate needed to keep a long war going and were easy for Chaos to manipulate. The [[Dwarfs (Warhammer Fantasy)|Dwarfs]] were created in the mountains of the [[Old World]] as everything good about the Elves, but instead of channeling the power of Chaos into magic and sending it right back at them, the Dwarfs were resistant to magic and even nullified it. But the Dwarfs were also slow to reproduce, and although designed to be so stubborn they were hard to manipulate, they were too uncompromising to react to the changing tactics of Chaos. Humans were next, which were created in [[Nehekhara]], and since they were worse than Elves and Dwarfs in every single way other than reproducing quickly, it can be assumed they were just a test batch. &lt;br /&gt;
&lt;br /&gt;
Halflings were the next creation, set just northwest of the Dwarfs in the Old World in a highly fertile and perfect land full of valleys and rivers which would be called the Mootland. This is only really meta-knowledge however. While the [[Slann]] of the [[Lizardmen]] may know the true origins of the Halflings given they likely were participants in their creation, nothing regarding the Halflings has been mentioned in any of their plans. Dwarfs don&#039;t really know where they came from, only recording that humans and Halflings have been together as long as they&#039;ve been paying attention to races other than Elves and that it took some time for them to realize they weren&#039;t just human children. Elves seem to have no real interactions with Halflings. Humans believe they&#039;re a failed creation of one of their gods, either as an experiment in Chaos-fighting by [[Verena]] or as a joke by [[Ranald]]. &lt;br /&gt;
&lt;br /&gt;
After their creation the Old Ones were apparently pleased, given they immediately set about creating [[Ogre Kingdoms|Ogres]], which are pretty much just giant Halflings; however they were too late, the [[Warp Gates]] exploded and Chaos invaded the world before they were finished. As a result the Ogres were physically finished, but their environment couldn&#039;t support them (unlike how the Moot could the Halflings), and their culture was entirely unfinished, which resulted in a race of brutes with very little intelligence.&lt;br /&gt;
&lt;br /&gt;
Elves have the most complete record of the world, and between their creation and the invasion of Chaos was a golden age that no records survive from. Since all the (intended, natural) races of the world were finished (barring Ogres which simply exist) by the invasion it can be determined that approximately 5500 years passed before the recorded history of the Halflings began. [[The Empire (Warhammer Fantasy)|The Empire]] AKA Warhammer Germans had existed for about 1000 years, having absorbed the territory of the Halflings at some point, when Emperor Ludwig II Hohenbach AKA &amp;quot;Ludwig The Fat&amp;quot; granted them autonomy from the rest of the Empire. Previously the Moot had been split between the provinces of Averland and Stirland as their primary source of arable land, but the combination of insults from the daughters of the Counts of those provinces and an especially delicious meal served by a Halfling chef had won the favor of the Emperor. Along with having a vote in the election of new Emperors, they became important to all provinces in the Empire for the massive supplies of food which support the rest of the nation. The Moot has no true Elector Count due to not having a Runesword, and instead the Elder Of The Moot is their supreme leader so much as they have one. The Elder vote is known for being obtained primarily through personal bribery of food and drink as well as promised protection for the Moot, and in the events of civil wars and election crises the Moot is generally left untouched. The Elder is the keeper of the Haffenlyver, a record of the geneology of the Halflings which was first recorded upon the independence of the Moot.&lt;br /&gt;
&lt;br /&gt;
Aside from that, Halfling history is simple. They grow food and send it to the Empire, they play host to traveling Dwarfs, sometimes they are invaded by [[Orcs &amp;amp; Goblins|greenskins]] or [[Vampire Counts|the undead]] although Chaos invasions are generally unknown. Well, there &#039;&#039;was&#039;&#039; that one incident where they provoked [[Marius Leitdorf]] of [[Averland]] in 2502 IC, causing the bloody massacre known as &amp;quot;The Halfling Rebellion&amp;quot;...&lt;br /&gt;
&lt;br /&gt;
In the End Times the forces of the Moot were kept at home to defend, with only the Fighting Cocks (see below) leaving to defend their human allies albeit mostly by fighting on their way home to the Moot. They battled [[Skaven]] the entire way before finally disappearing in Averheim at some point between the siege of the city by [[Skaven]] and [[Tzeentch|Tzeentchian]] forces and its destruction by [[Archaon|Archaos The Fuckwad]]. Whether this was a cheeky reference to Bilbo&#039;s lack of participation and invisibility during the events of the final battle of Tolkien&#039;s &#039;&#039;The Hobbit&#039;&#039; or just the writers forgetting they existed is open to interpretation, but the former is probably pretty unlikely (but let&#039;s pretend it was anyway, since it makes it a bit less painful). The Halflings themselves were destroyed by an infinite horde of pure darkness that came when the Warp consumed the world, having fled to Sylvania and found temporary protection alongside the last of the civilians of mankind among the undead forces lead by [[Queen Neferata]] and [[High Queen Khalida]]. &lt;br /&gt;
&lt;br /&gt;
Halflings weren&#039;t involved in [[Storm Of Chaos]] aside from their participation in Empire armies. &lt;br /&gt;
&lt;br /&gt;
In an alternate universe of [[Total War: WARHAMMER]] the Halflings don&#039;t participate in any way beyond some scripted events but multiple factions can find them as chef companions. The fate of the Moot is dependent on what faction you play as, but generally speaking they&#039;ll probably be taken over by Vampires at some point before being destroyed by greenskins or liberated by the Empire or Dwarfs. In the 2nd game, Markus Wulfhart&#039;s campaign gets a Halfling chef advisor named &#039;&#039;&#039;Berry Drury&#039;&#039;&#039;, whom was shown in a portrait with a disturbing-greenish-worm-crawling-cupcakes he probably baked.&lt;br /&gt;
&lt;br /&gt;
==On Halflings==&lt;br /&gt;
Halflings are short, stoutly built humanoids, naturally tending towards the portly given their propensity for eating and drinking in ridiculously large quantities. They have rosy cheeks although this isn&#039;t a natural trait so much as the result of their constant intake of ale and imported wine. Both the men and women have hairy feet and tend to go barefoot, but sporting a beard is rare given that Dwarfs thought them to be children and know them as unbearded folk. &lt;br /&gt;
&lt;br /&gt;
While the general perception among folk who haven&#039;t met them is they are peaceful simple folk unaccustomed to war, the truth is they take after their Ogre cousins a great deal but just have a culture that doesn&#039;t reward the ambition needed for conquest and live in a land that provides for their massive appetites. Non-Halflings in Halfling lands can sometimes feel uneasy, and its implied that killing troublesome foreigners and eating them in pies is not unheard of. Halflings live in extended families among their clans, and have rivalries that can be bitter but rarely result in war. A result of this lifestyle is a general belief that you can just take anything you need since everyone is kin anyway, and when they need it they&#039;ll just come and take it back...or take a similar item from someone else who shares their blood anyway. When in foreign lands (or working as chefs/servants in the rest of the Empire) they will still show this trait from time to time and have developed a reputation as thieves (although nowhere near as bad as fucking [[Kender]] at least). The more aggressive Halfling takes this trait to its logical conclusion, as Halfling brigands, poachers, and bandits are well known throughout the lands of men. &lt;br /&gt;
Ever since being granted the Moot they have organized militias of bowmen for standard defense, but in times of trouble they&#039;ll form true armies. Some Halflings of a more militaristic bent will enlist in Empire armies, usually as mercenaries. Others are strangely attracted to the armies of Ogres or in companies of Maneaters, despite the fact that Ogres will constantly enslave their people for their cuisine and even eat them; its possible that willing Halflings are treated with more respect and enslavement occurs when no willing Halfling can be found. Ogres greatly prize access to Halflings for their cooking skills, and the greatest of Tyrants almost certainly have at least one on standby. Mankind similarly enjoys Halfling cooking despite the aforementioned thievery, although its unknown if races like Elves and Dwarfs or even Vampires would desire having them around. &lt;br /&gt;
&lt;br /&gt;
As you&#039;d expect given their &amp;quot;inspiration&amp;quot;, Halflings have almost supernatural sneaking ability and a strange affinity for nature; they instinctively are aware of the best farming techniques and conditions, and have a connection to the forests that are beyond even that of [[Wood Elves (Warhammer Fantasy)|Wood Elves]] (treekin are somewhat resentful of the Elves and fiercely hate every other race, other than Halflings who they serve by simple request). &lt;br /&gt;
&lt;br /&gt;
Being a rural folk, even in their towns, the Halflings are earthy types who enjoy good food, strong drink, a good smoke, and conversation that would turn a Marienburg marine’s ears blue. Expressive to a fault, Halflings think nothing of discussing their aunt’s nightly business with perfect strangers in complete detail. “Just to pass the time, y’know.” They love a good chat and strangers are welcomed by farmers along the roads as long as they bring gossip, coin, or lunch. Or preferably all three.&lt;br /&gt;
&lt;br /&gt;
In essence, they&#039;re a send-up of the original [[Hobbits]], just hornier. No, we&#039;re not kidding. There&#039;s a story in [[White Dwarf]] involving a dwarf army needing to defend the Moot against an orcish invasion; one dwarf general is scandalized by a halfling barmaid who keeps bluntly flirting with him, complete with pinching his arse, and mention is made of a pair of halfling youths deciding that underneath a dwarven battle wagon was a great place for a shag - and not stopping when the wagon rolled off of them despite being surrounded by mortified and pissed-off dwarves.&lt;br /&gt;
&lt;br /&gt;
It&#039;s possible that the Halflings and Ogres were meant to be companion species in a similar manner to Kroxigors and Skinks. While there are exceptions, members of the two races have an uncanny tendency to get along when they meet. After the depature of the Old Ones left the two species in seperate geographic locations, the Ogres started taking on Gnoblars as their protectorates, which could be related to their affinity with Halflings through the Ogres trying to fill in the void caused by their missing companions with an inferior substitute.&lt;br /&gt;
&lt;br /&gt;
==Religion==&lt;br /&gt;
As far as religion goes, they have their own gods although they don&#039;t really do much to worship them. Halflings aren&#039;t a faithful lot, seeing religion very much in terms of &amp;quot;what will you do for me in exchange for my devotion?&amp;quot;. In some parts of the Empire Halfling gods were substituted when Sigmarites drove out the old pagan faiths and their witch priests. Stirland is the only place where Halfling religion is wholly considered heretical. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Esmerelda&#039;&#039;&#039;&lt;br /&gt;
Goddess of hearth and home, symbol is a triangle above a vertical line. Her only rules are:&lt;br /&gt;
::Never refuse food to the hungry.&lt;br /&gt;
::Never use cooking utensils for anything else.&lt;br /&gt;
::Never water ale down.&lt;br /&gt;
::Never eat less than three quarters a meal a day.&lt;br /&gt;
::Never do anything strenuous after a meal.&lt;br /&gt;
::Never leave anything unattended while it is cooking.&lt;br /&gt;
::Always observe Pie Week. &lt;br /&gt;
Humans technically worship her too, given Pie Week is celebrated throughout the Empire. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Josias&#039;&#039;&#039;&lt;br /&gt;
God of farming, only invoked at the start of planting seasons (spring and summer), grants knowledge of the weather and can make depleted soil fertile again for the devout.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Hyacinth&#039;&#039;&#039;&lt;br /&gt;
Goddess of fertility and childbirth, primarily only invoked during the act of childbirth by the mother-to-be and attendants (fertility presumably not being a problem with Halflings).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Gaffey&#039;&#039;&#039;&lt;br /&gt;
God of building and villages, we don&#039;t really know anything else about him.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Quinsberry&#039;&#039;&#039;&lt;br /&gt;
God of ancestry and traditions, we don&#039;t know much about him either. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Phineas&#039;&#039;&#039;&lt;br /&gt;
God of smoking tobacco. We know his pouch is eternally full of the stuff, but nothing else.&lt;br /&gt;
&lt;br /&gt;
Halflings are said to have many more gods, but all of them are unknown to outsiders and worshiped even more rarely than the above by Halflings themselves. &lt;br /&gt;
&lt;br /&gt;
The primary faith of the Halflings is actually [[Sigmar]], and despite there being no records of him interacting in any way with them he&#039;s nonetheless seen as their protector (which is the only reason he&#039;s worshiped of course). Its not known if the other human gods or any of the Dwarf gods have Halfling devotees, but given that some humans think that Halflings were an experiment to develop an anti-Chaos race its safe to say they&#039;re unfriendly with worship and devotees of the [[Chaos Gods]].&lt;br /&gt;
&lt;br /&gt;
===Pie Week===&lt;br /&gt;
&#039;&#039;&#039;The&#039;&#039;&#039; single most important halfling holiday is Pie Week; an entire week (1st to 8th Erntezeit) devoted to doing nothing but baking and eating pies, pies and more pies. Originally a holy rite to the goddess Esmerelda, Pie Week has become viewed as a largely secular affair; as far as the halflings are concerned, so long as they&#039;re busy baking pies and stuffing them down their gobs, the goddess is pleased, so they don&#039;t really bother with a lot of religious pomp and pageantry the way humans do. Despite this overt lack of religious attributes, Pie Week is Serious Business to halflings. The [[Warhammer Fantasy Roleplay]] 2nd edition adventure &amp;quot;A Brutal Finish&amp;quot; spells it out plainly that only crazy halflings don&#039;t indulge themselves during Pie Week. As in, not only can you literally spot the insane halfling arsonist Clempo Buttleburr by the fact he&#039;s the only halfling not constantly shoveling pies down his gullet, but it&#039;s mandated that halfling PCs will suffer a whopping -20% penalty to their Fellowship checks with halfling NPCs if they refuse to eat pies during the festivities, since not gorging themselves will be taken as a sign that there is something seriously wrong with the non-indulgent halfling&#039;s mind.&lt;br /&gt;
&lt;br /&gt;
In and of itself, Pie Week is largely devoted to eating pies, with competitive sideline activities such as pie eating, best pie, and most unusual pie being largely suggested by humans - the rite&#039;s lack of overt religiosity has seen it become fairly popular amongst humans as well. Pie Week is often folded together with other harvest season festivals in which it overlaps, such as Averheim&#039;s annual Wine Tasting Festival.&lt;br /&gt;
&lt;br /&gt;
==The Moot==&lt;br /&gt;
{{Infobox Empire Province&lt;br /&gt;
|Name = Mootland&lt;br /&gt;
|Heraldry = [[File:Banner of Mootland.png|250px]]&lt;br /&gt;
|Elector Count as of 2520IC = [[Hisme Stoutheart]]&lt;br /&gt;
|Province capital = [[Eicheschatten]]&lt;br /&gt;
|Runefang = None (cuz Halflings)&lt;br /&gt;
|Specialties = Cooks and pipe makers&lt;br /&gt;
|Commerce = Food, leather and tobacco&lt;br /&gt;
|Primary military colours = Unknown (probably green or green and white)&lt;br /&gt;
}}&lt;br /&gt;
The Halfling homeland. Was once the best bit of farming country in all of [[Stirland]] (and to a lesser extent [[Averland]]), until Ludwig the Fat gave it to the halflings as a reward for the delights his halfling chef showered on him. The Stirlanders are still pissed about that, and the Averlanders aren&#039;t all that thrilled either. It&#039;s beautiful farming country, but there&#039;s not much more to it than that.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Mootland map.png&lt;br /&gt;
&amp;lt;/Gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
{{Provences of the Empire}}&lt;br /&gt;
&lt;br /&gt;
==The Halfling Rebellion==&lt;br /&gt;
Whilst the Moot has traditionally been a peaceful place largely spared the wars that&#039;ve wrecked the rest of the Empire&#039;s shit time and time again, there is a particularly notable exception in that history.&lt;br /&gt;
&lt;br /&gt;
The so-called &amp;quot;Halfling Rebellion&amp;quot; is a particularly bloody piece of the Moot&#039;s history that occurred in early 2502, Imperial Calender. A [[Orcs &amp;amp; Goblins|Goblin Warlord]] named Nhobgarg was gathering a WAAAGH over in the Worlds Edge Mountains, which prompted the Elector Counts of [[Stirland]] and [[Averland]] to agree to unite their forces in a singular counter-crusade. There was just one problem: how to get the two armies together to march on the Worlds Edge Mountains? The answer was simple; to use their common borders on the Moot and march their forces through it. But that posed its own problems. First, they would have to pass through halfling country, already a trial in and of itself. Second, the Moot&#039;s roads and bridges are &#039;&#039;legendarily&#039;&#039; awful, even by Imperial standards. Finally, the proposed route would require crossing the River Stir. Now, there were certainly local ferries criss-crossing the River Stir, but attempting to use ferries to transport a whole army and all its baggage would have been ridiculously impractical even if said ferries &#039;&#039;weren&#039;t&#039;&#039; being managed by a race notorious for its indolence and larcenous inclinations.&lt;br /&gt;
&lt;br /&gt;
Full of good intentions, the Elector Count of Averland sought a diplomatic solution, petitioning the Council of Elders for the right for his army to not only move through the Moot, but to engineer superior roads and bridges as they traveled, an act that would incidentally benefit the Moot greatly by making trade and travel through their lands much easier. Unfortunately, halflings are as avaricious as they are gluttonous, and so this kind of enlightened self-interest wasn&#039;t enough; the Averlander Count had to sweeten the pot with a colossal bribe of gold and livestock before he got permission. Still, permission was received and the engineers of Averland set to work, making pretty good time... up until they reached the River Stir.&lt;br /&gt;
&lt;br /&gt;
That was when things started to go wrong. The Averland engineers began to sink pilings for the new bridge; so far, so good. And then they woke up the next morning, and some cheeky bastard had scattered the pilings, forcing them to start over! And when they did, the next day, it happened again! And again! They posted guards, but said guards would vanish with the stones, only to turn up serveral days later in nearby ditches, bound and gagged.&lt;br /&gt;
&lt;br /&gt;
As it just so happened, the area where the Averlanders were trying to build their bridge was &amp;quot;controlled&amp;quot; by a halfling ferry clan, the Tomfiddle family, and it didn&#039;t take a genius to realize that they were probably behind all this goblin business. The Averlanders pleaded with the Moot Elders to make the Tomfiddles knock it off... and instead, the Elders said that they couldn&#039;t; they only gave the Count of Averland permission to build &#039;&#039;roads&#039;&#039;, they never said anything about &#039;&#039;bridges&#039;&#039;!&lt;br /&gt;
&lt;br /&gt;
Now, it&#039;s anyone&#039;s guess why the Moot Elders would do this. Maybe they were hoping to score another bribe; halflings are infamously corrupt, even compared to their human neighbors, after all. Maybe they were just reacting with knee-jerk halfling bigotry, instinctively deciding to support their own kind as a &amp;quot;screw you&amp;quot; to the humans, without considering the logical repercussions of their actions. Either way, it was the absolute &#039;&#039;&#039;worst&#039;&#039;&#039; decision they could have made.&lt;br /&gt;
&lt;br /&gt;
Most Elector Counts would have taken a very dim view of these shenanigans, but the Elector Count of Averland at the time was [[Marius Leitdorf]]. A man whose own people called him &amp;quot;The Mad Count&amp;quot;. We don&#039;t know the precise details of what communication was exchanged between the two sides, but the Moot Elders decided that the best course of action to take with an Elector Count infamous for his unpredictable behavior and maniac outbursts of intense rage was to continue provoking him. The end result? Marius gathered the Averland forces and marched against the Moot, with the stated intent of massacring the entire population. No joke; his order to his men was literally &amp;quot;slaughter every one of the malodorous runts&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Realizing they had perhaps made a boo-boo, the Moot&#039;s Elders marshalled all the halfling warriors they could find and sent them to the Moot&#039;s southern borders to intercept the Averland forces. It went... even worse than you&#039;re thinking; the so-called &amp;quot;Battle of Nearstream&amp;quot; became one of the most one-sided slaughters in Imperial history as the halflings took one look at the grim-featured humans marching stoically towards them and collectively thought &amp;quot;stuff this for a game of soldiers!&amp;quot; They turned and ran before the Averlanders had so much as begun the attack, but being small and near-morbidly obese to a one, they were swiftly overrun and slaughtered.&lt;br /&gt;
&lt;br /&gt;
Most Elector Counts would have had their ardor cooled by this first blood, and would have leveraged the butchery to wring the Moots&#039; Elders&#039; necks &#039;&#039;metaphorically&#039;&#039; now that they had them fully intimidated. But Marius was nuttier than a squirrel turd, so as far as he was concerned, the fight was just beginning.&lt;br /&gt;
&lt;br /&gt;
We don&#039;t know the details of Marius&#039; rampage, except that it become so excessively bloody that over three quarters of his army quit in disgust, an act that only further enflamed the mad count&#039;s rage, to the point he would spend the small hours stalking the mist-shrouded fields and screaming challenges at trees and shrubs. Whilst the dwindling population of the Moot either ran for their lives or otherwise tried to avoid being butchered, the Elders hid themselves in the deepest, darkest holes they could find and began sending desperate letters for aid to literally anyone in the Empire they thought might be able to help them.&lt;br /&gt;
&lt;br /&gt;
One of the people they contacted was, of course, Emperor [[Karl Franz]], who was mortified to hear what Marius was up to - as annoying as the halflings might be, letting one electoral province massare another would set a bad precedent. So he immediately dispatched the Reiksguard to bring the Count of Averland to heel. But it would take time for his forces to arrive.&lt;br /&gt;
&lt;br /&gt;
Luckily for the Moot, two of their letters found receptive [[mercenary|mercenaries]]. The first was Lumpin Croop, whose Fighting Cocks immediately came running to the motherland&#039;s aid in a patriotic fury. Far more useful was the second; the Tyrant of a small [[ogre]] tribe, one Blaut Feastmaster. Mustering his whole tribe, or at least a decently large gathering of his bully-boys, Blaut came thundering along to the Moot and agreed to bash the Averlanders. Who knows what the Moot Elders offered to &#039;&#039;pay&#039;&#039; for his protection, but it evidently worked.&lt;br /&gt;
&lt;br /&gt;
The details of the subsequent battle are murky. All we know for sure is that Marius emerged alive and apparently sated his bloodlust, at least enough that when the Empire finally caught up with him, he called off his attempted halfling genocide. The proof? The halflings are still alive! Thus ended the Halfling Rebellion.&lt;br /&gt;
&lt;br /&gt;
As for Blaut Feastmaster? We don&#039;t know if he left of his own volition or ran with his tail between his legs, but he definitely didn&#039;t leave the Moot empty-handed. No, when he returned to the [[Ogre Kingdoms]], he brought entire &#039;&#039;clans&#039;&#039; of halflings with him, dragging them back to serve as slaves in the Mountains of Mourn. To this day, the Feastmaster tribe is famous for scorning the use of [[gnoblar]]s and instead keeping dozens upon dozens of halfling slaves to attend their every whim, which means they have some of the best cooking in the entirety of the Ogre Kingdoms, something that attracts great envy from their fellows. And so the once fat, lazy little bastards instead find themselves working like dogs to keep life and limb intact in the service of bigger and &#039;&#039;meaner&#039;&#039; fat great bastards.&lt;br /&gt;
&lt;br /&gt;
Who says there&#039;s no justice in the Warhammer world? If karma has any sense of humor, the entirety of the Tomfiddle clan is there now.&lt;br /&gt;
&lt;br /&gt;
==Notable Characters==&lt;br /&gt;
Unfortunately, the Halflings don&#039;t have many characters other than Lumpin. &lt;br /&gt;
&lt;br /&gt;
* [[Hisme Stoutheart]]: The current Elder. Although he only supported [[Karl Franz]] due to extensive bribery in the form of beer and oatcakes he also secured a lucrative trade deal, and has been more active in sending Halfling forces to defend the Empire than previous Elders.&lt;br /&gt;
&lt;br /&gt;
===Lumpin Croop===&lt;br /&gt;
[[File:Lumpin Croop.png|thumb|right|400px|&amp;quot;I don&#039;t always bullshit my way into being more famous than [[Markus Wulfhart]]. But when I do, its with some stolen turnips and a rabbit from the local lord&#039;s private forest. Stay hungry, my cocks.&amp;quot;]]&lt;br /&gt;
The only notable named halfling character in all of Warhammer canon. Bastard son of an itinerant carrot salesman and a blacksmith&#039;s daughter, Lumpin grew up on the wrong side of the tracks, his father dead before his birth (possibly at his grandfather&#039;s hands), his mother a drunkard and his grandparents hating him. The ginger-haired little nuisance ultimately ran away from home to become a pickpocket, con-artist and poacher. This ultimately got him into trouble when, one evening, he was ambushed at a halfling tavern - The Old Pig &amp;amp; Bucket in Beggar&#039;s End - by a band of vengeful gamekeepers, ready to give him a sound beating.&lt;br /&gt;
&lt;br /&gt;
Staring down so many angry halflings, with no way of escape, Lumpin did the only thing he could do: he started spouting bullshit. He spun his audience a yarn of of excitement, treasure and vast banquets waiting to be had in the lands over the mountains, of how they could have adventure, gold and glory by becoming mercenaries. And they bought it hook, line and sinker! Next thing Lumpin knew, his former angry mob was now a loyal band of glory-seeking mercenaries, and he found himself reluctantly leading them from the Moot to the wider world. He keeps trying to give them the slip and escape, but they&#039;re better trackers than he is, so he always gets caught. He also has a tendency to end up in the most amazingly fortunate turns of events, usually winning glory despite his attempts to keep away from the fighting.&lt;br /&gt;
&lt;br /&gt;
Amazingly, his followers adore him, and believe him to be a brilliant, adventurous thrill-seeker, whom they&#039;d follow into the Chaos Wastes if he asked. In this, he can be seen as a sort of prototype for [[Ciaphas Cain]]... complete with a certain level of ambiguous heroism, as his fluff usually states that Lumpin is starting to become loyal to his men.&lt;br /&gt;
&lt;br /&gt;
In 6e, Lumpin Croop has Movement 4, Weapon Skill 3, Ballistic Skill 5, Strength 3, Toughness 3, Wounds 2, Initiative 6, Attacks 2, and Leadership 9. He carries a hand weapon, a bow, a shield, and light armor. He has the Skirmishers special rule.&lt;br /&gt;
&lt;br /&gt;
===The Fighting Cocks===&lt;br /&gt;
The former gameskeepers turned mercenaries who follow Lumpin Croop. Despite his endless attempts to escape them or keep them out of danger&#039;s way, they keep tracking him down and getting themselves into danger. And they absolutely love their new lifestyle; they wouldn&#039;t give it up for the world. They have endless faith in Lumpin for putting them on this path, and constantly rationalize his cowardly behavior as just brilliant tactical insight. And, in fairness, his &amp;quot;training exercise&amp;quot; (the Fighting Cocks tracking him down when he tries to run away) have made them some of the best damn scouts in the Empire.&lt;br /&gt;
&lt;br /&gt;
Their battlecry is &amp;quot;Hurray! Hurray! The Moot! The Moot!&amp;quot;. This was born out of an early battlecry when Lumpin tried to flee the field, shouting &amp;quot;Run Away! Run Away! To the Moot! To the Moot!&amp;quot;, but the chaos of the battlefield garbled the message and they instead made a heroic charge that brought the Empire victory.&lt;br /&gt;
&lt;br /&gt;
The Fighting Cocks are a halfling [[Dogs of War]] unit that have appeared in most editions of Warhammer Fantasy.&lt;br /&gt;
&lt;br /&gt;
In 6e, each individual member of the Fighting Cocks has Movement 4, Weapon Skill 2, Ballistic Skill 4, Strength 2, Toughness 2, Wounds 1, Initiative 5, Attacks 1, and Leadership 8 - the exception is the Standard Bearer, Neddly Hamfist, who has Ballistic Skill 5. The default Fighting Cocks consist of Lumpin Croop, Neddly, a Hornblower, and three halfling archers at a total of 90 points; they can purchase additional halfling archers for +7 points per halfling, to a max unit size of 20. The Fighting Cocks are a Special Unit for [[Dogs of War]] and a Rare Unit in any other 6e Army, except [[Bretonnian]]s, who won&#039;t have anything to do with them.&lt;br /&gt;
&lt;br /&gt;
[[Category:Regiments of Renown]]&lt;br /&gt;
&lt;br /&gt;
===The Halfling Hot Pot===&lt;br /&gt;
The &#039;&#039;other&#039;&#039; halfling [[Dogs of War]] unit, the Halfling Hot Pot is a pissed off team of halfling chefs using a giant slingshot to propel kettles of boiling hot soup at the enemy.&lt;br /&gt;
&lt;br /&gt;
A Halfling Hot-Pot, in 6e, consists of the Hot Pot itself and 3 halfling crew for 50 points. The Hot Pot is a warmachine with Toughness 4 and Wounds 2; it fires as a Stone Thrower except it has a maximum range of 36&amp;quot; and hits are S3, no Armor Save allowed - the model directly under the template&#039;s hole takes a S6 Armor-Ignoring hit that does D3 wounds. The individual halflings have Movement 4, Weapon Skill 2, Ballistic Skill 4, Strength 2, Toughness 2, Wounds 1, Initiative 5, Attacks 1, and Leadership 8, and are armed with hand weapons.&lt;br /&gt;
&lt;br /&gt;
==The Hungry Horde==&lt;br /&gt;
The first ever Halfling army list appeared in issue #36 of Citadel Journal in the year 2000, which also contained rules for a Halfling warband in [[Mordheim]]. [[Wayne Oldfield]], one of the longest of the Longbeards in tabletop gaming and alumni of the notorious Nottingham Games Club (seriously, in the introduction to the army this magnificent bastard mentions his &#039;&#039;&#039;10,000 point Dogs Of War army&#039;&#039;&#039;) wrote the rules while the British author David Lee Stone (best known for the The Illmoor Chronicles novels) wrote the lore. The lore is canon to the setting unlike a fair amount of supplementary material which tends towards the questionable, showing it to be [[Black Library]] Approved (literally, a picture of a purity seal with that exact phrase appears to the side of the text). &lt;br /&gt;
&lt;br /&gt;
All Halfling infantry have the Woodsman rule, giving them immunity to penalties from Woods terrain. &lt;br /&gt;
&lt;br /&gt;
Believe it or not, the army is fairly OP for an army of its time period, although if the general rules for transferring stats to modern editions are used, it becomes even stronger since your monster options are damn decent and don&#039;t end up as cannon fodder like the monsters of most armies. &lt;br /&gt;
&lt;br /&gt;
After this brief appearance, halflings as a fighting force... technically never appeared again. The February 2006 issue of [[White Dwarf]] (#313 for UK, #314 elsewhere) contained a scenario called &amp;quot;The Revolting Moot&amp;quot;, which allows you to fight the decisive battle of the Halfling Rebellion between the halflings and their ogre allies under Blaut Feastmaster vs. Marius Leitdorf&#039;s remaining imperial troops in a game of Warhammer Fantasy 6e. &lt;br /&gt;
&lt;br /&gt;
In this scenario, the &amp;quot;Halfling Army&amp;quot; is basically just a normal [[Ogre Kingdoms]] army, but using [[gnoblar]] fighter and trapper units to stand in for halfling militia squads. It can also include Lumpin Croop &amp;amp; His Fighting Cocks, Halfling Hot Pots (replace Gnoblar Scraplaunchers), and &amp;quot;Kathleen&amp;quot;, the Halftank (also known as the Soup Tank); a broken-down [[Steam Tank]] clumsily salvaged and rebuilt by the halflings as a mobile soup kitchen, but still capable of fighting in an emergency. &lt;br /&gt;
&lt;br /&gt;
Kathleen the Halftank is a 0-1 Rare Unit in the arm that costs 150 points; she has Movement 6, Weapon Skill 1, Ballistic Skill 4, Strength 5, Toughness 6, Wounds 6, Initiative 0, Attacks 0, and Leadership 10. She has the special rules Large Target, Unbreakable, Unit Strength 6, Cause Fear and Nearly Irresistible Force; she can&#039;t march, but when she charges, she inflicts D6 Impact Hits, just like a chariot. When engaged in melee, she does D3 Strength 5 hits each turn, representing the halflings trying desperately to run over whatever is in the halftank&#039;s way. Its sole armament is the Soup Cannon, which fires in a 45 degree arc from the halftank&#039;s front; place the Flame template touching the cannon and roll Artillery dice - move the template this many inches forward. Models hit by the SouP Cannon take a Strength 5 hit that ignores Armor Saves; models covered by the template are hit automatically, models partially covered are hit on a 4+.&lt;br /&gt;
&lt;br /&gt;
===Regiments===&lt;br /&gt;
These are equivalent to the &amp;quot;Core&amp;quot; of 8th edition. At least 25% of your army must consist of these models, and each unit has to have a minimum of 5 models with no maximum limit to unit size (this is before rules to prevent things like the &amp;quot;1000000 Skaven Slave&amp;quot; list). &lt;br /&gt;
* Halfling Militia&lt;br /&gt;
Basic troops. Your standard Halfling. &lt;br /&gt;
* 0-1 Great Eagle Riders&lt;br /&gt;
Yeah, even before the movies people were making &amp;quot;Eagles save the day&amp;quot; jokes. Its common enough in-universe that &amp;quot;When the Halflings are in trouble along come the Lords Of The Air.&amp;quot; is a common saying. Two Halflings ride on each Eagle, and can be equipped with Light Armor for 1 point, and Spears and a Shield for 0.5 points each. &lt;br /&gt;
* 0-1 Swan Riders&lt;br /&gt;
The rider is a highly skilled archer, and the swans themselves are large enough to maul and even kill using their wings (those who scoff at the idea haven&#039;t met a real swan or their goose cousins). They fly in a V formation like small swans, quickly maneuvering the battlefield. They can move and shoot, and can even attack other models that are flying too high to be in range albeit at a -1 penalty. Have Light Armor in addition to their bows. &lt;br /&gt;
* 0-1 Battle Ram Riders (Halfling heavy cavalry)&lt;br /&gt;
Male War Sheep. They are specifically trained and intended for use as cavalry. Their wool is thick enough that it grants Barding bonuses and a +1 to save. &lt;br /&gt;
* War Sheep Riders&lt;br /&gt;
Halfling War Sheep are technically the best of their normal female sheep, which have been bred to massive size and for obedience unusual in livestock. However they are still just sheep, and have a -1 Leadership during Break Tests. &lt;br /&gt;
* Goat Riders&lt;br /&gt;
Unlike the War Sheep these are just the largest of their ordinary goats. They don&#039;t suffer penalties from Woods or Hills, and can be Skirmishers. &lt;br /&gt;
* 0-1 Pantry Guard &lt;br /&gt;
Elite chefs who can be assigned to guard the Chuck Wagon, earning them a +1 Combat Resolution bonus. Can be equipped with Light Armor and Double-handed Weapons (meaning cleavers). They can also carry a Magic Standard. &lt;br /&gt;
* 0-3 Crazy Chefs &lt;br /&gt;
Night Goblin Fanatic knock-offs who can be part of the Pantry Guard. Their behavior is due to them getting into the &amp;quot;spicy dumplings&amp;quot;. &lt;br /&gt;
* 0-1 Halfling Housewives &lt;br /&gt;
A squad of female halflings come to add their own vicious temperament to the fray; become Frenzied if other halflings die within 8&amp;quot;. Have higher durability than standard militia due to their childrearing and housework (that&#039;s the canon explanation, not our joke). You can only take one unit of them because they&#039;d become too jealous (again, that&#039;s not us making that joke). Their weapons are all Hand Weapons, but are listed as rolling pins, barrels, cudgels, and brooms. They can be equipped with corsets AKA Light Armor (why Halfling women care about hiding their fat guts isn&#039;t clear, though it may be that they get better support for their chonky bosoms than with bras) and the The Washing Line magic item. They can also take Double-handed Weapons for 1 point (so you can have an entire unit of Halfling ladies bashing Warriors Of Chaos with fucking barrels). &lt;br /&gt;
* 0-1 Lords of the Harvest (elite halfling infantry being carried piggyback by lowly Gatherers)&lt;br /&gt;
* Poachers (halfling archers)&lt;br /&gt;
* [[Treeman|Treemen]]&lt;br /&gt;
&lt;br /&gt;
===Warmachines===&lt;br /&gt;
* Halfling Hot Pots&lt;br /&gt;
* The Reaper &amp;amp; The Shearer (halfling &amp;quot;chariots&amp;quot; (repurposed farming machinery) which do 2d6 damage on a charge due to their abundance of spinning blades)&lt;br /&gt;
&lt;br /&gt;
===Monsters===&lt;br /&gt;
* Baby [[Dragon]] (can be taken as a character steed or a general monster)&lt;br /&gt;
* [[Pegasus]] (can be taken as a character steed or a general monster)&lt;br /&gt;
* Giant Eagle (can be taken as a character steed or a general monster)&lt;br /&gt;
* Giant Swan (can be taken as a character steed or a general monster)&lt;br /&gt;
* Poultry Swarm: Angry chickens, ducks, and geese herded onto the field of battle.&lt;br /&gt;
&lt;br /&gt;
===Characters===&lt;br /&gt;
Can be up to 50% of your points. &lt;br /&gt;
* Moot General &lt;br /&gt;
Designated by bearing a (ceremonial?) Picnic Basket which is how Halflings mark their military commanders (no, really). Mandatory for your army as your General; can take the Ring of Concealment for 30 points to become immune to missile attacks and inflict a -2 penalty on enemy melee attack rolls, and must take Glammyding, a magic sword that grants +2 Strength and causes Fear in [[Orcs &amp;amp; Goblins]] - yeah, they&#039;re Bilbo ripoffs). Glammyding is not a one-of-a-kind item, it&#039;s a type of magic sword that all Halfling Generals bear to distinguish them from officers. They can be upgraded to ride a Battle Ram or anything from the Monsters section. &lt;br /&gt;
* Chuck Wagon &lt;br /&gt;
The Halfling Battle Standard Bearer. Contains most of the rations for the army, and is pulled by two Aurochs which are the giant feral ancestors to cattle (note: Aurochs existed in real life, they&#039;re just extinct in our world while in Warhammer the Halflings have preserved them as delicious war beasts). The crew consists of two Cooks and a Chef who are equipped with Light Armor and Hand Weapons with the Chef being allowed to equip a single magic item. If the Chuck Wagon is captured by the enemy (instead of destroyed) the ENTIRE HALFLING ARMY GAINS HATRED AGAINST WHATEVER TOOK IT. Meaning they&#039;ve decided who&#039;s going to replace the lost rations. &lt;br /&gt;
* Halfling Hero&lt;br /&gt;
Your standard Halfling character, with no limit on how many you can take. Have the lowest stats of your Characters. &lt;br /&gt;
May have any combination of available weapons and armor, and a maximum of two magic items (unless given one by a Thief). Can ride Battle Rams, War Sheep, Goats, or any model from the Monsters section. &lt;br /&gt;
* Halfling Master Chef&lt;br /&gt;
Master Chef may only be in a unit of Cooks. Same upgrades as the Hero. &lt;br /&gt;
* Halfling Housewife Lady&lt;br /&gt;
Like the Master Chef she can only lead a unit of Housewives. Same upgrades as the Hero. &lt;br /&gt;
* Halfling Thieves (0-3)&lt;br /&gt;
The Halflings call them their &amp;quot;Scouts&amp;quot;. They have a 1/3 chance chance to steal the weakest magic item or a 1/6 chance to steal any magic item of their choice from any enemy unit that their unit is in base contact with, which they pass to any Character also in their unit but may not use any they steal on their own. There is a 1/6 chance they fail to steal anything but are not revealed to the opponent, a 1/6 chance to fail and be revealed, and a 1/6 chance to immediately be killed (and obviously revealed). As a result this die roll is based on the honor system. They can be equipped with any weapons/armor, can be equipped with one magic item of their own, and can ride a Battle Ram or anything from the Monsters section although they can only hide in units using the same mount. &lt;br /&gt;
* 0-1 Sheep Dog &lt;br /&gt;
The companions of Battle Ram Riders in lore, becomes a Familiar to any character model you want in crunch. They must stay within 12 inches of their master and take his/her Leadership for morale tests, and if they can get into base contact with any War Sheep or Battle Ram unit that is fleeing it automatically rallies. &lt;br /&gt;
* Halfling Champion&lt;br /&gt;
The weaker form of the Hero. They use the same equipment as their unit, and can carry a single magic item.&lt;br /&gt;
* Halfling Chef&lt;br /&gt;
The weaker form of the Master Chef, can similarly only join Cooks. Same upgrades as the Champion.&lt;br /&gt;
* Housewife Matron&lt;br /&gt;
The weaker form of the Housewife Lady, can similarly only join Housewives. Same upgrades as the Champion. &lt;br /&gt;
* Halfling Wizard&lt;br /&gt;
Lousy; they cap out at level 2 and know 1 Battle Magic spell per level. They can be equipped with any weapon/armor combination however, may take one magic item for their magic level, and can ride a Battle Ram or anything from the Monsters section (ironically making them a very good wizard option for most armies even if their actual magic is not great).&lt;br /&gt;
&lt;br /&gt;
===The Comradeship===&lt;br /&gt;
A send-up of the Fellowship from [[The Lord of the Rings]], these guys were special characters in the halfling army that debuted in Citadel Journal #36. Consist of the mad mage Olorin the Grey Wizard, Aragand the Layabout, Giblet the Dwarf, and Legles the Elf.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Olorin&#039;&#039;&#039; is a 4th level Wizard Lord who costs 290 points and wields Battle Magic and Grey Magic spells. He is armed with a sword and 4 magic items of the player&#039;s choice, and has the following stats: Movement 4, Weapon Skill 3, Ballistic Skill 3, Strength 4, Toughness 4, Wounds 4, Initiative 6, Attacks 3, Leadership 8. He is characterized as a mysterious wanderer whom the Moot mostly knows as a traveling entertainer who creates fireworks and pulls (tasty) rabbits out of hats. It is said he has a secret, but he won&#039;t say what it is.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aragand&#039;&#039;&#039; is described as the type of scruffy, unwashed bloke you see sitting the dingy part of any tavern in the Empire, usually all on his lonesome. Aragand claims to be a king in waiting from a far-off country, and who knows, maybe he&#039;s telling the truth. He costs 290 points, wears light armor, wields a Magic Sword of the player&#039;s choice as a two-handed weapon, has 2 other Magic Items of the player&#039;s choice, and has the following stats: Movement 4, Weapon Skill 6, Ballistic Skill 6, Strength 4, Toughness 4, Wounds 3, Initiative 6, Attacks 4, Leadership 9.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Giblet&#039;&#039;&#039; is a failed [[Slayer]], so bumbling and incompetent that his disgusted peers sent him out to make friends with an Elf... which, somehow, he did. Now the two are inseparable, with Giblet loyally trundling along after Legles, who does his best to help Giblet avenge his dishonor by getting himself killed. This failed Dragon Slayer costs 30 points, goes Unarmored, and wields a Great Axe, although he&#039;s permitted to take 2 Magic Items and/or Rune Items. He has the following stats: Movement 3, Weapon Skill 6, Ballistic Skill 5, Strength 4, Toughness 5, Wounds 2, Initiative 4, Attacks 2, Leadership 5. He is Immune to Psychology so long as Legles is alive, but suffers from Stupidity if Legles dies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Legles&#039;&#039;&#039; we know the least about, which is saying something. Ever since Giblet forcibly befriended him, he&#039;s been stuck leading the dwarf all over creation, hoping to get the dwarf killed so he can fulfil his Slayers Oath. Costing 104 points, he wears Light Armor, wields a Wood Elf Longbow and a Sword, and can take 2 magic items. He has the following stats: Movement 5, Weapon Skill 6, Ballistic Skill 6, Strength 4, Toughness 4, Wounds 2, Initiative 8, Attacks 3, Leadership 9.&lt;br /&gt;
&lt;br /&gt;
==Age of Sigmar==&lt;br /&gt;
Confirmation of their existence in the Mortal Realms is here! In the novella &amp;quot;Nadir&amp;quot; in the compilation &amp;quot;Harrowdeep&amp;quot;: Halflings are counted among the prisoners held captive in a trap created by the Kunnin&#039; Krew. Not much is known about them beyond their race name and that they are recognizable at a glance by a Stormcast, but they&#039;re here!&lt;br /&gt;
&lt;br /&gt;
== Bloodbowl ==&lt;br /&gt;
&lt;br /&gt;
The joke team of the already humorous football fantasy game. The technical deficiency of Halfling teams is legendary. They&#039;re too short to throw or catch, they run at half pace, and it goes without saying that their blocking game leaves something to be desired. Most Halfling coaches, aware of the material that they have to work with, make up for quality with quantity. If you are able to somehow win a game that act alone will impresa other players. Being a halfling coach requires in depth knowledge of the game and skill in order to make a decent team from horrible starting units.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Halflinghammer.png|The legit Halfling minis. The one with the sword is Lumpin Croop himself. &lt;br /&gt;
Image:LumpinBoxin.jpg&lt;br /&gt;
Image:The Moot Petitions.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
* Warhammer Wiki article on Halflings: https://warhammerfantasy.fandom.com/wiki/Halfling&lt;br /&gt;
* Warhammer Wiki article on Lumpin Croop &amp;amp; His Fighting Cocks: https://warhammerfantasy.fandom.com/wiki/Lumpin_Croop%27s_Fighting_Cocks&lt;br /&gt;
* Online copy of Citadel Journal #36: https://img.fireden.net/tg/image/1535/88/1535889742650.pdf&lt;br /&gt;
&lt;br /&gt;
[[Category:Warhammer Fantasy]][[Category:The Empire]]&lt;/div&gt;</summary>
		<author><name>2600:387:9:9:0:0:0:92</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Araby&amp;diff=47741</id>
		<title>Araby</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Araby&amp;diff=47741"/>
		<updated>2023-03-03T02:48:42Z</updated>

		<summary type="html">&lt;p&gt;2600:387:9:9:0:0:0:92: &lt;/p&gt;
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&lt;div&gt;{{Oldschool}}&lt;br /&gt;
[[File:Araby Map.jpg|right|300px]]&lt;br /&gt;
&#039;&#039;&#039;Araby&#039;&#039;&#039; was an area in the [[Warhammer Fantasy Battle|Warhammer World]] based roughly on the medieval Middle East, or at least how the average brit imagines it. The Arabyans had scimitars and jezzail muskets and used them to fight back those [[Tomb Kings|Tomb King]] guys when they came about uninvited stirring shit up. Much like [[Kislev]], they had an army all the way back in [[Warmaster]], which included flying carpets and magicians who could summon [[Genie|djinni]]. Oh and they had [[Awesome|Elephant Cavalry]]. Despite having a lot of potential when it came to introducing a new and unique faction with a slightly different tone to the usual semi-european setting, GeeDubs did, their favourite past time; nothing.&lt;br /&gt;
&lt;br /&gt;
In [[Total War: Warhammer II]], [[RAGE|no Arabyan faction or subfaction showed up]], leaving the empty lands of Araby to be contested between Bretonnians to the west, Dwarfs to the west and southeast, and Tomb Kings to the east. The only possible Arabyan character in the game is Khaled Al-Muntasir, who rules the Lahmian Sisterhood in the Dark Lands. He was an Arabyan Vampire in lore (heavily implied to be the original identity of Mannfred von Carstein), and even then he is represented by a typical Vampire lord.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
=== Early history ===&lt;br /&gt;
Two thousand years before the reign of Sigmar, Mullah Aklan&#039;d of the island of Fyrus led a war against the High Elves, who raided his people&#039;s ports and cities. He became the founder of Araby as a nation, being its first Great Sultan. Then, Araby had to deal with later assaults by Nehekhara, [[Arkhan the Black]], and the Skaven.&lt;br /&gt;
&lt;br /&gt;
Centuries later, Ibn Jellaba went south to explore the Lizardmen of Zlatan, and returned as a very wealthy man after establishing the first trade agreement with humans and Lizardmen.&lt;br /&gt;
&lt;br /&gt;
Araby was later doomed to Chaos corruption, no thanks to a cultist of Tzeentch, Mahik al&#039;Rak, who influenced Arabyan sorcerers to inadvertantly serve Tzeentch after being possessed by a Lord of Change.&lt;br /&gt;
&lt;br /&gt;
=== Sultan Jaffar ===&lt;br /&gt;
Araby’s most prominent appearance is little lore than a sidestory in [[Bretonnia]]n history, serving as the impetus of their great crusade. Long story short, the evil sorcerer Jaffar unified Araby as one of its Great Sultans, with his pacts with the Djinn devolving into service to Kairos Fateweaver. He got tricked by the [[Skaven]] into believing that Estalia was going to invade, and he launched a “pre-emptive” attack, crushing and enslaving Estalia as its virtually powerless to stop the invaders. Bretonnia, meanwhile, is deeply concerned by the horrific injustice happening right next door, and proceeds to beat the shit out of Araby all the way back to the desert until the Vizier is killed and the once-proud nation is a shadow of its former self. Those who left home brought with them booty, others decided to vassalize some of the remaining city-states. And Araby has been the punching bag of both Bretonnia and the Tomb Kings ever since.&lt;br /&gt;
&lt;br /&gt;
Essentially an easy way for Bretonnia fans to enjoy their Deus Vult without having to worry about arguably being the baddies. If this was a good idea is debatable, though it would have made a pretty cool starter set for a new edition, introducing Araby in the process. Alas it would not come to pass, for such a deed would have required a bit of imagination, never one of GeeDubs strong suits. &lt;br /&gt;
&lt;br /&gt;
This very original, never before seen storyline may or may not be because GeeDubs, being Brits, are still salty at having lost the crusades. Particularly the eighth and ninth, where an English king actually participated.&lt;br /&gt;
&lt;br /&gt;
=== So much lost potential ===&lt;br /&gt;
&lt;br /&gt;
Araby also used to be part of the Nehekharan Empire and managed to largely avoid the Necromantic corruption that overtook the rest of the Empire, having been able to have staved off Nagash and Arkhan for nearly a 1000 years. This would arguably make them the only true successors of Nehekharan civilisation as a result. A more intelligent writer than those at GW would perhaps explore this avenue, perhaps depicting Arabyans reconquering some of the old Nehekharan cities from the Tomb Kings or dealing amicably with the more rationally minded undead, or perhaps clashing with Settra the Imperishable over who is the true inheritor of the greatness of the oldest human civilisation on the planet, but no, this apparently was too much to ask for.&lt;br /&gt;
&lt;br /&gt;
=== Future ===&lt;br /&gt;
The northern coast of Araby was invaded by Luthor Harkon and his Vampire Coast pirates.&lt;br /&gt;
&lt;br /&gt;
Araby, like Estalia, Tilea, and the other nations to the north, was ruined by the massive Skaven invasions during the End Times.&lt;br /&gt;
&lt;br /&gt;
== Geography and Politics ==&lt;br /&gt;
Unsurprisingly, Araby is mostly a vast desert with almost no life in the interior. Most of the cities are situated in the north where rivers from the Atalan Mountains provides fertile soil and the seashores allows the Arabyans dominate trade with other countries, while desert inland territories are inhabited by nomads. Araby only borders [[Nehekhara]] to the east and [[Southlands]] to the south (duh). &lt;br /&gt;
&lt;br /&gt;
The country is nominally ruled by Great Sultan from the city Al-Haikk, but he really only controls the capital (so, like in real life, or the Empire [[Elector Count|further in the north]]), with other Sheikhs, Emirs and Princes being pretty independent. Same goes for nomadic tribes. Here is the list of notable cities:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Al-Haikk&#039;&#039;&#039; - as it was said earlier, the nominal capital of Araby, where Great Sultan resides.&lt;br /&gt;
* &#039;&#039;&#039;Copher&#039;&#039;&#039; - the most independent city, known for its wizards and pirates that are pain in the ass for the Old Worlders.&lt;br /&gt;
* &#039;&#039;&#039;Djambiya&#039;&#039;&#039; - only notable for being the closest one to the realm of undead Egyptians.&lt;br /&gt;
* &#039;&#039;&#039;Sorcerer&#039;s Islands&#039;&#039;&#039; - not a city, but an archipelago that resembles Azores, which is situated to the west of Araby. Here be College of Sorcerers.&lt;br /&gt;
* &#039;&#039;&#039;Lashiek&#039;&#039;&#039; - Arabyan fleet is located here.&lt;br /&gt;
* &#039;&#039;&#039;Sanaá&#039;&#039;&#039; - is only interesting as a birthplace of Abdul Alhazred aka [[Games Workshop|GW&#039;s]] most shameless [[Lovecraft]] rip-off.&lt;br /&gt;
* &#039;&#039;&#039;Teshert&#039;&#039;&#039; - Arabyan colony in [[Badlands]] that guards the only passable road between the Sultanate and [[Border Princes]].&lt;br /&gt;
* &#039;&#039;&#039;Bel-Aliad&#039;&#039;&#039; - previous capital that was completely destroyed by [[Arkhan the Black]] more than three thousand years ago.&lt;br /&gt;
* &#039;&#039;&#039;Sudenburg&#039;&#039;&#039; - An Imperial Colony in the Southwest.&lt;br /&gt;
*&#039;&#039;&#039;Ka-Sabar&#039;&#039;&#039; - The southernmost city in Araby, once Nehekharan. Is occasionally attacked by angry Tomb Kings or suffers raids by Forest Goblins and Apemen from the Southlands directly to the south. The inhabitants are mostly black Southlanders, who adopted Arabyan culture.&lt;br /&gt;
&lt;br /&gt;
== Religion==&lt;br /&gt;
Arabyan religion has generally been left vague. (Thankfully) Nothing at all to do with contemporary Islamic Extremism, since their beliefs and culture were vaguely described in the 90s when they were first introduced. It should be noted that Araby&#039;s inclusion in Bretonnian lore at that point was more due to a desire to satirise the then ongoing First Gulf War, meaning that they were intended as a parody of Saddam Hussein&#039;s secular Iraqi government, which at the time was attempting to invade Kuwait, rather than a typical West-vs-Islam screed (yes, this would essentially make Bretonnia George H.W. Bush&#039;s America). This has not stopped fans from theorising that they are a society of strict monotheists, however, based off of a line from the Old World Bestiary.&lt;br /&gt;
&lt;br /&gt;
Given the fact that they are descended from the Nehekharans, it&#039;s probably more logical to assume that they worship those gods.&lt;br /&gt;
&lt;br /&gt;
Another belief in Araby is a sect formed by Mullah Aklan&#039;d, who claimed to venerate deities older than the Nehekharan gods. He led an army of Arabyans against the High Elves, being his people&#039;s first Great Sultan. Among his followers were the &amp;quot;Death Commandos&amp;quot;, who guard the Great Sacred Books of Mullah Aklan&#039;d, which describe his accounts about Araby&#039;s history, society, government, and warfare, and the secrets of St&#039;oec.&lt;br /&gt;
&lt;br /&gt;
=== Djinn-worship and the risk of Chaos ===&lt;br /&gt;
Nathan Long implies in &#039;&#039;The Two Crowns of Ras Karim&#039;&#039; that Arabyans worship Djinns as their gods, by going to temples to leave offerings to them at sunset. In the lore, Djinns are described as some sort of [[Daemons of Chaos|Chaos Daemons]] ... which would make Araby a Chaos-aligned nation, in spite of the prohibition of &#039;&#039;direct&#039;&#039; worship of the Chaos Gods.&lt;br /&gt;
&lt;br /&gt;
Even worse was that all this Chaos corruption was stuck by Mahik al&#039;Rak, an insane sorcerer who built the Portal of Twilight in the ruins of Bel Aliad. His influence of other Arabyan sorcerers into the service of Tzeentch made sure that the land will never be free from Chaos corruption. &lt;br /&gt;
&lt;br /&gt;
One tragic result of Arabyan obsession of Djinn was Jaffar, a sorcerer who united Araby as its Sultan to wage war on the Old World, up to the point that he even made a pact with [[Kairos Fateweaver]], a Daemon of Tzeentch!&lt;br /&gt;
&lt;br /&gt;
In a Gotrek &amp;amp; Felix novel, it was written by good ol&#039; Bill King that a &#039;Prophet of Law&#039; had arisen in Araby who was dedicated to destroying all influences of Chaos, and this entailed genociding all non-human races. The Prophet of Law emerged long after Sultan Jaffar&#039;s misrule and dark pacts, but not even his attempted purge of Araby would stop the inevitable [[The End Times|ruin of it and the Warhammer world]]. Not that it would have, anyways, as that would have been just as evil, slaying all nonhumans would include the Dwarfs, Halflings, and Elves, and would have made the Arabyans just as evil as the Imperium of Man is when it destroys a non-Chaos Abhuman or Xenos civilization which means no harm to it.&lt;br /&gt;
&lt;br /&gt;
== Society ==&lt;br /&gt;
Insofar as culture and society goes, Araby has been fairly indecisively written. The only thing that&#039;s completely clear regarding them is their consummate professionalism in matters of trade and economics. They vie with Cathay for overland spice trade routes that go through the Southlands, and have generally emerged better off from those confrontations than the Cathayans have. Some writers, like the great Rick Priestley, when he made an Arabyan armylist for Warmaster, described the Arabyans much akin to the Islamic World from the 8th - 16th centuries, i.e.: significantly ahead of the Old World insofar as medicine in particular and other scientific disciplines in general were concerned. Though they typically were behind insofar as adopting gunpowder was concerned however, but if you know anything about the efficacy of gunpowder in the middle ages, you&#039;d also realise that this isn&#039;t particularly a mark of backwardness. On the other hand, Arabyans were also described as notorious slavers, who had contacts with Norscans (but then again, the Norscans sell slaves to the Kislevites also) and also had decadent, opulent courts. &lt;br /&gt;
&lt;br /&gt;
This disconnect was later justified by writers stating that the Arabyans were a disaggregated society ruled by many Emirs, Sheikhs, and Sultans, with some of them being Orientalist nightmares, while others were more or less competent rulers who governed their domains justly and with respect for the Arts and Sciences. So in a way, Araby is like the decentralised Empire of Man and Kislev to the north: like its real-life development, its potential as a great civilisation to rival its northern counterparts was hampered and stifled by corrupt rulers who limited their more-advanced neighbours from improving their whole nation and its peoples.&lt;br /&gt;
&lt;br /&gt;
Because both GW designers and independent fan-writers are both neither as well-informed on historical matters as either thinks to be, most Arabyan armylists and lore, although ostensibly written to evoke the Arabs of the 7-9th centuries, actually ends up invoking the Ottoman Empire, which was Turkic (Warhammer already HAVING analogs for the Turks and Tatars). The actual armies of the Rashidun and Umayyad caliphates still had had a lot of Greek and Roman influence in their equipment, with a preference for spear formations supported by archer auxiliaries, although with more mail armor.  &lt;br /&gt;
&lt;br /&gt;
Along the southern borders, the local Southlanders were influenced by Arabyan culture, and they also intermarried with local Arabyans, resulting in a large mixed population.&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
* &#039;&#039;&#039; The Empire&#039;&#039;&#039; - While the empires knightly orders are wary of arabyan traders the imperial colony of  Sudenburg inside the Gulf of Medes has become a very important enclave for business dealing with the rest of the Old World.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Bretonnia&#039;&#039;&#039; - Some Bretonnian Nobles chose to remain in Araby as lords of newly conquered lands their usual treatment of peasants led to distrust and hatred between them and their arabyan vassals. However Warriors such as [[Repanse de Lyonesse|Repanse]] &amp;amp; [[The Red Duke|el Syf]] have earned the respect of arabyans.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Estalia&#039;&#039;&#039; - Most Estalians remember the arabyan invasion of their lands with dread but they have undeniably been influenced by Araby leading to mixed heritage families. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039; Tilea&#039;&#039;&#039; - While at the time of invasion Tileans fought against araby the city states are an important trade partner of Araby and have friendly relations with modern arabyans. The Arabyans love to trade with the Tilean merchants, with whom they have an excellent relationship. In Copher, the City of Spices, there is now a Tilean neighborhood.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Marienburg&#039;&#039;&#039; - They do not dominate trade in Araby mostly because of the emirs, sheikhs and caliphs distrust of Marienburg&#039;s &amp;quot;government by usury&amp;quot;. In contrast adventurous Arabyan traders use Marienburg as a place to sell rare spices and develop their careers thus over the centuries a small but thriving Arabyan community has grown in Marienburg.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Vampires&#039;&#039;&#039; - While [[Abhorash|Abhorash]] trained arabyan tribes to defend against desert raiders his heroic efforts are sadly surpassed by [[Mannfred von Carstein|Khaled al-Muntasir]] being a traitorous wretch and reviving [[Neferata|neferata]] causing a long civil war that plagued the nation.  In Araby, knowledge of necromancy is not suppressed, and so they do not suffer from the ignorance that allows Vampires to gain footholds amongst them as in the Empire. Only the Blood Dragons have a presence there, and that is in the western desert.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039; The Southlands &#039;&#039;&#039; - The Southlanders who live along the border of Araby were influenced by Arabyan culture, and they also intermarried with Arabyans. Aside from these, much of their cultures were unknown, but presumably primitive due to their isolation these tribes suffered raids by slavers. In contrast the Apemen are mentioned to occasionally go north into the savannahs surrounding the southernmost city of Araby, Ka-Sabar, to make raids.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Nehekhara&#039;&#039;&#039; - Most arabyans are terrified of the undead some venture into the land of the dead to seek the knowledge of their ancestors former masters but few return alive.&lt;br /&gt;
&lt;br /&gt;
== Notable Characters ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Abdul Ben Raschid&#039;&#039;&#039; - Arabyan Prince of the Ka-Sabar Sultanate. Famous for capturing some Nagash manuscripts.&lt;br /&gt;
* &#039;&#039;&#039;Al Muktar&#039;&#039;&#039; - Born Werner Glook of Marienburg he became the leader of a band of [[Dogs of War|Dogs of War mercenaries]].&lt;br /&gt;
* &#039;&#039;&#039;Fatandira&#039;&#039;&#039; - She served as a soldier and mercenary, eventually becoming one of the many [[Border Princes|border princes]].&lt;br /&gt;
* &#039;&#039;&#039;Golden Magus&#039;&#039;&#039; - Calls himself the &amp;quot;Sultan of the Seas&amp;quot;, due to his absurd wealth he is also secretly a tzeentchian sorcerer.&lt;br /&gt;
* &#039;&#039;&#039;Ibn Jellaba&#039;&#039;&#039; - Trader of Araby  he tried opening a trade route into the Southlands and met the lizardmen of Zlatlan.&lt;br /&gt;
* &#039;&#039;&#039;[[Mannfred von Carstein|Khaled al-Muntasir]]&#039;&#039;&#039; - A traitor even before becoming a vampire, the worst thing to come from Araby.  &lt;br /&gt;
* &#039;&#039;&#039;Khar-mel the Djinn&#039;&#039;&#039; - A female genie armed with a scimitar, her apparitions are usually a cloud of dust or fire. &lt;br /&gt;
* &#039;&#039;&#039;Mehmed-bey&#039;&#039;&#039; - One of Jaffar&#039;s top generals, he is widely believed to have been slain in combat by the Red Duke.&lt;br /&gt;
* &#039;&#039;&#039;Suliman the Saracen&#039;&#039;&#039; - Friend of Baron Odo of Outremer they fought in opposite sides but became best bro&#039;s later.&lt;br /&gt;
* &#039;&#039;&#039;Sultan Jaffar&#039;&#039;&#039; - The tyrant king of Araby, a sorcerer &amp;amp; a slaver still less evil than Khaled for [[End Times|obvious reasons]].&lt;br /&gt;
* &#039;&#039;&#039;Shihab Ibn Alim&#039;&#039;&#039; -  Arabyan sorcerer in the service of the Sultan of Copher he can control genies.&lt;br /&gt;
&lt;br /&gt;
== Local Flora and Fauna ==&lt;br /&gt;
Older lore stated a Minor Chaos God named Atagro&#039;s rise to godhood involved having to slay a Sandworm like something out of Frank Herbert&#039;s &amp;quot;Dune&amp;quot; within the depths of the deserts of Araby at the behest of another Minor Chaos God named Shagraunt. Arabyan Horses are a native breed, and ostriches may be found here, presumably in the savannah closer to the jungles of the Southlands. Panthers apparently live in the area near the Southlands, too. Camels and War Elephants have been mentioned, too.&lt;br /&gt;
&lt;br /&gt;
== Collecting Araby ==&lt;br /&gt;
While interest in Araby as a faction is sadly middeling, there are some fan-made codexes out there, most of them centered around the expected middle eastern/north African fare. Historical miniatures like Victrix African War Elephant and Numidian Cavalry aswell as GBPs Arab cavalry sets should prove treasure troves for the aspiring collector of Araby. In the future there may be some hope for GeeDubs to revive Araby in their upcoming Warhammer: The Old World game, &amp;lt;s&amp;gt;though such a thing remains doubtful as [[ChapterHouse Studios|they&#039;re not exactly easy to trademark]]&amp;lt;/s&amp;gt; Recently there was apparently a tweet by a Creative Assembly designer where he posted some Arabyan artwork ostensibly developed in-house by the Old World team which he promptly deleted. Given recent developments that Cathay will be a launch race both in Total War: Warhammer III and in Warhammer: The Old World, the possibility that Araby will once again see the light of the day has become more significant.&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Controversy&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
The fantastic portrayal of Arabyans is theorized as one of the reasons for the lack of more recent araby related content but in a setting where [[Sylvania|&amp;quot;totally not romanians&amp;quot;]] are literal vampires and the [[Norsca|Norse]] are demon worshipping, mass murdering, backwards cavemen, and [[Brettonia|Frangland has a 90% tax rate]], subtlety is a rare thing to ask for.&lt;br /&gt;
&lt;br /&gt;
==The Death(?) of Araby==&lt;br /&gt;
In 2021, it was officially stated by Creative Assembly designers that there were no plans to add Araby to Total Warhammer, nor were there ever likely to be plans to do so. It was even stated that Games Workshop itself wanted to stay as far away from Araby as possible with its new tabletop game releases, meaning that the faction has effectively come as close as you can get to being [[squatted]] without actively being killed off in the lore. With how [[Skub|contentious]] discussions about the Middle East and Islam have been these past two decades, GW is probably trying their best to sidestep the issues presented with the old lore short of retconning it altogether. In order to prevent offending their audience they threw Araby into the closet [[Derp|making southern realms fans even more pissed off]].&lt;br /&gt;
&lt;br /&gt;
Fans immediately erupted in protest at this news, and the [[skub]] about why Games Workshop would do this to one of the more requested and actually fleshed-out human factions...&lt;br /&gt;
&lt;br /&gt;
Which turned out to be (only partially) bullshit.&lt;br /&gt;
&lt;br /&gt;
New WFRP book, which mainly deals with knightly orders, adds a little bit more information about Araby. First of all, it mentions enigmatic Black Scimitar Guard as a thing that existed at least during the Crusades, which may be a new Tzar Guard-ish type of unit in... something. While the references are quite small, and Roleplay is known to be essentially a lore dump to which GW writers add some ideas that can be potentially brought to Old World or TWW3, it is still some glimmer of hope.&lt;br /&gt;
&lt;br /&gt;
Now, we can only wait...&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Arabyan People.png|Arabyans.&lt;br /&gt;
Orfeo and Alkadi Nasreen.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
* [[Warhammer_Army_Project/Araby|Arabyan fandex]]&lt;br /&gt;
&lt;br /&gt;
{{Regions and areas of the Old World}}&lt;/div&gt;</summary>
		<author><name>2600:387:9:9:0:0:0:92</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Elector_Count&amp;diff=195385</id>
		<title>Elector Count</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Elector_Count&amp;diff=195385"/>
		<updated>2023-03-02T18:12:34Z</updated>

		<summary type="html">&lt;p&gt;2600:387:9:9:0:0:0:92: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Whfb-stub}}{{NeedsImages}}&lt;br /&gt;
{{topquote|[[Meme|SUMMON THE ELECTOR COUNTS!]]|Infamous line of [[Karl Franz]] from [[Total War: WARHAMMER]]}}&lt;br /&gt;
An &#039;&#039;&#039;Elector Count&#039;&#039;&#039; is the highest nobility rank in all of [[The Empire (Warhammer Fantasy)|The Empire]]. The person who has this rank is usually in charge of one of ten big Imperial Provinces and has the power to vote for the Emperor, alongside Grand Theogonist of [[Sigmar]] and his two Arch-Lectors, [[Ulric|Ar-Ulric]] and [[Halflings (Warhammer)|Elder of the Moot]]. They also wield [[Runefang|Runefangs]] and can serve as [[Empire General|Empire Generals]] in battle. &lt;br /&gt;
== History ==&lt;br /&gt;
All Elector Counts consider themselves to be descendants and successors of the old tribal chiefs that ruled the land that would eventually become the Empire. When Sigmar arose to forge the powerful human nation, he used diplomacy and/or force to bring them under his banner. However, in the fiftieth year of his reign, Emperor disappeared, leaving no heir to rule. Thankfully, the chieftains were smart enough to realize that the great conflict for a throne would weaken the Empire and make it an easy target for pretty much everyone. So they decided to elect one of them as a new Emperor and took the name Elector Counts.&lt;br /&gt;
== The Elector Counts (as of 2519 IC) ==&lt;br /&gt;
* [[Karl Franz]] (Reikland)&lt;br /&gt;
* [[Boris Todbringer]] (Middenland)&lt;br /&gt;
* None, previously [[Marius Leitdorf]] (Averland)&lt;br /&gt;
* [[Valmir von Raukov]] (Ostland)&lt;br /&gt;
* [[Helmut Feuerbach]] (Talabecland)&lt;br /&gt;
* [[Emmanuelle von Liebwitz]] (Wissenland)&lt;br /&gt;
* [[Alberich Haupt-Anderssen]] (Stirland)&lt;br /&gt;
* [[Wolfram Hertwig]] (Ostermark)&lt;br /&gt;
* [[Aldebrand Ludenhof]] (Hochland)&lt;br /&gt;
* [[Theoderic Gausser]] (Nordland)&lt;br /&gt;
=== Former Elector Counts ===&lt;br /&gt;
* Konrad or Vilner Aldrech (Drakwald)&lt;br /&gt;
* Eldred (Solland)&lt;br /&gt;
&lt;br /&gt;
== Total Warhammer ==&lt;br /&gt;
=== Reclaimable Elector Counties ===&lt;br /&gt;
* Sylvania: Held by Mannfred von Carstein.&lt;br /&gt;
* The Wasteland: Held by Emil von Korden.&lt;br /&gt;
&lt;br /&gt;
== Tabletop ==&lt;br /&gt;
&lt;br /&gt;
{{Troops of the Empire of Sigmar}}&lt;br /&gt;
[[Category:The Empire]]&lt;/div&gt;</summary>
		<author><name>2600:387:9:9:0:0:0:92</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Marienburg&amp;diff=327875</id>
		<title>Marienburg</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Marienburg&amp;diff=327875"/>
		<updated>2023-03-02T15:44:29Z</updated>

		<summary type="html">&lt;p&gt;2600:387:9:9:0:0:0:92: /* Religion */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Whfb-stub}}{{NeedsImages}}&lt;br /&gt;
[[File:Warhammer Fantasy - Marienburg, Empire City State.png|900px|center|]]&lt;br /&gt;
&#039;&#039;&#039;Marienburg&#039;&#039;&#039; is the not-Amsterdam of [[Warhammer Fantasy Battle]], the huge trade port that stands in the mouth of River Reik (not-Reyne of Warhammer) between [[Bretonnia]] and [[The Empire (Warhammer Fantasy)|The Empire]]. It&#039;s a capital of small but proudly independent country named &#039;&#039;&#039;The Wasteland&#039;&#039;&#039;, and fittingly the only big city of it. &lt;br /&gt;
== History ==&lt;br /&gt;
Like many other major coastal city in the Old World, Marienburg was originally a [[High Elf (Warhammer Fantasy Battle)|High Elven]] colony called &#039;&#039;&#039;Sith Rionnasc&#039;&#039;&#039; built amongst the swamps of [[Fimir]]. It was also the finest port the High Elves had in the old world.&lt;br /&gt;
&lt;br /&gt;
After the [[War of the Beard]], it was taken over by [[Dwarfs]], but they had to abandon the city after their empire collapsed. According to the novel version, Sith Rionnasc was destroyed by flooding when the Dwarfs catapult a powerful rune enhanced artillery at the city&#039;s dam. The Dwarf who ordered this assault was &#039;&#039;&#039;King Brynnoth&#039;&#039;&#039;, the ruler of Barak Var who did it out of retribution for the Elves killing their city&#039;s ancient rulelord &#039;&#039;&#039;Agrin Fireheart&#039;&#039;&#039;(it was caused by Malekith&#039;s agent and the greatest reason why the war was started), as well as for High Elves&#039; many assaults on the city of Barak Var.&lt;br /&gt;
&lt;br /&gt;
Roughly a millenia later, it was inhabited again by a tribe of primitive humans called &#039;&#039;&#039;Jutons&#039;&#039;&#039;, who migrated there to escape the enslavement by Teutogens (future [[Middenland|Middenlanders]]). They defeated the Fimir and founded their own realm called &#039;&#039;&#039;Jutonsryk&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Unlike [[The Empire (Warhammer Fantasy)|their slowly rising neighbour]], Jutonsryk was essentially an incredibly primitive and isolationist state that barely even managed to expand beyond the capital. So naturally, in 501 IC it was steamrolled by an Emperor Sigismund II and turned into a thirteen [[Elector Count|Elector County]] named &#039;&#039;&#039;Barony of Westerland&#039;&#039;&#039;. With most of their borders secured (aside from the western one, which was at the time populated by wild [[Bretonnia|Bretonni]] people), Westerlanders turned to the sea, due to a sudden realisation of their trade importance and a start of &amp;quot;friendly&amp;quot; visits from [[Norsca|Norscan]] raiders.&lt;br /&gt;
&lt;br /&gt;
At first the whole trade was in the hands of nobility, but after several centuries of hedonistic and lazy lifestyle they handed all of their work to commoners. This, eventually, came to bite them in the ass, as trading companies of simple folk became so powerful that they started to crave for power, even requesting to join Baron&#039;s advisory council named &#039;&#039;&#039;Stadsraad&#039;&#039;&#039;, which started a major conflict between nobles and merchants. But then unexpectedly, the downfall of Marienburgian monachy was delayed when Baron Matteus van Hoogmans managed to sign a trading agreement with [[Ulthuan]], thus making this city the biggest trade hub in all of the Old World.&lt;br /&gt;
&lt;br /&gt;
It didn&#039;t last long, however.&lt;br /&gt;
&lt;br /&gt;
When some Marienburgian pirates found the donut island and razed an Asrai city, Elves decided to strike back. [[Aislinn]] sacked Marienburg, and while he was too inefficient to bring it down, the toll taken on the city (intermixed with [[Great War Against Chaos]]) was enormous. Soon after that Baron Paulus van der Maacht died without a heir, so Emperor-at-the-time [[Magnus the Pious]] had to abolish the monarchy and relegate the power to the Merchant Houses, as he was too afraid of a civil war inside the realm (both Counts of [[Talabecland]] and [[Nordland]] had claims to Marienburg and gathered armies to bring each other down, which would potentially ruin the Empire that was still recovering from a [[Chaos]] incursion).&lt;br /&gt;
&lt;br /&gt;
Thus, Directorate was born - a parliament consisting of wealthiest merchants in the city. They suffered heavily from Imperial taxation and other shit, so in a true &amp;lt;s&amp;gt;American&amp;lt;/s&amp;gt; Dutch style Directorate decided to split from the Empire by bribing the Emperor Dieter IV. Fallout of this was insane, with Dieter being deposed and Wilhelm III, the newly elected Emperor, sending armies to Marienburg, which all were defeated. After several unsuccessful attempts Emperor recognised the newly independent republic, which is basically Marienburg of today (well, before the [[End Times]]).&lt;br /&gt;
&lt;br /&gt;
== Government ==&lt;br /&gt;
&lt;br /&gt;
The Directorate is the Executive Council of the Stadsraad, which meets in weekly sessions to make the major decisions affecting the Wasteland&#039;s affairs. Its meetings in the New Palace in Paleisbuurt are open to any citizen of Marienburg and its debates are a matter of public record. Decisions are made by a majority vote, with the Staadtholder voting in case of a tie. Its membership consists of the High Priests of Manaan, Verena, Shallya and Haendryk, the Rector of Baron Henryk&#039;s College and the heads of the ten wealthiest Merchant Houses. Its public image is of Marienburg&#039;s finest citizens working mightily in a dangerous world for the best interests of all the Wasteland&#039;s people. The reality is a microcosm of the squabbling petty struggles of imperial politics but focused on the fights between the merchant houses and international trade companies.&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
The cults of Manaan lord of the sea and Haendryk aka Handrich who represents all that is money, power, and influence are very influential in Marienburg as their leaders have a vote akin to the heads of the cult of Verena &amp;amp; Shallya. The difference being that Manaan &amp;amp; Handrich are directly tied to trade the thing marienburgers value the most making these two cults the most powerful. &lt;br /&gt;
&lt;br /&gt;
The cult of Sigmar is not outright banned but it is looked down upon as any true Sigmarite will usually advocate for reunification.&lt;br /&gt;
&lt;br /&gt;
==In Mordheim==&lt;br /&gt;
Marienburgers are one of the three &amp;quot;subfactions&amp;quot; that a player can choose for their Human Mercenaries warband in [[Mordheim]], alongside [[Reikland]] and [[Middenland]]. A Marienburg Mercenaries warband gains two special rules to reflect their origins. Firstly, they gain a +1 bonus when attempting to find rare items. Secondly, they start play in a campaign with +100 gold crowns to amass their warband with. These traits represent their connections to the merchant&#039;s network of Marienburg, and the subsequent wealth it gives them.&lt;br /&gt;
&lt;br /&gt;
== Total Warhammer ==&lt;br /&gt;
&lt;br /&gt;
The city can define relations between the empire and bretonnia its occupation by bretonnia can lead to the would be allies going to war over the city.&lt;br /&gt;
Marienburg is an extremely profitable settlement because of its port. When playing as Louen or Karl Franz, Marienburg should be conquered as quickly as possible. This is much easier for Louen than Franz as of the Empire Undivided patch.&lt;br /&gt;
&lt;br /&gt;
{{Provences_of_the_Empire}}&lt;br /&gt;
[[Category:The Empire]]&lt;/div&gt;</summary>
		<author><name>2600:387:9:9:0:0:0:92</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Marienburg&amp;diff=327874</id>
		<title>Marienburg</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Marienburg&amp;diff=327874"/>
		<updated>2023-03-02T15:43:56Z</updated>

		<summary type="html">&lt;p&gt;2600:387:9:9:0:0:0:92: /* Religion */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Whfb-stub}}{{NeedsImages}}&lt;br /&gt;
[[File:Warhammer Fantasy - Marienburg, Empire City State.png|900px|center|]]&lt;br /&gt;
&#039;&#039;&#039;Marienburg&#039;&#039;&#039; is the not-Amsterdam of [[Warhammer Fantasy Battle]], the huge trade port that stands in the mouth of River Reik (not-Reyne of Warhammer) between [[Bretonnia]] and [[The Empire (Warhammer Fantasy)|The Empire]]. It&#039;s a capital of small but proudly independent country named &#039;&#039;&#039;The Wasteland&#039;&#039;&#039;, and fittingly the only big city of it. &lt;br /&gt;
== History ==&lt;br /&gt;
Like many other major coastal city in the Old World, Marienburg was originally a [[High Elf (Warhammer Fantasy Battle)|High Elven]] colony called &#039;&#039;&#039;Sith Rionnasc&#039;&#039;&#039; built amongst the swamps of [[Fimir]]. It was also the finest port the High Elves had in the old world.&lt;br /&gt;
&lt;br /&gt;
After the [[War of the Beard]], it was taken over by [[Dwarfs]], but they had to abandon the city after their empire collapsed. According to the novel version, Sith Rionnasc was destroyed by flooding when the Dwarfs catapult a powerful rune enhanced artillery at the city&#039;s dam. The Dwarf who ordered this assault was &#039;&#039;&#039;King Brynnoth&#039;&#039;&#039;, the ruler of Barak Var who did it out of retribution for the Elves killing their city&#039;s ancient rulelord &#039;&#039;&#039;Agrin Fireheart&#039;&#039;&#039;(it was caused by Malekith&#039;s agent and the greatest reason why the war was started), as well as for High Elves&#039; many assaults on the city of Barak Var.&lt;br /&gt;
&lt;br /&gt;
Roughly a millenia later, it was inhabited again by a tribe of primitive humans called &#039;&#039;&#039;Jutons&#039;&#039;&#039;, who migrated there to escape the enslavement by Teutogens (future [[Middenland|Middenlanders]]). They defeated the Fimir and founded their own realm called &#039;&#039;&#039;Jutonsryk&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Unlike [[The Empire (Warhammer Fantasy)|their slowly rising neighbour]], Jutonsryk was essentially an incredibly primitive and isolationist state that barely even managed to expand beyond the capital. So naturally, in 501 IC it was steamrolled by an Emperor Sigismund II and turned into a thirteen [[Elector Count|Elector County]] named &#039;&#039;&#039;Barony of Westerland&#039;&#039;&#039;. With most of their borders secured (aside from the western one, which was at the time populated by wild [[Bretonnia|Bretonni]] people), Westerlanders turned to the sea, due to a sudden realisation of their trade importance and a start of &amp;quot;friendly&amp;quot; visits from [[Norsca|Norscan]] raiders.&lt;br /&gt;
&lt;br /&gt;
At first the whole trade was in the hands of nobility, but after several centuries of hedonistic and lazy lifestyle they handed all of their work to commoners. This, eventually, came to bite them in the ass, as trading companies of simple folk became so powerful that they started to crave for power, even requesting to join Baron&#039;s advisory council named &#039;&#039;&#039;Stadsraad&#039;&#039;&#039;, which started a major conflict between nobles and merchants. But then unexpectedly, the downfall of Marienburgian monachy was delayed when Baron Matteus van Hoogmans managed to sign a trading agreement with [[Ulthuan]], thus making this city the biggest trade hub in all of the Old World.&lt;br /&gt;
&lt;br /&gt;
It didn&#039;t last long, however.&lt;br /&gt;
&lt;br /&gt;
When some Marienburgian pirates found the donut island and razed an Asrai city, Elves decided to strike back. [[Aislinn]] sacked Marienburg, and while he was too inefficient to bring it down, the toll taken on the city (intermixed with [[Great War Against Chaos]]) was enormous. Soon after that Baron Paulus van der Maacht died without a heir, so Emperor-at-the-time [[Magnus the Pious]] had to abolish the monarchy and relegate the power to the Merchant Houses, as he was too afraid of a civil war inside the realm (both Counts of [[Talabecland]] and [[Nordland]] had claims to Marienburg and gathered armies to bring each other down, which would potentially ruin the Empire that was still recovering from a [[Chaos]] incursion).&lt;br /&gt;
&lt;br /&gt;
Thus, Directorate was born - a parliament consisting of wealthiest merchants in the city. They suffered heavily from Imperial taxation and other shit, so in a true &amp;lt;s&amp;gt;American&amp;lt;/s&amp;gt; Dutch style Directorate decided to split from the Empire by bribing the Emperor Dieter IV. Fallout of this was insane, with Dieter being deposed and Wilhelm III, the newly elected Emperor, sending armies to Marienburg, which all were defeated. After several unsuccessful attempts Emperor recognised the newly independent republic, which is basically Marienburg of today (well, before the [[End Times]]).&lt;br /&gt;
&lt;br /&gt;
== Government ==&lt;br /&gt;
&lt;br /&gt;
The Directorate is the Executive Council of the Stadsraad, which meets in weekly sessions to make the major decisions affecting the Wasteland&#039;s affairs. Its meetings in the New Palace in Paleisbuurt are open to any citizen of Marienburg and its debates are a matter of public record. Decisions are made by a majority vote, with the Staadtholder voting in case of a tie. Its membership consists of the High Priests of Manaan, Verena, Shallya and Haendryk, the Rector of Baron Henryk&#039;s College and the heads of the ten wealthiest Merchant Houses. Its public image is of Marienburg&#039;s finest citizens working mightily in a dangerous world for the best interests of all the Wasteland&#039;s people. The reality is a microcosm of the squabbling petty struggles of imperial politics but focused on the fights between the merchant houses and international trade companies.&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
The cults of Manaan lord of the sea and Haendryk aka Handrich who represents all that is money, power, and influence are very influential in Marienburg as their leaders have a vote akin to the heads of the cult of Verena &amp;amp; Shallya. The difference being that Manaan &amp;amp; Handrich are directly tied to trade the thing marienburgers value the most making these two cults the most powerful. The cult of Sigmar is not outright banned but it is looked down upon as any true Sigmarite will usually advocate for reunification.&lt;br /&gt;
&lt;br /&gt;
==In Mordheim==&lt;br /&gt;
Marienburgers are one of the three &amp;quot;subfactions&amp;quot; that a player can choose for their Human Mercenaries warband in [[Mordheim]], alongside [[Reikland]] and [[Middenland]]. A Marienburg Mercenaries warband gains two special rules to reflect their origins. Firstly, they gain a +1 bonus when attempting to find rare items. Secondly, they start play in a campaign with +100 gold crowns to amass their warband with. These traits represent their connections to the merchant&#039;s network of Marienburg, and the subsequent wealth it gives them.&lt;br /&gt;
&lt;br /&gt;
== Total Warhammer ==&lt;br /&gt;
&lt;br /&gt;
The city can define relations between the empire and bretonnia its occupation by bretonnia can lead to the would be allies going to war over the city.&lt;br /&gt;
Marienburg is an extremely profitable settlement because of its port. When playing as Louen or Karl Franz, Marienburg should be conquered as quickly as possible. This is much easier for Louen than Franz as of the Empire Undivided patch.&lt;br /&gt;
&lt;br /&gt;
{{Provences_of_the_Empire}}&lt;br /&gt;
[[Category:The Empire]]&lt;/div&gt;</summary>
		<author><name>2600:387:9:9:0:0:0:92</name></author>
	</entry>
</feed>