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]

History

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

The End Times

Warhammer-Template-Spoilers.png
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]

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]

Geography

A detailed mosaic of Estalia.

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]

Politics

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

Marienburg

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]

Society

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]

Religion

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]

Military

Warhammer Armies (3rd Edition)

  • 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]

Trivia

  • 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 location, background, and culture correspond with that of medieval and Renaissance-era Spain.

Sources

  • 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. 198-199
  • 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"
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