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Aversions aren't examples and shouldn't be listed as such.


* FantasyGunControl: Averted; In defiance of the real-world misconception that Samurai found guns to be "dishonorable," the Nipponese have happily added gunpowder weapons into their arsenal.
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This is why we write in the present tense.


Besides Grand Cathay, two other major human nations are known to exist at the eastern end of the world; the fractured city-states that comprise the Kingdoms of Ind and the isolationist island nation of Nippon. Precious little is known of them, but the lands they have influence over will be central to the upcoming ''Total War: Warhammer III''.

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Besides Grand Cathay, two other major human nations are known to exist at the eastern end of the world; the fractured city-states that comprise the Kingdoms of Ind and the isolationist island nation of Nippon. Precious little is known of them, but the lands they have influence over will be central to the upcoming ''Total War: Warhammer III''.

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* DuelToTheDeath: Honour duels are an important part of Estalian culture. Unlike the nobles of the Empire, Estalian nobles prefer duels on foot, using rapiers.

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* DuelToTheDeath: Honour duels are an important part of Estalian culture. Unlike the nobles of the Empire, Empire (who settle duels with pistols) or Bretonnia (where jousting is preferred), Estalian nobles prefer perform their honor duels on foot, foot using rapiers.



** Khazrak One-Eye in the first two games, and Morghur Shadowgave in the third, start their campaigns in Estalia.
** With the ''Prophet and the Warlock'' expansion, Ikit Claw starts the combined campaign in Skavenblight, situated between Estalia and Tilea.
** Aranessa Saltspite of the Vampire Coast begins the combined campaign controlling Sartosa, off the coast of Tilea.
** In the third game's combined campaign, Skrag the Slaughterer starts in the Border Princes settlement of Myrmidens, in lore the largest realm of the Confederacy.
* VestigialEmpire: Like Bretonnia, Tilea was built on old elven ruins.

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** Khazrak One-Eye in the first two games, and Morghur Shadowgave in the third, start their campaigns in Estalia.
Estalia, which must be burned as part of their short campaign victory requirements.
** With the ''Prophet and the Warlock'' expansion, Ikit Claw starts the combined campaign in Skavenblight, situated between Estalia and Tilea.
Tilea (which must both be destroyed to satisfy the short campaign victory).
** Aranessa Saltspite of the Vampire Coast begins the combined campaign controlling Sartosa, off which is connected to Tilea by a ford crossing. Ironically, she's the coast of Tilea.
only character to start in the Southern Realms who doesn't strictly ''need'' to conquer her neighbor (Sartosa is its own province, and her short campaign requires her to go after the Dreadfleet instead), but she begins the game at war with Tilea regardless.
** In the third game's combined campaign, Skrag the Slaughterer starts in the Eastern Border Princes settlement of Myrmidens, in lore province, and his short campaign victory requires the largest realm of the Confederacy.
* VestigialEmpire: Like Bretonnia, Tilea was built on old elven ruins.
Border Princes faction to be destroyed.
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* {{Ninja}}: One of the very few things we know about Nippon is that Skaven Clan Eshin picked up their ninja skills there.
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** Un-Inverted in ''Immortal Empires'' in a fashion as Araby, or at least it's lands, have been reinforced/occupied by the Cult of Sigmar under Volkmar the Grim. While the Arabyan people may no longer be independent, they are in a much more secure position.

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** Un-Inverted in ''Immortal Empires'' in a fashion as Araby, or at least it's its lands, have been reinforced/occupied by the Cult of Sigmar under Volkmar the Grim. While the Arabyan people may no longer be independent, they are in a much more secure position.

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* AmbiguousInnocence: The Kingdoms of Ind have an interesting relationship with the local Beastmen tribes; they openly worship them, making offerings of meat and rice to them to keep them appeased and are forbidden to harm them in any way. The funny thing is, it seems to work as there have been several accounts of Beastmen forces coming to the rescue of Indan villages. Whether or not this makes the Kingdoms unknowing Chaos worshipers or if the force of their beliefs is sort-of re-corrupting the local tribes is as of yet unclear.
* {{Expy}}: If Nippon is ever depicted as anything other than a Cathay-clone (see; the Southern nations above) then expect the bulk of its conventional roster to come straight from the clan factions of ''Shogun 2''.
* HorrifyingTheHorror: One of the items the player can claim is a small Ind statue of one of their gods. From the flavor text one can read that the minions of Chaos are absolutely horrified of it despite it being a small statue. YOU HEARD THAT RIGHT. There is something in Ind that can make the servants of the Dark Gods afraid.

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* AmbiguousInnocence: The Kingdoms of Ind have an interesting relationship with the local tiger-headed Beastmen tribes; they openly worship them, making offerings of meat and rice to them to keep them appeased and are forbidden to harm them in any way. The funny thing is, Amazingly, it seems to work ''work'', as there have been several are accounts of Beastmen tiger-men forces coming to the rescue of Indan villages. Whether or not this makes On the Kingdoms unknowing Chaos worshipers or if flip side, one relic of Ind the force player can acquire is a small statuette of their beliefs is sort-of re-corrupting an unnamed Indan deity that [[HorrifyingTheHorror instinctively frightens servants of Chaos]], implying the local presence of something quite powerful that keeps the Ruinous Powers at bay.
* CatFolk: Ind is home to a mysterious species of beastmen that possess the attributes of tigers and other big cats, rather than caprids and bovines as seen in the west. Raids across the border by these tiger-men
tribes is said to be one of the many threats to Cathay's embattled southern provinces, but the human peoples of Ind seem to successfully co-exist with them, even regarding the beastmen as of yet unclear.
*
sacred creatures.
%%*
{{Expy}}: If Nippon is ever depicted as anything other than a Cathay-clone (see; the Southern nations above) then expect the bulk of its conventional roster to come straight from the clan factions of ''Shogun 2''.
* HorrifyingTheHorror: One of the items the player can claim is a small Ind statue statuette of one of their Ind's yet-nameless gods. From the flavor text one can read that text, the minions of [[EldritchAbomination the Chaos Gods]] are absolutely horrified of it despite it being a small statue. YOU HEARD THAT RIGHT. There is something in Ind that can make terrified by the servants sight of the Dark Gods afraid.it, for reasons unknown.



* FantasyGunControl: Averted; In defiance of the real-world misconception that Samurai found guns to be "dishonorable" the Nipponese have happily added gunpowder weapons into their arsenal.

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* FantasyGunControl: Averted; In defiance of the real-world misconception that Samurai found guns to be "dishonorable" "dishonorable," the Nipponese have happily added gunpowder weapons into their arsenal.
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* TookALevelInBadass: As of ''Immortal Empires'' both The Empire and Bretonnia have Legendary Lords in Lustria, which has put the human presence on that continent in a much stronger position.


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** Un-Inverted in ''Immortal Empires'' in a fashion as Araby, or at least it's lands, have been reinforced/occupied by the Cult of Sigmar under Volkmar the Grim. While the Arabyan people may no longer be independent, they are in a much more secure position.

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* ThrowAwayCountry: The marauding Beastmen race (if led by Khazrak the One-Eye) can start the Grand Campaign in Estalia, and their bonus objectives for the first chapter involve razing the place to the ground. In addition, with the release of the Prophet and the Warlock dlc, both Estalia and Tilea have [[FromBadToWorse found themselves]] among the first targets for Ikit Claw and Clan Skyre.

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* ThrowAwayCountry: The marauding Beastmen race (if led by As factions with no real importance to speak of, the Southern Realms have increasingly become little more than real-estate for playable characters to gobble up:
**
Khazrak the One-Eye) can start the Grand Campaign One-Eye in Estalia, and their bonus objectives for the first chapter involve razing two games, and Morghur Shadowgave in the place to third, start their campaigns in Estalia.
** With
the ground. In addition, with the release of the Prophet ''Prophet and the Warlock dlc, both Warlock'' expansion, Ikit Claw starts the combined campaign in Skavenblight, situated between Estalia and Tilea have [[FromBadToWorse found themselves]] among Tilea.
** Aranessa Saltspite of
the first targets for Ikit Claw and Clan Skyre. Vampire Coast begins the combined campaign controlling Sartosa, off the coast of Tilea.
** In the third game's combined campaign, Skrag the Slaughterer starts in the Border Princes settlement of Myrmidens, in lore the largest realm of the Confederacy.
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Added some

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* HorrifyingTheHorror: One of the items the player can claim is a small Ind statue of one of their gods. From the flavor text one can read that the minions of Chaos are absolutely horrified of it despite it being a small statue. YOU HEARD THAT RIGHT. There is something in Ind that can make the servants of the Dark Gods afraid.
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** Each of the Southern Realms is a collection of city-states and petty kingdoms that are as independent from each other as they are from the major factions, united at most by shared culture -- and in the case of the Border Princes, not even that. The game treats each of them as singular factions for simplicity's sake.

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** Each of the Southern Realms is a collection of city-states and petty kingdoms that are as independent from each other as they are from the major factions, united at most by shared culture -- and in the case of except the Border Princes, not who are a mix of basically every Old World human culture with a smattering of Dwarfs and Elves also thrown in. The Estalian and Tilean regions at least have a few prominent city-states large enough to justify making single-settlement minor factions, but the Border Princes don't even that. have that; there are literally hundreds of them, each ruling on average only about 10,000 subjects (able to support around 100 soldiers and marginally more militia on a medieval economy), and with their highest level of unity being occasional loose coalitions of a few dozen such microstates.[[note]]The WFRP 2e book "Renegade Crowns", p. 42-44, gives more detail. An average Border Prince holds 80 to 150 map squares of 16 square miles each (115 squares/1,840 square mile median), centered around a single town with a population of 1,000 + (3d10 x 100) people (2,800 median). Most of the population will live in villages, with about 1 village per 4 squares (29 for 115 squares), each village having a population of 3d10 x 10 (average 180, total 180 x 29 = 5,220). The remainder of the population live in homesteads of 3d10 people; the number of these isn't stated, but should comprise maybe a fifth of the population extrapolating from real world mediecal European demographics. A total of a little over 10,000 people.[[/note]] The game treats each of them as singular factions for simplicity's sake.
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** Sartosa bears some similarities to the Nassau Pirate Republic, although it's located closer to the Mediterranean equivalent than the Bahamas.

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** Sartosa bears some similarities to the Nassau Pirate Republic, although it's located closer to the Mediterranean equivalent where Sicily would be rather than the Bahamas.Bahamas. Which is appropriate, as Sicily and nearby Malta were ''also'' big pirate bases during the early modern era.

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