Estalia is a parched realm of Men that is located south of Bretonnia[2a][5a] and southwest of the Empire.[6a] The hot, dry lands of Estalia are not united under one crown.[3a] Instead, they are ruled by many tiny kingdoms, few of which are known beyond the confines of Estalia itself.[2a][5a]
- 1 History
- 2 Geography
- 3 Politics
- 4 Society
- 5 Currency
- 6 Religion
- 7 Military
- 8 Notable Characters
- 9 Trivia
- 10 See Also
- 11 Gallery
- 12 Sources
- "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 1448 IC [7b], a huge army of Arabyans landed in Estalia and conquered much of the region, including the city of Magritta. 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 for its natives.[6b]
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]
The End Times
Attention, Empire Citizens!
This article contains information regarding the End Times, the actual canon ending of Warhammer.
- "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]
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. 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. 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]
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]
An 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.
- Aguilas - A great city-port.
- Alboran Road - A road between Belmoz and Ubrique.
- Alquézaro - A city-port.
- Almagora - A great city-port.
- Azuara - An inland city.
- Barboza - A great city-port.
- Bay of Quietude.
- Belmoz - A city-port.
- Belmoz - An inland city.
- Bilbali - Capital city-port.
- Borgas - An inland city.
- Cantabrio Road - Road that links Bilbali to Barboza.
- Cebreros - An inland city.
- Céfiro Hills - A group of hills.
- Chelvén - An inland city.
- Cuerno Road - Road between Jávea and Almagora.
- Diamanterra - A great city-port.
- Durango - A settlement in the Irrana Mountains.
- 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.
- Feroz Hills - A group of hills.
- Geulata - A petty Kingdom.
- Golfo de Bidouze - A gulf.
- Graus - A city-port.
- Great Ocean - The great ocean to the weast.
- Gualcazar - An inland city.
- Guaniar - A settlement in the Irrana Mountains.
- Irrana Mountains - One of the two mountain ranges of the peninsula.
- Jaraiz - An inland city.
- Jávea - A city-port.
- Larhgoz - A petty Kingdom.
- Llaqueno - A settlement in the Irrana Mountains.
- Los Cabos - A city-port.
- Magritta - Capital city-port.
- Miramar Hills - A group of hills.
- Molena - An inland city.
- Monteñas - An inland city.
- Muros - An inland city.
- Nerja - A city-port.
- Pajena - A settlement in the Irrana Mountains.
- Piña Wood - One of the two main forests of the peninsula.
- Potes - An inland city.
- Ragaños - A castle in the Abasko Mountains.
- Reas - A settlement in the Irrana Mountains.
- River Eboro - A river.
- River Guadariz - A river.
- River Riaza - A river.
- River Tagos - A river.
- River Tarmos - A river.
- San Luis - A city-port.
- San Pedro del Sur - A city-port.
- Serpicio - A settlement in the Irrana Mountains.
- Shagún - An inland city.
- Siernos - An inland city.
- Sitges - A city-port.
- Solsona - An inland city.
- Sombra Wood - One of the two main forests of the peninsula.
- Southern Sea - The sea that divides the south of Estalia from Araby.
- Tobaro Road - A road that start from Jávea to the Tiean city of Tobaro.
- Torrosa - A city-port.
- Tramonto Pass - A pass between Estalia and the Tilean territory of the peninsula.
- Ubrique - A city-port.
- 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.
- Vizeaya - A great city-port.
- Zaragoz - An inland city.
- 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]
- Cavorna archipelago - South of Tobaro and north to Sartosa lies the Cavorna archipelago, theatre of the War of Beasts.
- Cera-Scuro - An island where a pirate stronghold is located, sieged by the Braganza's Besiegers.
- Golfo di Fodore - A Gulf in the Tilean Sea.[21a]
- Gorgon's Ola - An island in the Tilean Sea.[21a]
- Isla d'Azure - An island known as a pirate-friendly harbor.
- Isle of Grief - Accursed island in the far south of the Cavorna archipelago.
- Isles of the Sirens - A group of isles.
- 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.
- Skavenblight - Skaven stronghold.[21a]
- Tobaro - A Tilean Port City-State.[21a]
- 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.
- Vedenza - A Tilean Port City-State.
- Isla de Sangre - A vulcanic island.
- Island of Blood - An island protected by the High Elves.
- 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.
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]
- "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]
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.[12a] This might be seen as an exaggeration, but after centuries of friction between the two populations it might not be so far from reality. 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.
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]
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]
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 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
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]
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]
Another deity that is still worshiped despite its antiquity is Solkan god of vengeance.
Gods of Law
- Manann - God of the sea and the son of Karnos and Ishea.
- Morr - God of death and the husband of Verena.
- Rhya - Goddess of agriculture and birth and the wife of Karnos.
- Taal - God of the wilds and the husband of Ishea.
- Ulric - God of the winter and primal spheres of war.
- Clio - The minor goddess of history.
- Fury - Shieldmaiden of Myrmidia, venerated as a minor god.
- Khaine - God of murder and patron of the assassins, is the brother of Morr.
- Myrmidia - Goddess of warfare, strategy, beauty and honour, the daughter of Morr and Verena.
- 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.
- Ranald - God of trickery and thieves.
- Shallya - Goddess of mercy and healing, the daughter of Morr and Verena.
- Scripsisti - God of scribes and calligraphers, she's worshipped by several minor sects of Verena as one of her aspects.
- Verena - Goddess of justice and learning, the wife of Morr.
- O Prospero - God of merchants and traders. Ranald's less brother, sometime considered a mortal man. (Known as Handrich in the Empire).
- 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. He's openly workshipped in Sartosa. (Known as Stromfels in the Old World).
Estalian folk are devoted to their gods, 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.[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 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]
- 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]
- 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.
- 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
- 7: Warhammer Fantasy Roleplay 2nd Edition: Tome of Salvation
- 8: Warhammer Fantasy Roleplay 2nd Edition: Night's Dark Masters
- 8a: pg. 12
- 9: The End Times Vol. II: Glottkin
- 9a: pg. 4
- 10: Town Cryer, Issue 15
- 10a: pg. 17
- 11: Warhammer Fantasy Roleplay 2nd Edition: Companion
- 12: Marienburg, Sold Down The River (1st Edition Fantasy Roleplay)
- 12a: pg. 24
- 13: The Rise of the Horned Rat (Novel) by Guy Haley
- 13a: Chapter 0: "Prologue"
- 14: Warhammer Fantasy RPG 2nd ED -- Old World Armoury
- 14a: pg. 8
- 15: Brunner the Bounty Hunter - Omnibus C. L. Werner (Novel)
- 16: Sigmar's Heirs - A Guide to the Empire (2nd Edition Fantasy Roleplay)
- 16a: pg. 31-37
- 17: Fell Cargo (Novel)
- 18: Monstrous Arcanum
- 18a: pg. 7
- 19: Knights of the Grail - A Guide to Bretonnia
- 19a: pg. 29
- 20: Man O' War: Corsair (Videogame)
- 21: Warhammer Armies: Dogs of War (5th Edition)
- 21a: pg. 86 (Tilea Map)
- 22: Games Workshop - Estragon's Island: A Warhammer Games mastered campaign - Background (Archived)
- 23: Island of Blood (supplement)