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Estalia is a parched realm of Men that is located south of Bretonnia[2a][5a] and south-west of the Empire on the Estalian Peninsula.[6a] The hot, dry lands of Estalia are not united under one crown.[3a] Instead, they are ruled by many tiny kingdoms of different sizes, few of which are known beyond the confines of Estalia itself.[2a][5a] Estalia is famed for its travellers and merchants, whose trade caravans can be encountered across the Old World.[38a][39a]


The Great Crusades

Even twenty centuries after it began, the Great Crusades against Araby remain one of the defining events of the Old World, continuing to this day to have an impact on the nations that took part. The Crusades against Araby were one of the largest military expeditions ever mounted, and probably the largest such war fought against a foe other than the hordes of Chaos. The Crusades began in 1448 when the tyrannical ruler of Araby, Sultan Jaffar, sailed across the Great Ocean with a huge army to invade Estalia. The Estalians are a hardy and fierce folk, but despite putting up a hardy defence, were soon overrun. Countless numbers of Estalians were enslaved and sent back across the seas to the infamous slave markets of Lashiek. Worried about where the Sultan might turn his attention next, King Louis the Righteous of Bretonnia raised a great army, and sent emissaries to Emperor Frederik III and his Elector Counts to urge them to do likewise. A council was called in Altdorf, and although many of the provinces were embroiled in civil war at the time, hostilities were temporarily halted, and each count offered a small number of their own men to the cause.[7b]

Along with the Knights of Bretonnia and their feudal armies, the armies of the Elector Counts, and a considerable force raised by the knightly orders of the Old World, a great army was mustered at Brionne. Yet, what happened next was something that was rarely seen in the Old World. Instead of preparing to defend the borders and passes of Bretonnia and the Empire against the Sultan’s armies, the grand army marched south into Estalia to liberate its neighbour. The Sultan may have been greedy and cruel, but he was no fool, and realised he could not stand against the combined armies of Bretonnia and the Empire. He fled back to Araby. Only a rebellious sheikh named Emir Wazar, often called “Emir the Cruel”, was stubborn enough to remain behind and face the armies of the north. He is generally thought of as having been excessively greedy, cruel, and more than a bit foolish. He consolidated his position in the city of Magritta, forcing his slaves into backbreaking work to fortify the city against an advancing army supported by Tilean mercenaries which had liberated Tobaro.[21b] This small contingent of knights laid siege to Magritta, a siege that would eventually last eight years the Order of the Blazing Sun and their allies managed to break into the city and rout the armies of the sheikh. Elsewhere, the remaining armies marched across Estalia, discovering only ruin and destruction left in the wake of the Sultan’s retreating armies. Entire villages and towns were put to the torch by the vengeful Arabyans, their occupants either enslaved or murdered. The knights, upon seeing the fate that befell Estalia, vowed to take their crusade to the homeland of the Arabyans themselves, to liberate the slaves still living and avenge the deaths of those murdered by the occupiers. The Crusade stalled in the ports of Estalia as great fleets were mustered, ships sailing from all the ports of Estalia and Tilea and beyond to carry the Crusaders across the Great Ocean to Araby. By the time the fleet eventually set sail, the armies of Jaffar had arrived back in Araby and had begun to make preparations for the oncoming invasion, conscripting slaves and fortifying towns and cities.[7b]

The Crusaders landed at the port of Copher, famous for its spice trade. Although they had constructed defences, the denizens of the city were unprepared for the rage their Sultan had unwittingly unleashed, and the knights swept the port’s defenders aside and put all who opposed them to the sword. Much of the anger and hatred of the crusaders was vented on the hapless population, and the port’s tall walls and graceful spires were pulled to the ground. Of course, this was exactly as Jaffar had intended, and he withdrew to his citadel in the city of El-Haikk along with most of his armies. He hoped by the time the crusade had sacked Copher and endured months of fighting and marching in the sweltering Arabyan heat, that their taste for vengeance would be lost. It is true that the knights were unprepared for the realities of a desert campaign, or warfare in a hot climate, and the march from Copher to El-Haikk was long and arduous, and saw countless casualties en route. But Jaffar had not accounted for the honour at stake for the knights, or for the vows the crusaders had sworn in Estalia. If anything, the trials throughout the year en route to El-Haikk affirmed the righteousness of the expedition in the minds of the crusaders, and when finally they met the Sultan in battle they were more determined than ever before. Sultan Jaffar was a tyrannical despot, almost as hated by his own people as by those of the Old World, and during the crusade against Araby many of his subjects took the opportunity to rise up against the sultan. For the most part, these uprisings had little impact on the crusade, but as the crusaders descended upon the city of El-Haikk, many hundreds of tribesmen conscripted into the Sultan’s army decided to revolt, plunging the city into disarray and throwing Jaffar’s carefully planned defences into chaos. The sultan was forced to abandon his plans to hold firm against the attacking knights and waiting out their siege, instead marching out to meet them in open battle, confident that the desert sun and the fear he inspired in his men would ensure victory. But the invaders had by that time learned to use magic and common sense alike to ward off the sun, keeping their heavier metal armour cool and shaded until the just before a battle. Though the armies’ numbers were even, the crusaders boasted several thousand knights in plate, astride powerful horses similarly clad; they were as a wave of unstoppable metal, thousands of tons of it crushing the lightly-armoured pikebearers and swordsmen of the sultan. That charge, which has been immortalised in many a legend and ballad, scattered and crushed the sultan’s army utterly, staining the stony ground a blood-red shade that remains to this day. Jaffar himself was slain, his back pierced by a Bretonnian lance as he fled the field.[7b]

With the sultan dead, the crusade ended. The Bretonnian knights who made up over half of the army declared that their honour had been satisfied, returned to Copher, and sailed for home. The Imperial knights had a very different view, having included in their vows at Estalia the promise of a more complete victory. At this point the main crusade began to split up into many smaller crusades, as the various contingents of knights began to hunt down the remnants of Jaffar’s army and free every single slave taken in the Old World. The crusades lasted nearly 100 years as the armies of the Empire quested across the deserts and mountains of Araby in pursuit of vengeance. Although the most famous battles, the siege and sack of Copher and the Battle of El-Haikk, occurred during the first two years of the crusades, it is during the following century of warfare that most of the knightly orders of the Empire gained their wealth, prestige, and renown. One such contingent pursued the remnants of the sultan’s army into the mountainous region to the south of El-Haikk, around the mountain-city of Martekk. Here they braved gigantic vultures that could carry off a fully armoured man and horse, and ferocious cats that attacked any knight that strayed away from the main army. This contingent hunted every surviving soldier from Jaffar’s armies, slaying each and every one of them, offering no mercy to those Arabyans they viewed as cold-blooded, sadistic killers. To this day the people of those mountainous regions whisper tales of the silver-skinned warriors who adorned themselves with the skins of great cats, agents of vengeance and justice. Upon returning home, these Knights Panther became a brotherhood, an order laden with honour and wealth, and the Emperor himself granted them the freedom of the Empire.[6b][7b]

War With the Undead

"It may be three hundred years since we fought the War of Blood, but in Estalia, we have long memories. The Vampire Nourgul razed all of the land between the Irrana Mountains and the Southern Sea before he could be defeated. It was only with the aid of blessed Myrmidia that he was. We would never clamp the Vampires to our bosom as you do in Sylvania. That land is a blight on your Empire that should be burned out and staked."

—Cristobal Mendez, Estalian diestro[8a]

In 1750 IC Nourgul the Necrarch razed all the land between the Irrana Mountains and the Southern Sea in what the Estalians call the "War of Blood." Estalia still bears the scars of this Vampire war, and the people there have an unforgiving view of the Undead.[8a]

To make things even worst many century later between 2415 and 2419 IC, Estalia becomes a battleground between Heinrich Kemmler and Brachnar the Damned. The Estalian militias do what they can to protect the citizens of the realm, but is not until Kemmler pursues his enemies northward into Bretonnia that the land is truly safe.[30]

The End Times

Attention, Empire Citizens!
This article contains information regarding The End Times, the final campaign that ended with the destruction of the world, which is considered canon by Games Workshop.

"Thirteen times thirteen passes of the Chaos moon I will give you. Thirteen times thirteen moons I will wait. Go to your legions and your workshops! Bring me victory. Bring me dominance over this mortal realm! You must be as one, work as one, as single-minded as a swarm pouring from a cracked sewer-pipe – all rats scurry-flood in same direction. Only then will you inherit the ruins of this world, only then will you rule. Thirteen times thirteen moons! Fail, and all will suffer the fate of the seer."

—Edict of the Horned Rat.[9a]

The Hordes of the Under-Empire launches their attack.

During 2522 IC, as the world was engulfed in a time of conflict, such an opportunity for great plunder and glory to be won was considered a far too tempting a prize to ignore for the vermin hordes of the great Under-Empire. Prior to their inevitable and destructive invasion of the surface world, the Order of the Grey Seers, under the leadership of Seerlord Kritislik, proposed to the Lords of Decay a masterful plan. It was theorised by the earliest generations of Warlock Engineers that the Chaos Moon Morrslieb is actually made entirely of pure Warpstone, proposing to the Council that he shall gather a coven of the most powerful Grey Seers and draw the Chaos moon closer to the world, allowing a greater influx of magical energies to the Under-Empires many spell-casters, and give the Skaven populace unnatural vitality. Approving the plan, the Grey Seers began their work, and within time the Moon slowly began to grow within the night sky, growing to such an extent that it has allowed the World's many spell-casters to conjure feats of magical possibilities that have never been seen since the Great Catastrophe.[13a]

Deeming the time right, the mysterious Overlords of the Council of Thirteen instantly began the first phase of their Master Plan upon the human kingdoms of Tilea and Estalia, never knowing that from the Realm of Ruin, the Verminlords of the Shadow Council of Thirteen are toying with the threads of their fate, overseeing their motives and purpose and moving them one-step closer towards their ultimate victory.[9a]

The people of Tilea and Estalia have ever been a rich people of a fractured nation, two kingdoms so similar to the ratmen's own society that it beggars the question of their origins. Yet no matter how many times they see these vile vermin, no matter how many attacks and raids were sent upon their cities, they still try their best to deny such existence, and this strong sense of disbelief have brought about the seeds of their doom. In a single evening, the assassins of Clan Eshin and their most elite of agents, the Black 13, were responsible for Tilea's Night of One Thousand Terrors -- a shock wave of assassination and ruthless sabotage that resulted in the deaths of hundreds of important generals, governors, nobles and leading officials. Leaderless, the lands of Tilea and her various fractious republics became torn with confusion and civil strife, making their petty kingdoms ripe for the slaughter.[13a]

Beneath every sleeping city, beneath every town and mighty fortress, the Skaven hordes surged out of their tunnels in their tens of thousands and brought about a wave of sudden violence and destruction that eventually overwhelmed the rule of Mankind's kingdoms. Under-tunneled and overrun, every major city was now a blasted ruin over which a ragged clan banner openly flew. The Skaven lost a great many of their warriors, to such extent that none could ever count the ocean of half-eaten bodies that littered the filthy streets of each and every city, but such were their numbers and cruelty that none shed a single tear for their lost kin, for they have many more and the fruits of their victory have brought about a new cycle of violence that would threaten their race once more in open civil war.[13a][9a]


The Estalian Kingdoms lie in the south of the Old World, a warmer and drier area than the north. The threat of Chaos seems very remote here, far away from the incursions and beyond the immediate threat of Chaos bands. Despite this, mutations are not unknown and Chaos ruts can sometimes spring up here as well. There is currently a powerful movement among members of the clergy of the church of Myrmidia, Estalia's patron god. This movement is called the Inquisition, and works to eradicate all kinds of chaotic contamination present in the Estialian Kingdoms and beyond.[1a][40a]

Unlike Bretonnia and the Empire, which are unified nations under a single ruler, the Estalian Kingdoms are many and of various sizes.[1a]

The kingdoms of the Irrana Mountains are home to fierce, tough hill-fighters, while those along the south coast are prosperous trading nations whose ships ply the Southern Sea to Araby. Most Estalian mercenaries come from these coastal cities, as foreigners visiting Estalia in search of mercenaries seldom venture far from the ports. The largest cities and towns war upon each other, as well as against the Arabyans to the south, the Bretonnians to the north and the Tileans to the east.[1a][39a][40a]

Today, the two most powerful kingdoms are the city-states of Bilbali and Magritta. Both are strong because of trade and access to the sea, a fact that causes much jealousy amongst the poor kingdoms of the Irrana Mountains.[6b]

Another Estalian landmark, the Valley of Windmills, is located high in the Abasko Mountains. Constructed long ago by the mad King Don Jurno Esparo in an attempt to feed his people, the valley was soon abandoned because of its location, and the hundreds of windmills in it left to rot. These days it is said that insidious Ratmen inhabit the windmills, and are rebuilding them for some dark purpose.[11a]


  • Abasko Mountains- One of the two mountain ranges of the peninsula.[1][20]
  • Aguilas - A great city-port.[17]
  • Aquilas Bay - The bay that embrace Aguilas.[17]
  • Alboran Road - A road between Belmoz and Ubrique.[20]
  • Alquézaro - A city-port.[20]
  • Almagora - A great city-port.[20]
  • Azuara - An inland city.[20]
  • Barboza - A great city-port.[20]
  • Bay of Quietude.[20]
  • Belmoz - A city-port in the south.[20]
  • Bilbali - Capital city-port.[1][20]
  • Borgas - An inland city.[20]
  • Cantabrio Road - Road that links Bilbali to Barboza.[20]
  • Cebreros - An inland city.[20]
  • Céfiro Hills - A group of hills.[20]
  • Chelvén - An inland city.[20]
  • Cuerno Road - Road between Jávea and Almagora.[20]
  • Diamanterra - A great city-port.[20]
  • Durango - A settlement in the Irrana Mountains.[20]
  • Estalian Littoral - The western littoral of Estalia.[17]
  • Estragon's Island = Throughout the early decades of the 24th century (Imperial Calendar), Don Diego Estragon, Estalian merchant and explorer, have discovered a misterios Island that seems to shift its location from time to time. Pirates and explorers have occasionally reported sighting his island some 400 miles southwest of Estalia’s coast.[22]
  • Feroz Hills - A group of hills.[20]
  • Geulata - A petty Kingdom.[18]
  • Golfo de Bidouze - A gulf.[20]
  • Graus - A city-port.[20]
  • Great Ocean - The great ocean to the weast.[1][20]
  • Gualcazar - An inland city.[20]
  • Guaniar - A settlement in the Irrana Mountains.[20]
  • Irrana Mountains - One of the two mountain ranges of the peninsula.[1][20]
  • Jaraiz - An inland city.[20]
  • Jávea - A city-port.[20]
  • Labyrinth - dense maze of islands that buffered the Estalian Littoral, two days south-east from Santa Bernadette on the west side of Estalia. Two coves are known as Greenwater Sound, which bottoms out at two fathoms. No great barque can find harbour there, and Angel’s Bar, which waters are so deep that has no floor any man has ever managed to leadline.[17]
  • Larhgoz - A petty Kingdom.[18]
  • Llaqueno - A settlement in the Irrana Mountains.[20]
  • Los Cabos - A city-port.[20]
  • Magritta - Capital city-port.[1][20]
  • Miramar Hills - A group of hills.[20]
  • Molena - An inland city.[20]
  • Monteñas - An inland city.[20]
  • Muros - An inland city.[20]
  • Nerja - A city-port.[20]
  • Pajena - A settlement in the Irrana Mountains.[20]
  • Piña Wood - One of the two main forests of the peninsula.[20]
  • Potes - An inland city.[20]
  • Ragaños - A castle in the Abasko Mountains.[20]
  • Reas - A settlement in the Irrana Mountains.[20]
  • River Eboro - A river.[20]
  • River Guadariz - A river.[20]
  • River Riaza - A river.[20]
  • River Tagos - A river.[20]
  • River Tarmos - A river.[20]
  • San Luis - A city-port.[20]
  • San Pedro del Sur - A city-port.[20]
  • Santa Bernadette - A freeport.[17]
  • Serpicio - A settlement in the Irrana Mountains.[20]
  • Shagún - An inland city.[20]
  • Siernos - An inland town, it was burned to the ground during the 26th century by Sienna Fuegonasus a Bright Wizard.[20][29]
  • Sitges - A city-port.[20]
  • Solsona - An inland city.[20]
  • Sombra Wood - One of the two main forests of the peninsula.[20]
  • Southern Sea - The sea that divides the south of Estalia from Araby.[1][20]
  • Tobaro Road - A road that start from Jávea to the Tiean city of Tobaro.[20]
  • Torrosa - A city-port.[20]
  • Tramonto Pass - A pass between Estalia and the Tilean territory of the peninsula.[20]
  • Ubrique - A city-port.[20]
  • Valley of Windmills - High in the Abasko Mountains. Constructed long ago by the mad King Don Jurno Esparo in an attempt to feed his people.[11a]
  • Verin - An inland city.[20]
  • Vizeaya - A great city-port.[20]
  • Zaragoz - A duchy once ruled by Marsilio diAvila.[20]

Contested Territories

  • Blighted Marshes - Lies on the northwest of Tilea, from the Great Ocean to the Black Mountains. In its depths hide the Skaven and their capital, Skavenblight.[21a]
  • Cera-Scuro - An island where a pirate stronghold is located, sieged by the Braganza's Besiegers.[21]
  • Golfo di Fodore - A Gulf in the Tilean Sea.[21a]
  • Golfo Naranja - A Gulf in the Tilean Sea that embrace Porto Espejo.[17]
  • Gorgon's Ola - An island in the Tilean Sea.[17][21a]
  • Isla d'Azure - An island known as a pirate-friendly harbor.[17]
  • Isla Verde - A verdant island.[17]
  • Isle of Grief - Accursed island in the far south of the Cavorna archipelago.[18]
  • Isles of the Sirens - Also known as Cavorna archipelago, is located south of Tobaro and north-west of Sartosa, it was theatre of the War of Beasts.[18][21]
  • Porto Espejo - A town not far from Aguilas.[17]
  • Red Vault - Buried deep beneath the drowned catacombs of Vedenza, lies the Red Vaults, probably designed by the original inhabitants, from more than a century is now where items of great power and valor as been gathered from all around the world by the republic, among which three Scrolls of Binding.[18]
  • Skavenblight - Skaven stronghold.[21a]
  • Tobaro - A Tilean Port City-State.[21a][18]
  • The Howling Abyss - A massive half-flooded sea cavern in the Isle of Grief. Inside is kept a mysterious temple more ancient of the Elves, and in the center of the cavern lies a monolith of warpstone now under the guard of She, a warpfire dragon.[18]
  • The Straits of the Gorgon - Straits near the Island of Gorgon's Ola.[17a]
  • Under-Magritta - The date of the tunnel's excavation was around 0 to 1000 IC.[28a]

Unknown Location

  • Isla de Sangre - A vulcanic island.[15]
  • Island of Blood - An island protected by the High Elves.[23]
  • Tor Karyndis - Tor Karyndis or the Shattered Tower as humans calls it, is an Elven structure located in Estalia, which the natives say is the lair of a Magma Dragon that sleeps inside, coming out to ravage the surrounding land every few decades.[18]


The heraldry of Estalia.

The Estalian Kingdoms lie far to the south, where the threat of Chaos seems very remote and unlike their eastern neighbours they face no threat from Orcs and Goblins so they mostly fight amongst themselves.[6b] The Kingdoms are reassuringly feudal, with lords directing the pitiful lives of their subjects in the time honoured fashion.[11a]

Only one event had the chance of uniting Estalia and that was the invasion of the Sultan of Araby over a thousand years ago. Responding to Estalia’s call, armies of crusaders arrived from Bretonnia, the Empire, and the Tilean city-states. The Arabyans were defeated and the land reclaimed but no outstanding Estalian leader arose in this conflict to unify the small kingdoms. Without a Sigmar or a Gilles to lead the way, Estalia fell back into familiar patterns. In less than a generation, the crusaders were gone and the Estalians were once again fighting amongst themselves.[6b]

There is little evidence of the influence of Chaos in the Estalian Kingdoms, but it is there. Subtle perhaps, but no less deadly. It is not the brute power of the raging Beastman, but the hidden plotting of secret societies and cults which is eating away at Estalia. There are no Witch Hunters hunting Chaos in Estalia, but worship of Myrmidia is popular. She is patron Goddess of the art and science of war and the Estalians have learned her lessons well.[6b]

Foreign Relations


The southernmost nations of the Old World, live in constant fear that hordes of Beastmen will some day rise up and overwhelm them. Any human foolish enough to wander unarmed and alone into the forest would soon attract the unwelcome attentions of the creatures who live there. This fear is largely unwarranted, for Beastmen are less concerned with humanity than humanity is with them.[51a][36a]

While far from the woods, the cult of Slaanesh is strongest in the cities, especially among some of the upper classes.[37a]


"Look down on their lack of technique if you must, but a lance of Bretonnian knights is still a formidable force on the field of battle. Their matters of honour do get out of hand, though."

—Diego Cortez y Maranda, Diestro[19a]

Bretonnia’s border with the Estalian kingdom of Bilbali is a mere river. The consequence is that there is almost as much traffic with Estalia as with the Empire, despite the Empire’s far greater size. Relations with Bilbali are good, and Bretonnian nobles recognise Bilbalian nobles as peers. As a result, relations with Magritta are generally bad, and most Bretonnians regard the southern kingdom as composed entirely of peasants.[19a]

Bretonnian knights and Estalian duellists have very little understanding of one another’s fighting styles, and this incomprehension is responsible for much of the tension between the nations.[19a]


On the theory that 'the friend of my enemy had better be watched', the Estalian Kingdoms are cool towards Marienburg, irritated with the Wasteland for its closeness to their Tilean rivals and its near monopoly of the lucrative New World trade. Bilbali in particular feels the pressure from its northern rival its ships have often been victims of Brionnese piracy, and its rulers are certain that many of the stolen goods are destined for Marienburg.[1a]

In recent years the merchants and shipcaptains of Bilbali have placed great pressure on their ruler, Queen Juana la Roja, to do something anything about the danger they face. Rumour has it that the Queen is considering a strike against Brionne or licensing privateers to attack Marienburg's shipping, while Bilbali ships have become more active in the New World, smuggling and raiding, with the consequent risk of conflict with the Elves.[1a]

Magritta otherwise is more tolerant of its difficulties with Marienburg, perhaps because it too is dominated by merchants who understand that business is business. Most of Magritta's trade comes from the Arabian caliphates and the South Lands routes to Ind and Cathay, so much of their business is complementary to that of Marienburg, and Magrittan ships frequently visit the city. But the Magrittans are unhappy with the Directorate's relations with the Doges and Counsellors of Tilea. Given their clashes with Tilean vessels over trading rights in the Southern Sea, the financial aid given to their enemies by the Houses of Marienburg rankles. Should the shipowners' faction gain control over the puppet King Carlos IX, then relations with Marienburg could take a turn for the worse.[1a]


A map of the Under-empire

From imperial scholars studies gathered, the Estalians have suffered little contact with the Ratmen during their history.[27a]

But in truth in 1448 IC the Skaven convinced Sultan Jaffar that Estalia intends to attack Araby. The Sultan invades Estalia and captures Magritta. This sets in motion the Araby crusades that eventually drive the Sultan’s armies back to Araby and shatter the Sultanate at the Battle of Al-Haikk.[27b]

An then again in 2321 During the winter, Clan Eshin Gutter Runners make a number of raids on Imperial, Bretonnian, Tilean and Estalian warfleets at anchor in their respective ports. The Gutter Runners use firepots and naptha to burn the fleets with varying levels of success.[27b]

The Empire

The relations between Estalia and the Empire are mainly of a commercial nature. It is not unusual to find Estalian merchants in the north, and their mule caravans frequently tour the cities of the southern Empire.[5a]


The kingdoms of Estalia have always been commercial rivals of the Tilean city-states but this takes a back seat if we analyze the diatribe that takes place between the cultists of the goddess Myrmidia, the temple of Magritta declares to be the epicenter of the cult while the same is stated by the high temple of Remas.[7]

Recent conflicts are arose against the city-state of Vedenza in a conflict called the War of Beasts. cost to the petty-kingdoms of Larhgoz and Geulata heavy losses and a resounding defeat.[18a]

An exeption about avversion against Tilean city-states can be found in the principality of Tobaro, even if occupying the east coast of the Estalian Peninsula this domain is on good terms with the Estalian kingdoms, much to the jealousy of the other states, and of the few foreign vessels to be found within the harbour, at least half will be from Estalia.[11b]



Estalian cities are solidly built and well fortified, and of a generally younger foundation than those of the north (although the Estalians claim to be the first humans to have settled in the Old World). There is a strong tradition of seamanship and seafighting among the coastal cities. For example, the fleets of Magritta effectively control the Southern Sea, patrolling against pirates and imposing an impromptu levy on trading ships of other nations.[1a][39a]

Within its few fortified cities live people who make their living with fishing and trade. It is said Estalians are very hardy folk, who will slay a man for mistaking them for a Tilean or even greeting them in Tilean by mistake.[4a] Once past the strange accents and odd tastes in facial hair of the Estalians, the lands of Estalia can be quite pleasant and many travelers have been know to stay for the warm weather and reasonably priced housing.[11a][38a]

One thing Estalians dearly love is swordplay.[6a] If Tilea is known for its mercenaries, Estalia is known for its duellists. Fencing schools can be found throughout the region, many with long histories and deadly rivalries. Estalian sword-and-buckler fighters are well known, and the Diestros are also now gaining recognition.[6b]


Estalian style is similar to the Western fashion trends in the Empire. Many people, from wealthy citizens to peasants can afford clothing cut of decent cloth, as well as expensive dyes and patterns. Men typically shave, at most wearing large moustaches and sideburns. Women, on the other hand, are at the forefront of the Empire's fashion trends, setting the standard for the courts throughout the Old World. Their tastes are fickle, changing hems, necklines, colours, and accessories each year. Currently, though its changing even now, low-cut long dresses in bright colours along with colourful plumed hats are the current rage. As ever, the practice of slashing garments to reveal bright, sumptuous fabric beneath is still practices.[14b]

In Estalia, famed fencers use loose and billowing shirts, tight trousers, and fashionable shoes. Their cloaks are in fact short capes, and nearly all men sport a dashing hat.[14b]

Magical Practices

As elsewhere in the Old World, the peasantry of the human realms of Tilea, Estalia, and the Border Princes are wary of magic users. Because these lands lack a centralised government, and do not have organisations similar to the Colleges of Magic or the intensive use of witch hunters to control the use of spellcraft, the wizards of these regions are in a similar state that those in the Empire were in before Teclis’s arrival.[25a]

Anyway practising magic without a licence is considered a case for the Criminal Court; arrest will be made by the Militia, and the trial will be conducted by a local noble or official. Daemonology, necromancy, Dark and Chaotic magic are considered to be religious crimes. In these cases, the arrest is made by clerics, templars or sanctioned witch-hunters (usually of Verena, Myrmidia or Morr.) and the trial is held in a temple court. Witch-hunters in nations like Estalia are widely thought to be out of control, using threats of investigations and inquisitions to wield power over the temples that are supposed to be monitoring and moderating their actions.[34a][34b]

Many spellcasters are mere hedge-wizards, using their powers for the good or evil of the community they live in, but in mortal danger of corruption by Chaos. Wizards from rich backgrounds may be lucky enough to be sent to the Empire for magical tutelage by their parents, but because this is not mandatory many simply try to master their powers by themselves, perhaps acquiring grimoires proscribed in the Empire, and tempted by dark powers to succumb to daemonology or necromancy.[25a]

In contrast to the ignorant peasants, who often persecute spellcasters (even those tutored in the Colleges of Magic), the merchant-princes of Tilea and the petty kings of Estalia consider the presence of a wizard in their entourage as a mark of prestige, and a useful protection against assassins sent by overambitious rivals. Wizards who have studied at one of the Colleges of Magic are favoured over local thaumaturgists, as they have less of a tendency to spontaneously combust while trying to read a courtier’s mind or incinerate a would-be usurper.[25a]

These rulers pay well for this privilege, and members of the Gold Order are quickest to off er their services to them. However, the crafty Tilean Merchant-Princes prefer to employ wizards of the Celestial Order or adepts of the Lore of Shadow, whereas the fiery, flamboyant Estalian rulers seek out wizards of the Bright Order.[25a] Imperial Astromancers are also a fashionable fixture of high noble courts.[26a]


Anatomy Book.png

Necromantic studies were the keepers of medical knowledge for over 500 years until another great tragedy sparked a new look at medicine. In 1786, the Red Pox appeared throughout Tilea, claiming men and animals alike. This more mundane disease, striking in a more enlightened age, prompted the rising population of academics to ponder disease more as a natural phenomenon than as the taint of Chaos. They began to look to animals to learn more about the human form; although any sort of human dissection was still taboo, animal carcasses were perfectly acceptable. The human body began to be appreciated anew as a great nexus of flesh, bone, organs and vessels, each of which could be examined and treated separately.[11c]

Soon after came the Tilean renaissance, and the works of Leonardo of Miragliano brought a new appreciation for engineering. From this arose a new paradigm of thought, one in conflict with Gaelen’s theories and the practices that stemmed from them. Where Gaelen saw the body as sacred and inviolate, to be nurtured as a whole, never cut apart, the ‘Mechanicals’ saw the body as nothing more than a giant machine made of many cogs; to throw open such a machine was as natural as examining the workings of a clock or millwheel, and to cut and amputate as natural as tightening a screw. Of course, many doctors could see elements of truth in both sides, and today there are very few that will never perform amputations, or refuse to see the value in holistic theories. There remain some, however, for whom the question is one of morality and even faith, and every student inherits one or the other stance from his tutor or college. As a result, the Gaelenic/ Mechanical split continues to characterise modern medicine.[11c]

In the recent centuries, the Mechanical outlook has become the default in Tilea and Estalia, not least thanks to the great artist Andreas Vesalius, whose book De Corporis Fabrica provides the most accurate paintings of the human body yet produced. Dissections, too, have become accepted the southern states. The Empire, however, still resists this practice, seeing it as a violation of the will of Morr.[11c]


Warhammer Fantasy Roleplay - Currency (Estalia).png

Estalian currency is similar to Imperial coins, being of the same weights and compositions. The face of the excelente, their gold piece, features a castle on a hillside, and the back of the coin bears the crest of the ruling family of the city-state where the coin was minted. Like much of the Old World, the silver real is the standard unit of currency, feature a fish on the front and the date of its minting on the back. Finally, the duro, the smallest denomination, is made of bronze or copper. These small coins feature a merchant's scale on the face and the banner of the Estalian Kingdoms on the back.[14a]

  • Excelente - Gold
  • Real - Silver
  • Duro - Copper or bronze

Also bronze pennies displaying a crescent moon regularly appear in the Tilean city-states, Estalia, and the Border Princes.[14a]


Centuries after the fall of Tylos the shattered remnants of the people of Tylos spread through the other, southern lands. After a great war with the Dwarfs, the Elves abandoned the Old World, and Humanity cautiously replaced them, slowly building new civilisations around the Elder Race's ruins.[7a]

For reasons still hotly debated by her modern cult, Myrmidia then returned to the descendants of Tylos; however, she came not as a God, but as a mortal. Over the years, and many battles, she gathered great heroes to her side, and within a decade had bound all Estalia and Tilea under her rule, staving off all manner of invasions and rebellions.[7a]

The Cult of Myrmidia is split. To the east, there are the Tileans. They believe Myrmidia was born in Remas, and was therefore a Tilean. Importantly, they believe that Myrmidia, as a Tilean, conquered Estalia. However, the Estalians to the west believe Myrmidia was born in Magritta, and was therefore an Estalian. Similarly, they believe Myrmidia, as an Estalian, conquered Tilea.[7a]

Currently, Magritta is considered to be the heart of the Myrmidian religion, although the high temple in Remas undermines this at every turn. The Order of the Eagle’s leader is a Tilean woman; thus, the Tileans expected her to support Remas as the future centre of the cult. However, she controversially swore to accept the Estalian version of Myrmidia, and has moved to Magritta, where she is working hard to put this old division to rest.[7a]

In Estalia, like in Tilea, nearly everything is influenced by beloved Myrmidia, for she is not only appealed to in times of war and injustice, but in all matters, especially those concerning revenge, honour, and art, three aspects of her mortal life that have many legends attached to them.[7a]

There is a temple to Myrmidia in the citadel of every town and city of Estalia and in most cities of any substance there are multiple temples. Temples are also found in the southern parts of Bretonnia and the Empire, as well as in other places where southern mercenaries are commonly employed.[32a]

Myrmidian temples reflect the cult’s southern origins, borrowing architectural designs that in turn came from elven styles, whose ancient ruins dot the Tilean landscape. Marble columns illuminate circular rooms with domed roofs and spired towers; most have weapon halls and training rooms as well as pulpits.[31a]

Myrmidia’s main sacred day is called the Day of the Spear, a big event in Tilea and Estalia but a minor one in the Empire. Falling on 8th Jahrdrung, it commemorates Myrmidia’s greatest victory, when she vanquished a great army of daemons. Her followers mark this day with solemn prayers and recitals from her holy books. The event culminates with displays of martial prowess by Myrmidia’s most devout followers.[16a]

In Estalia, cultists of Myrmidia may slap their necks when they feel betrayed.[7]

Another deity that is still worshiped despite its antiquity is Solkan god of vengeance but his temples are forbidden in the duchy of Zaragoz.[15]

The Pantheon

Gods of Law

Old Gods

  • Manann - God of the sea and the son of Taal and Rhya.[7]
  • Morr - God of death and the husband of Verena.[7]
  • Rhya - Goddess of agriculture and birth and the wife of Taal.[7]
  • Taal - God of the wilds and the husband of Rhya.[7]
  • Ulric - God of the winter and primal spheres of war.[7]

Classical Gods

  • Clio - The minor goddess of history.[7]
  • Fury - Shieldmaiden of Myrmidia, venerated as a minor god.[7]
  • Khaine - God of murder and patron of the assassins, is the brother of Morr.[7]
  • Myrmidia - Goddess of warfare, strategy, beauty and honour, the daughter of Morr and Verena.[7]
  • Nahmud the Dark Maiden - Not a goddes but a woman rescued by Myrmidia who, in thanks, warned the Goddess of an ambush that lay ahead, and the resulting battle, the Massacre of the Three Gorges, proved to be the turning point in Myrmidia’s campaign.[7]
  • Ranald - God of trickery and thieves.[7]
  • Shallya - Goddess of mercy and healing, the daughter of Morr and Verena.[7]
  • Scripsisti - God of scribes and calligraphers, she's worshipped by several minor sects of Verena as one of her aspects.[7]
  • Verena - Goddess of justice and learning, the wife of Morr.[7]

Provincial Gods

  • O Prospero - God of merchants and traders. Ranald's less brother, sometime considered a mortal man. (Known as Handrich in the Empire).[7]
  • El Bicho del Mar - The predatory god of the storms, is the sworn enemy of the god of the sea Mathann and his followers, venerated mainly by pirate and from individuals that take advantage from death in the sea. (Known as Stromfels in the Old World).[7]


Warhammer Armies (3rd Edition)

There are many small realms in Estalia but none so powerful as the mighty kingdom of Bretonnia or the states of the Empire.[5a]

Devoted to their gods, Estalian folk and their armies are often accompanied by members of the various religious cult such as the Augurs of Morr and the Blessed Order of True Insight who help generals and their men with their divinations, and nearly every major noble has a prelate of Myrmidia accompanying his army.[7a][35a]

Mercenary Generals from the south fight by "Myrmidia’s Rites of War", one of these consist on sending employees with white robes during a fight to control the bodies to count the casulties and in search of survivors to carry to Field Surgeons. It was noted that generals from other countries don't always know these kind of rules and accept them just for show before a battle.[7a]

Another particularity is the use of Tercio formations, ranks of pikemen forming an impenetrable wall of sharp steel points, supported by swordsmen to the front and handgunners and crossbowmen to the sides.[18a]


Estalian and particularly the Kingdom of Magritta are deadly rivals of the Tileans. Both nations are inclined to think of the others as pirates, and sea battles between them are very common.[39a]

There is a strong tradition of seamanship and sea fighting amongst the coastal cities. For example, the fleets of Magritta effectively control the Southern Sea, patrolling against pirates and imposing an impromptu levy on trading ships of other nations.[39a]

Estalian man-o-war are forty-gunned Estalian galleons, the backbone of the Estalian navy, and the scourge of pirates. Slow and fat, heavy on the turn, but packed full of spite and thunder with close gun decks, tight spaced. They can do a wonder of hurt once in range. That’s the reason why many pirates switched to smaller, faster crafts. As there's no need to fight what you can outrun.[17a]


  • Estalian Caballeros - These are impoverished Estalian knights and freebooters who have left their decaying feudal estates to become soldiers of fortune. They wield lances and hand weapons.[1a]
  • Estalian Hombres Villanos - These are fierce, aggressive, sword and buckler men from Estalia, recruited from among the numerous cut-throats, bandits and renegades that inhabit that country.[1a]
  • Estalian Bandolleros Gringos - These are a notorious mercenary company of arquebusiers recruited originally in Estalia from among the local banditry but including fugitives and freebooters from many lands.[1a]

Notable Characters


Many travellers have been know to stay in Estalia for the warm weather and reasonably priced housing.[11a]

The Estalians have also established a colony by the name of Santa Magritta on the New World continent of Lustria.[10a]

In Estalia the Corridas are staged, mirroring the Spanish ones of the real world.[33a]

Josh Reynolds, author of part of the End Times pentalogy, responded to interested fans about the fate of Estalian kingdoms. Having never been published, this information is, however, to be considered non-canon and can be consulted in the article The Fall of Estalia.

Estalia's location, background, and culture correspond with that of medieval and Renaissance-era Spain and Portugal.

See Also


  • 1: Warhammer Fantasy Battles (3rd Edition)
    • 1a: pg. 201
  • 2: Warhammer: Battle Bestiary (4th Edition)
    • 2a: pg. 10
  • 3: Warhammer Battle Book (5th Edition)
    • 3a: pg. 48
  • 4: Warhammer Fantasy Battles (6th Edition)
    • 4a: pg. 166
  • 5: Warhammer Fantasy Battles (7th Edition)
    • 5a: pg. 152
  • 6: Warhammer Fantasy Roleplay 2nd Edition: Core Rulebook
    • 6a: pg. 38
    • 6b: pp. 224-225
  • 7: Warhammer Fantasy Roleplay 2nd Edition: Tome of Salvation
    • 7a: pp. 40-44
    • 7b: pp. 198-200
  • 8: Warhammer Fantasy Roleplay 2nd Edition: Night's Dark Masters
    • 8a: pg. 12
  • 9: The End Times Vol. II: Glottkin
  • 10: Town Cryer, Issue 15
  • 11: Warhammer Fantasy Roleplay 2nd Edition: Companion
  • 12: Marienburg, Sold Down The River (1st Edition Fantasy Roleplay)
  • 13: The Rise of the Horned Rat (Novel) by Guy Haley
    • 13a: Chapter 0: "Prologue"
  • 14: Warhammer Fantasy RPG 2nd ED -- Old World Armoury
  • 15: Brunner the Bounty Hunter - Omnibus C. L. Werner (Novel)
  • 16: Sigmar's Heirs - A Guide to the Empire (2nd Edition Fantasy Roleplay)
  • 17: Fell Cargo (Novel)
    • 17a: Chapter 17
  • 18: Monstrous Arcanum
  • 19: Knights of the Grail - A Guide to Bretonnia
  • 20: Man O' War: Corsair (Videogame)
  • 21: Warhammer Armies: Dogs of War (5th Edition)
    • 21a: pg. 86 (Tilea Map)
    • 21b: pg. 87-89
  • 22: Games Workshop - Estragon's Island: A Warhammer Games mastered campaign - Background (Archived)
  • 23: Island of Blood (supplement)
  • 24: Omens of War - Advanced Combat and Warriors (3rd Ed)
  • 25: The Winds of Magic - Advanced Magic & Wizardry
  • 26: Tome of Mysteries - A Guide to Wizards & Magic
  • 27: Warhammer Fantasy Roleplay: Children of the Horned Rat (2nd Edition)
  • 28: Warhammer Armies: Skaven (4th Edition)
    • 28a: pg. 34-35 (The Skaven Under-Empire Map)
  • 29: Warhammer: Vermintide II (Videogame)
  • 30: White Dwarf #310, Return of the Lichemaster
  • 31: Tome of Blessings - A Guide to Priests & Religion
  • 32: Warhammer Fantasy Roleplay - Rulebook (RPG 2nd ED)
  • 33: The Two Crowns of Ras Karim (Novel by Nathan Long)
  • 34: Realms Of Sorcery, (1st Edition Fantasy Roleplay)
  • 35: Career Compendium (2nd Edition Fantasy Roleplay)
  • 36: Warhammer Fantasy Roleplay 1st Edition: Realm Of Chaos - The Lost & The Damned (RPG)
  • 37: Warhammer Fantasy Roleplay 1st Edition: Realm Of Chaos - Slaves To Darkness (RPG)
  • 38: Warhammer Fantasy Battle: Rulebook (6th Edition)
  • 39: Warhammer Fantasy Battles (3rd Edition)
  • 40: Town Cryer, Issue 9