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The Tilean Sea separates the peninsula of  from  in the southern

The Tilean Sea separates the peninsula of Tilea from Estalia in the southern Old World.[1e]

The Tilean Sea, also known as the Tilea Sea[8a], is the warm and placid sea that separates the peninsula of Tilea from Estalia in the southern realms of the Old World. It is sometimes tempestuous, but only treacherous around the rocky islands of the coast south of Tobaro, and in the Pirates' Current. Apart from this, the sea is calm and easy sailing for small ships and sleek galleys. This has greatly benefited trade around the sea between the Tilean cities, but it has also made the coast vulnerable to pirates, Corsairs of Araby and raiders from as far away as Norsca and even Naggaroth.[1b]

Many years ago the Elves of Ulthuan were attracted to the shores of the Tilean Sea where they founded several colonies as part of their trading network in the Old World.[1a]

Miragliano, Remas, Luccini and Sartosa dominate the eastern side of the Tilean Sea, while Tobaro is the only great Tilean city on the western shores of the sea, the coastal plains are bordered on all sides by steep mountains, forming natural defences against invaders from the ground. In the west, the Abasko Mountains fall sheer into the sea, offering little scope for settlement. The coast itself is rocky and treacherous, so that only the experienced sailors of the city-states can safely traverse them.[2a]

Old Trade Routes[]

Exploratory journeys and  of the  and  of

Exploratory journeys and trade routes of the merchants and explorers of Tilea.[1c]

Expansion of Tilean Trade[]

Even from the earliest times the Tileans were sailing to and from across the Tilean Sea in primitive skin boats. After contact with the Elves they developed swift, oared galleys, and soon became proficient sailors. Prior to the Araby Crusades, the Tilean Sea was plagued by corsairs and pirates, but afterwards the Tileans gained the upper hand and swept these troublemakers from their waters.[1a]

From this time Tilean seafarers were able to venture further afield. Following the defeat of Sultan Jaffar by Old World crusaders, Tilean merchants gained access to the ports of Araby which in turn opened gateways to the west and south. Later still, Tilean ships were seen in the all the ports of the Old World, carrying exotic merchandise from Araby and the lands beyond.[1a]

High Elven Trade[]

The High Elves had never completely abandoned the oceans around the Old World even though they had deserted their ancient colonies on the mainland. When the tribes of Men developed into states with their own cities, the High Elves were ready to resume contact. At the same time Tilean trade with the Dwarfs to the east was flourishing. Most of this trade was conducted overland.[1a]

The main concern of the Tilean merchants has always been expanding their business, or, to put it bluntly, making money. Most of the successful merchants not only attempted to secure the old trade routes, but were interested in opening up new ones. The oldest trade routes where the sea route to Ulthuan, the land route across the mountains to the Dwarf empire of Karaz Ankor, the extension of this route across the mountains and into the Empire, and the route across the Tilean Sea to Tobaro.[1a]

Notable Locations[]

A map of the Tilean Sea as depicted in . Each location's name matches those used in the game. The symbols depicting which faction is patrolling each area represents their positions in 2517  but are subject to minor changes as the game's campaign progresses

A map of the Tilean Sea as depicted in Man O' War: Corsair. Each location's name matches those used in the game. The symbols depicting which faction is patrolling each area represents their positions in 2517 IC but are subject to minor changes as the game's campaign progresses.[3a][Note 1]

  • Dark Wine Sea - The Dark Wine Sea is the stretch of the Tilean Sea that encompasses the western coast of the isle of Sartosa.[3a]
  • Lucan's Bay - Lucan's Bay is the bay located to the south of the city-state of Luccini. Its name derives from one of the legendary founders of the city-state. The city itself takes its name from Luccina, who was considered a powerful wizard, while her brother Lucan was a skilled warrior.[1d][3a]
  • Luccina's Bay - Luccina's Bay is the bay upon which the city of Luccini was established.[3a] It's name derives from one of the legendary founders of the city-state. The city itself takes its name from Luccina, who was considered a powerful wizard, while her brother Lucan was a skilled warrior.[1d]
  • Pirate's Current - The Pirate's Current is a deadly current of the Tilean Sea which makes it impossible for any ship to land on the north side of the island of Sartosa.[3a][6a]

Notable Borders to the West[]

These territories are located between the Tilean Sea and the Southern Sea.[3a]

  • Fool's Point- Fool's Point is a cluster of isles located between the Southern Sea and the Tilean Sea.[3a]
  • Southern Sea- The Southern Sea is a body of water that lies to the south-east of the continent of the Old World. It is one of the most heavily trafficked maritime regions in the Known World. It surrounds the Estalian peninsula and is touched by the Tilean Sea to the east, the Middle Sea to the north, the Arabyan Gulf to the south, and the Great Ocean to the west.[3a][4a][5a]

Notable Borders to the East[]

These territories are located between the Tilean Sea and the Black Gulf.[3a]

  • Black Gulf - The north-western coast of the Badlands and the eastern cost of the Black Peninsula border the Black Gulf, a vicious sea that is notoriously difficult to navigate. Only the Dwarfs can trundle up and down the straits with constant regularity, as their ships' iron hulls and steam-driven paddles are somewhat immune to the ripping tides and deadly currents that swirl underneath the dark water. That's not to say the ships of other peoples cannot sail upon the Black Gulf, but they must be master seamen to do so, or else they will find their vessels quickly torn asunder.[3a][7a]

Trivia[]

The Tilean Sea is analogous to the real world Mediterranean Sea, a sea that connects three continents -- Europe, Africa and Asia. The Mediterranean is almost completely enclosed by land: to the north by Southern Europe and Anatolia, to the south by North Africa, and on the east by the Levant in South-west Asia.

Notes[]

Sources[]

  • 1: Warhammer Armies: Dogs of War (5th Edition)
    • 1a: pp. 87-89
    • 1b: pg. 76
    • 1c: pg. 91
    • 1d: pg. 44
    • 1e: pg. 86
  • 2: Warhammer Fantasy Battles (3rd Edition)
    • 2a: pg. 201
  • 3: Man O' War: Corsair (PC Game)
    • 3a: Campaign map
  • 4: Warhammer Fantasy Roleplay 4th Edition: Sea of Claws (RPG)
    • 4a: pg. 84
  • 5: Warhammer Fantasy Roleplay 1st Edition: Rulebook (RPG)
    • 5a: pg. 272
  • 6: Warhammer Fantasy Roleplay 1st Edition: Core Rulebook (RPG)
    • 6a: pg. 280
  • 7: Warhammer: Blood in the Badlands (8th Edition)
  • 8: Warhammer Fantasy Roleplay 2nd Edition: Tome of Corruption (RPG)