"The next tapestry showed the issuing of the Edict of Magritta by the Grand Theogonist of the time, Helmut Karr. The Edict had sent a number of nascent templar-orders scurrying off to the south to join their opposite numbers from Tilea, Bretonnia and Sartosa in driving the Arabyans from Estalia. Which they had done in the end; despite suffering one alarming defeat after another on the way. More than one knight had been lashed to a post and sent to Myrmidia’s citadel on wings of smoke and flame by overzealous witch hunters and priests."
- —Hector Goetz about the Order of the Blazing Sun[1a]

Location of the Citadel of Myrmidia on the eastern side of the Black Gulf, ca. 2276 IC.[2]
The Citadel of Myrmidia was the southernmost settlement active in the Border Princes in ca. 2276 IC. It was located right on the border of the Badlands along the Zandri Road.[2]
The Citadel of Myrmidia marked the last safe haven of Humanity on the edge of the Badlands. Here, merchants looking to hire mercenaries and caravan guards are sure to find warriors aplenty.[3a]
This outpost shares its name with the heavenly realm of Myrmidia, the goddess of war and strategy of the Old World Pantheon.[1a]
History[]

The course of the Tomb King Settra's invasion of the Border Princes, 2276 IC.[4b]
During the invasion of the Border Princes by the Undead Tomb King armies of Settra the Imperishable in 2276 IC, the Liche Priests of the Mortuary Cult received a straightforward command from Settra himself: follow in the footsteps of Septhah the Amaranthine to the Badlands. Septhah had pursued the knights of Bretonnia there, and the priests were tasked with locating Septhah's remains, raising his spirit from the Realm of Souls, and thus providing Settra with a trusted lieutenant to oversee the treacherous priests and curb their duplicity.[4a]
Once Septhah had been resurrected and assumed command of the army, they were to march north to besiege the Citadel of Myrmidia and the Dwarf hold of Barak Varr, preventing these well-supplied and heavily armed settlements from aiding Matorea.[4a]
As the Mortuary Cult's army approached the northern tip of the Dragonback Mountains, their ongoing conflict with the Badlands Orcs of the Stitched Skullz tribe was about to reach a violent climax. The Orc attacks had ceased not due to waning interest but because the Orcs had united into a massive force that descended from the mountains like a green avalanche.[4a]
Scores of Orcs charged toward the ranks of Nehekharan warriors and colossal stone constructs, all under the command of the Liche Priests, who swiftly turned their forces to confront this formidable threat. Amid the sea of Greenskins stood the sight Ashurtak had been anticipating -- a colossal, fearsome Orc warboss bellowing a thunderous battlecry as the horde surged forward. This warboss was a monstrous specimen, towering over his kind, wielding a crude, double-headed axe with menacing authority.[4a]
Most shockingly, strapped to the warboss's back was a trophy rack bearing the fallen form of King Septhah the Amaranthine. With battlelines hastily drawn, Ashurtak prepared to meet the Orc horde head-on, understanding that victory here was not only vital for advancing toward the Citadel of Myrmidia and Barak Varr but also for reclaiming the body of King Septhah and returning him to Settra's service.[4a]
Sources[]
- 1: Knight of the Blazing Sun (Novel) by Joshua Reynolds
- 1a: Ch. 2
- 2:Warhammer Community - Discover Warhammer: The Old World's Ultimate Getaway for Exiled Lords and Rotten Princes
- 3: Warhammer: The Old World website
- 3a: Explore the Old World (Interactive Map)
- 4: Warhammer: The Old World: Arcane Journal - Tomb Kings of Khemri (Specialist Game)