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** Bretonnian Knights live by an all-encompassing code of chivalry that disdains all missile weapons as cowardly and ignoble. None of them would ever dream of using a crossbow, handgun or even a hand-drawn bow. What prevents this from being HonorBeforeReason is a) they have no problem allowing their peasant retainers to bring longbows and trebuchets to provide fire support, and b) the magic of the Lady of the Lake makes them ImmuneToBullets. And of course, [[SarcasmMode the fact that the Bretonnian nobility want to keep point-and-kill boomsticks out of the hands of their oppressed peasant underlings has absolutely, positively nothing to do with it]]. The basic code of conduct for Bretonnian Knights in ''TabletopGame/WarhammerFantasyRoleplay'' includes a ban on gunpowder weapons; in fact, none of the knightly careers give you proficiency in them.
*** ''Not'' the case however with the Bretonnian Navy, as the ExactWords of the Bretonnian code of chivalry prevents the use of guns ''on Bretonnian soil''; on the open seas, they toss cannonballs around like the Empire can (and are in fact the most powerful navy around thanks to the rows on rows of cannon).

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** Bretonnian Knights live by an all-encompassing code of chivalry that disdains all missile weapons as cowardly and ignoble. None of them would ever dream of using a crossbow, handgun or even a hand-drawn bow. What prevents this from being HonorBeforeReason is a) they have no problem allowing their peasant retainers to bring longbows and trebuchets to provide fire support, and b) the magic of the Lady of the Lake makes them ImmuneToBullets. And of course, [[SarcasmMode the fact that the Bretonnian nobility want to keep point-and-kill boomsticks out of the hands of their oppressed peasant underlings has absolutely, positively nothing to do with it]]. The basic code of conduct for Bretonnian Knights in ''TabletopGame/WarhammerFantasyRoleplay'' includes a ban on gunpowder weapons; in fact, none of the knightly careers give you proficiency in them.
*** ''Not''
them. Not the case however case, however, with the Bretonnian Navy, as the ExactWords of the Bretonnian code of chivalry prevents the use of guns ''on Bretonnian soil''; on the open seas, they toss cannonballs around like the Empire can (and are in fact the most powerful navy around thanks to the rows on rows of cannon).



* {{Foil}}: In a way, the two human kingdoms are a continuing proxy for the Asur and the Dawi. The Empire met the Dwarfs early on in their history and eagerly took up their technological innovations, [[FirearmsAreRevolutionary chiefly gunpowder]]. Their neighbours Bretonnia frequently trade with Ulthuan and styles its culture on the old Asur colonies, [[spoiler:and is still being manipulated by the perfidious elves of Athel Loren to be used as a buffer state]], and consequently [[FirearmsAreCowardly they hold technology and firearms in disdain]]. An Empire nobleman might scoff at a Bretonnian and ask "Why don't you use guns?" and the Bretonnian will counter by pointing across the sea and saying "They do not use them and neither do we, the Lady shields us from them." [[ImmuneToBullets And she does.]]

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* {{Foil}}: In a way, the two human kingdoms are a continuing proxy for the Asur and the Dawi. The Empire met the Dwarfs early on in their history and eagerly took up their technological innovations, [[FirearmsAreRevolutionary chiefly gunpowder]]. Their Its neighbours Bretonnia frequently trade trades with Ulthuan and styles its culture on the old Asur colonies, [[spoiler:and is still being manipulated by the perfidious elves of Athel Loren to be used as a buffer state]], and consequently [[FirearmsAreCowardly they hold technology and firearms in disdain]]. An Empire nobleman might scoff at a Bretonnian and ask "Why don't you use guns?" and the Bretonnian will counter by pointing across the sea and saying "They do not use them and neither do we, the Lady shields us from them." [[ImmuneToBullets And she does.]]



** The Bretonnian cult of the Lady uses a lot of KnightInShiningArmor imagery and is based on the Arthurian mythos and drinking from a light-filled grail, but the Cult is in service to maintaining Bretonnia's brutal feudal society: Peasants cannot join it or be blessed by the Lady by default.

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** The Bretonnian cult of the Lady uses a lot of KnightInShiningArmor imagery and is based on the Arthurian mythos and drinking from a light-filled grail, but the Cult is in service to maintaining Bretonnia's brutal feudal society: Peasants peasants cannot join it or be blessed by the Lady by default.



** Bretonnian wizards are also overwhelmingly women, though in this case it's because -save for a few scions of wealthy families sent to the Empire's colleges of magic- magically adept children are usually taken from their homes by servants of the Lady of the Lake; the girls sometimes return years later as powerful spellcasters... but no boy has ever returned.

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** Bretonnian wizards are also overwhelmingly women, though in this case it's because -save for a few scions of wealthy families sent to the Empire's colleges of magic- magic -- magically adept children are usually taken from their homes by servants of the Lady of the Lake; the girls sometimes return years later as powerful spellcasters... but no boy has ever returned.



* OurMagesAreDifferent: Magic in ''Warhammer'' comes from the Winds of Magic, drifts of PureEnergy, that blow throughout the world. The Lizardmen Slann and all three subraces of Elves are the most adept at it, being able to use Magic in its purest form -- the Slann and High Elves use the Lore of High Magic, while the Dark Elves use the Lore of Dark Magic, and the Wood Elves use both. However, these lores are generally too much for most races to handle. The Empire therefore fields Battle Wizards who break the Winds of Magic down into their composite lores -- the Lores of [[TheBeastmaster Beasts]], [[DarkIsNotEvil Death]], [[PlayingWithFire Fire]], [[StarPower Heavens]], [[GreenThumb Life]], [[LightEmUp Light]], [[ExtraOreDinary Metal]] and [[CastingAShadow Shadows]] -- and specialise in the use of one. They were taught how to do this by some charitable-feeling High Elves. Bretonnian mages -- Damsels and Prophetesses of the Cult of the Lady -- follow suit with a much more limited pool. The lores used by {{Necromancer}} types -- the Lores of Vampires and Undeath -- are culled from the Lore of Dark Magic, [[PredecessorVillain Nagash]] having tortured the knowledge out of some Dark Elves he came across and wrote several books on the subject which are still in high demand today despite being illegal. The Tomb Kings use their own necromantic arts -- the Lore of Nehekhara -- to maintain their armies on the battlefield. The Orcs & Goblins and Ogre Kingdoms also use their own lores based on their religious beliefs -- the Lore of da Big/Little WAAAGH! and the Lore of the Great Maw, respectively. Each Chaos God has a Lore of Magic associated with him too apart from Khorne, who DoesNotLikeMagic; they are, unsurprisingly, the Lores of Tzeentch, Nurgle and Slaanesh, and only Daemons or mortal Chaos worshippers can channel them.

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* OurMagesAreDifferent: Magic in ''Warhammer'' comes from the Winds of Magic, drifts of PureEnergy, PureEnergy that blow throughout the world. The Slann Mage-Priests of the Lizardmen Slann and all the three subraces of Elves are the most adept at using it, being able to use Magic in its purest form -- the Slann and High Elves use the Lore of High Magic, while the Dark Elves use the Lore of Dark Magic, and the Wood Elves use both. However, these lores are generally too much for most races to handle. The Empire therefore fields Battle Wizards who break the Winds of Magic down into their composite lores -- the Lores of [[TheBeastmaster Beasts]], [[DarkIsNotEvil Death]], [[PlayingWithFire Fire]], [[StarPower Heavens]], [[GreenThumb Life]], [[LightEmUp Light]], [[ExtraOreDinary Metal]] and [[CastingAShadow Shadows]] -- and specialise in the use of one. They were taught how to do this by some charitable-feeling High Elves. Bretonnian mages -- Damsels and Prophetesses of the Cult of the Lady -- follow suit with a much more limited pool. The lores used by {{Necromancer}} types -- the Lores of Vampires and Undeath -- are culled from the Lore of Dark Magic, [[PredecessorVillain Nagash]] having tortured the knowledge out of some Dark Elves he came across and wrote several books on the subject which are still in high demand today despite being illegal. The Tomb Kings use their own necromantic arts -- the Lore of Nehekhara -- to maintain their armies on the battlefield. The Orcs & Goblins and Ogre Kingdoms also use their own lores based on their religious beliefs -- the Lore of da Big/Little WAAAGH! and the Lore of the Great Maw, respectively. Each Chaos God has a Lore of Magic associated with him too apart from Khorne, who DoesNotLikeMagic; they are, unsurprisingly, the Lores of Tzeentch, Nurgle and Slaanesh, and only Daemons or mortal Chaos worshippers can channel them.



** Brettonia actively enforces this, as women aren't allowed personal rights of any kind by law. Exceptions are the Damsels of the Cult of the Lady which are allowed more autonomy and are exempt from Brettonia's laws, they are expected to serve within the State Religion for life. Since women aren't allowed to ride horses, they cannot take questing vows and thus usually can't become Grail Knights. However there have been instances where the Lady of the Lake has blessed women herself and thus became Grail Knights. One notable example is Repanse de Lyonesse, who was but a peasant but became nobility the second she received the Lady's Blessing.

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** Brettonia Bretonnia actively enforces this, as women aren't allowed personal rights of any kind by law. Exceptions are the Damsels of the Cult of the Lady which are allowed more autonomy and are exempt from Brettonia's laws, they are expected to serve within the State Religion for life. Since women aren't allowed to ride horses, they cannot take questing vows and thus usually can't become Grail Knights. However there have been instances where the Lady of the Lake has blessed women herself and thus became made them Grail Knights. One notable example is Repanse de Lyonesse, who was but a peasant but became nobility the second she received the Lady's Blessing.
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* SpecialOccasionsAreMagic: {{Justified|Trope}} with Geheimnisnacht and Hexensnacht, the nights when the [[WeirdMoon Chaos Moon Morrslieb]] is closest to the world. Its influence causes {{Lunacy}}, WildMagic, and [[ThinDimensionalBarrier otherworldly incursions]], so holiday observances mostly focus on staying safe indoors.

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* EnchantedForest:
** The Wood Elves reside in Athel Loren, a magical forest filled with forest spirits, from cruel dryads and vicious fairies to mighty {{tre|ants}}emen and forest dragons. Magic is thick in Athel Loren, and time flows oddly -- if the Wood Elves don't kill trespassers, then they'll likely end up getting lost in the forest for days and come out like it's been years. The forest is divided in several realms, many with their own temporal peculiarities and takes on the trope: Modryn’s forests are shrouded in [[AlwaysNight eternal night]], the woods of Atylwyth are [[EndlessWinter always locked in winter]], and it is always summer daytime in the glades of Arranoc. The forest itself is implied to be a GeniusLoci, granted sapience by the extreme levels of magic that permeate it and aware of what goes on beneath its eaves.
** Laurelorn Forest, within the Empire, is home to a secondary population of wood elves known as the Eonir. It's not an otherworldly GeniusLoci like Athel Loren is, but it's nonetheless a vast primordial forest cut through by few roads or towns -- the Eonir make sure of ''that'' -- and travelers permitted to go through it will find a twilit wilderness where the canopy blocks out most of the sun's light, animals seem far more intelligent and aware than they should, strange noises issue from the forest's depths and arm-like branches beckon to follow them away from the path.
** One of the realms of the High Elven homeland, Avelorn, is thickly covered in ancient forests and home to a variety of magical creatures such as unicorns, spirits and treemen much like those found in Athel Loren. It's also noted to be the most innately magical of the High Elves' kingdoms. While the presence of High Elven civilization and it being the homeland of the Evergueen make it a much more benevolent take on this trope than the setting's other examples, Avelorn's forests are not without their dangers -- the magic saturating them is more than capable of making incautious travelers lose their way, and likewise serves as a magnet for the monsters of the mountains looming over it; Avelorn is more prone to monster attacks than any other elven realms.
** The 8th Edition rulebook includes rules for randomly determing what sort of unnatural woodland any given thicket of trees is, including copses where trees slumber fitfully and just at the edge of wakefulness or which are covered in colorful fungi with mind-clouding spores.



* GiantSpider: Orcs and goblins use these as steeds. The trope reaches its awesome apex with the [[PunnyName Arachnarok]] Spider, which is the biggest model in the game.

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* GiantSpider: Monstrous spiders are common wildlife in the dark forests of the Old World. Orcs and goblins use these as steeds. The trope reaches its awesome apex with the [[PunnyName Arachnarok]] Spider, which is the biggest model in the game.



** High Elf heavy cavalry (Silver Helms and Dragon Princes). Lightning quick and can deliver tremendous blows -- almost as efficient as the Bretonnian knights. Not as durable, though, but have better initiative in combat. Most war machines can also cause outright havoc, especially among enemy monsters, but will crumble if anyone even looks at them in close combat.

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** High Elf heavy cavalry (Silver Helms and Dragon Princes). Lightning quick and can deliver tremendous blows -- almost as efficient as the Bretonnian knights. Not as durable, though, but they have better initiative in combat. Most war machines can also cause outright havoc, especially among enemy monsters, but will crumble if anyone even looks at them in close combat.



* GodCouple: Morr and Verena. Asuryan and Lileath, Kurnous and Isha. Ptra and Meru. [[ExoticExtendedMarriage Grungni and Grimnir and Valaya.]]
* GodOfDarkness: The minor chaos god Obscuras has powers mainly based on shadows. He can even grant his followers [[InnateNightVison the ability to see in the dark.]]

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* %%* GodCouple: Morr and Verena. Asuryan and Lileath, Kurnous and Isha. Ptra and Meru. [[ExoticExtendedMarriage Grungni and Grimnir and Valaya.]]
]]%%ZC and E
* GodOfDarkness: The minor chaos god Obscuras has powers mainly based on shadows. He can even grant his followers [[InnateNightVison the ability to see in the dark.]]dark]].


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* MageTower:
** Later editions of the game include rules for wizards' towers as battlefield features in their main rulebooks and the ''Storm of Magic'' rules supplement. A wizard installed in a tower is assume to know all of his Lore's spells thanks to ransacking its library; tower variants can additionall provide armories of magic weapons ready for looting, swarms of familiars, invisible servants or poltergeists that will attack all trespassers, magic mirrors that will randomly transform your soldiers, or a churning portal that instantly kills anyone who enters the building. There are also several official model kits for these terrain pieces, such as Witchfate Tor, Skullvane Manse and the ruined tower of Dreadstone Blight.
** In general, wizards who make use of the Wind of Heavens -- one of the seven colored Winds of Magic -- tend to build such towers both to have a better view of the stars, as their discipline typically makes heavy use of astrology, and to be closer to the Wind itself, as the Winds tend to gather in areas that resonate with their nature and the Wind of Heavens thus blows strongest high in the sky. The imperial Blue College's keep, for example, is adorned with a large number of branching towers topped with glass domes, which its residents wizards fiercely compete for, as a result of a mania of tower-building in the recent past. Necrarch vampires, the bloodline most deeply steeped in arcane lore, likewise tend to reside in lonely towers both for the unobstructed view of the stars and as a consequence of their literal god complexes.
** The White Tower of Hoeth in the kingdom of Saphery, where the greatest mages of the High Elves study and perfect their craft, is several miles high and home to the greatest collection of magical artefacts and lore in the known world, as well as a vast community of mages, [[MagicKnight loremasters]], scholars and academics. It is guarded by powerful spell walls, illusions and sorcery, and if those fail it is also home to an order of supremely capable warrior-ascetics who are themselves seekers of arcane knowledge.
** Elspeth von Draken, the leader of the Amethyst Order and the most powerful user of the Wind of Death in the Empire, resides in a tall, black tower on the edges of Nuln that she rarely leaves, and according to rumor keeps a second such tower in the Grey Mountains.


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* NoodleIncident: In ''Storm of Magic'', the description of the Rockharmer's Flute, an item capable of moving terrainf features around, mentions that it's famous for a tale concerning it, a drunken Halfling, a jug of lamp oil, a plate of saugages, and the accidental creation of the Grey Mountains.


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** The Nine Books of Nagash the Necromancer, in which the first necromancer wrote out the secrets and nature of his dark art. The originals were destroyed, but there are some copies still lying around.
** The ''Liber Chaotica'' (the Book of Chaos), a guide to all things Chaotic, with occasional referances to ''Warhammer 40k''. As a different take on this trope, the writer was not trying to support Chaos, but was ordered by the [[ChurchMilitant Cult of Sigmar]] to compile it to help fight Chaos. Naturally the study of such subjects [[GoMadFromTheRevelation has a less than stellar effect on his mental health]].
** ''Storm of Magic'' describes the Black Book of Ibn Naggazar, which is such a powerful repository of dark magic that its bearer will become the most talented Death and Shadow mage on the field, capable of turning two power dice into an apocalyptic display... but, at the same time, it eats ''a lot'' of the people around him, since it automatically claims a blood sacrifice for every spell cast, and will eat its wielder too if he doesn't keep it fed. [[WeHaveReserves It's very popular with Necromancers, Skaven mages and goblins.]]


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* {{Treants}}:
** The Treemen are the mightiest inhabitants of [[EnchantedForest Athel Loren]], formed when powerful spirits merge with living trees. Incredibly powerful and ancient, they command great respect from lesser forest spirits and the Wood Elves alike, and are rightfully feared by those outsiders who don't think they're myths or long extinct. They also inhabited Athel Loren long before the Wood Elves and are quite xenophobic, to the point that many see the Wood Elves, who have inhabited and defended the forest alongside the Treemen for millennia, as unwanted interlopers, and want them out of their woods. They've undergone a fair amount of design evolution over time; early treemen largely resemble ogre- or troll-like humanoids made out of wood, with broad heads, no necks, and long and sometimes multiple arms; 8th edition redesigns them to be more humanoid, with distinct necks and smaller heads, large clawed hands, and clusters of leafy branches growing from their necks and shoulders.
*** Older lore mentions Treemen as also inhabiting Avelorn, one of the kingdoms of the High Elven realm, itself a forested land thick with magic and ruled over by the avatar and high priestess of the elven goddess of life. Some sources further claim Avelorn to be home to the largest population of Treemen in the world, by implication eclipsing even Athel Loren's. This was however phased out as the franchise developed, and more recent sources make little to no mention of Avelorn's Treemen.
*** An early campaign riffing on ''Theatre/{{Macbeth}}'' features a group of treemen led by a certain Klinty attacking [=McDeath's=] castle, which was prophesied not to fall until [[Creator/ClintEastwood Klinty's Wood]] came to it. Being treemen, they're also exempt from the NoManOfWomanBorn clause.
** ''Storm of Magic'' includes rules for using magic items to awaken forest terrain and turn it into units of living trees. The Woodwaker's Wand creates a fairly straightfoward version that acts as a mobile garrisoned building, cannot rout, and throws barrages of branches as a ranged attack. They also get additional traits depending on the specific form of forest that they were awakened from, such as regeneration for a fungus-infested forest or poisoned attacks for one crawling with venomous animals. The Living Deadwood Staff instead creates animated ''undead'' trees.
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** After their first Emperor ascended to godhood, leaving no heir, it was decided that the Empire of Man would elect their Emperors from then on. While this was nominally to choose the most capable among them to lead, this is not always the case. Since theChurch of Sigmar (which holds a total of three votes) always votes for the Reikland elector, Reikland automatically has four votes (sometimes five, since the Moot always votes for the son of the previous Emperor). Meanwhile, the Ar-Ulric (head of the cult of Ulric) always votes for the Middenland one, so the Middenland elector automatically has two; unsurprisingly, the two cults don't usually get along. Bribery and politicking are far from uncommon during an election, and the occasional military enticement isn't unheard of either.

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** After their first Emperor ascended to godhood, leaving no heir, it was decided that the Empire of Man would elect their Emperors from then on. While this was nominally to choose the most capable among them to lead, this is not always the case. Since theChurch the Church of Sigmar (which holds a total of three votes) always votes for the Reikland elector, Reikland automatically has four votes (sometimes five, since the Moot always votes for the son of the previous Emperor). Meanwhile, the Ar-Ulric (head of the cult of Ulric) always votes for the Middenland one, so the Middenland elector automatically has two; unsurprisingly, the two cults don't usually get along. Bribery and politicking are far from uncommon during an election, and the occasional military enticement isn't unheard of either.
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* RatedMForManly: Here the elves are manly, the humans are beyond manly, the dwarfs and orcs are manly up to eleven and the Warriors of Chaos make them all look like little girls.
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* ObliviouslySuperpowered: Some RandomlyGifted people [[PowerIncontinence spontaneously]] channel the [[BackgroundMagicField Winds of Magic]], causing paranormal activity that they can't explain. The lucky ones are found and trained before they cause a dangerous MagicMisfire.
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''Warhammer'' is the generic name of a number of tabletop {{Wargam|ing}}es and {{Tabletop RPG}}s marketed by UK firm Creator/GamesWorkshop. "Warhammer" was a tabletop battle game that began in 1983 and was previously known as ''Warhammer Fantasy Battle'' (WHFB), its last official edition (8th edition) was published in 2010. It was officially discontinued and replaced with the ''[[TabletopGame/WarhammerAgeOfSigmar Warhammer: Age of Sigmar]]'' game universe by Creator/GamesWorkshop in July 2015, and all official GW support for Warhammer Fantasy Battle was discontinued... until 2019, [[https://www.warhammer-community.com/2019/11/15/old-world-new-warhammer/ when it was announced that the Old World would return with new rules akin to the Horus Heresy spinoff for 40K]].

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''Warhammer'' is the generic name of a number of tabletop {{Wargam|ing}}es and {{Tabletop RPG}}s marketed by UK firm Creator/GamesWorkshop. "Warhammer" was a tabletop battle game that began in 1983 and was previously known as ''Warhammer Fantasy Battle'' (WHFB), its last official edition (8th edition) was published in 2010. It was officially discontinued and replaced with the ''[[TabletopGame/WarhammerAgeOfSigmar Warhammer: Age of Sigmar]]'' game universe by Creator/GamesWorkshop in July 2015, and all official GW support for Warhammer ''Warhammer Fantasy Battle Battle'' was discontinued... until 2019, [[https://www.warhammer-community.com/2019/11/15/old-world-new-warhammer/ com/2019/11/15/old-world-new-warhammer when it was announced that the Old World would return with new rules akin to the Horus Heresy spinoff for 40K]].
40K.]]



* AncestralWeapon: Several examples, too many to list here. The biggest one, Ghal Maraz, is actually a DoubleSubversion -- the people wielding it now are not related to the person who wielded it originally, as Sigmar intentionally left behind no children in order to ensure that the Empire would not be in the grip of a single dynasty[[note]]Some of the novel lore suggests that he did have children, but they were never publicly acknowledged as such, and Sigmar himself didn't learn about their patrimony until they were grown men[[/note]], but would rather belong equally to all those who lived within it. In essence, Ghal Maraz belongs to the Empire itself, and all the men of the Empire are Sigmar's heirs.

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* AncestralWeapon: Several examples, too many to list here. The biggest one, Ghal Maraz, is actually a DoubleSubversion -- the people wielding it now are not related to the person who wielded it originally, as Sigmar intentionally left behind no children in order to ensure that the Empire would not be in the grip of a single dynasty[[note]]Some dynasty,[[note]]Some of the novel lore suggests that he did have children, but they were never publicly acknowledged as such, and Sigmar himself didn't learn about their patrimony until they were grown men[[/note]], men[[/note]] but would rather belong equally to all those who lived within it. In essence, Ghal Maraz belongs to the Empire itself, and all the men of the Empire are Sigmar's heirs.



* {{Atlantis}}: In this verse, it's called Ulthuan. The continent in the middle of the Atlantic is the home of the High Elves, who as a race are the most powerful wizards in the world, and it's built on a complex weave of magic that keeps the local Winds of Chaos under control. [[spoiler: And yes, in the End Times, it sinks.]]

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* {{Atlantis}}: In this verse, it's called Ulthuan. The continent in the middle of the Atlantic is the home of the High Elves, who as a race are the most powerful wizards in the world, and it's built on a complex weave of magic that keeps the local Winds of Chaos under control. [[spoiler: And [[spoiler:And yes, in the End Times, it sinks.]]



** Many, or at least some Vampires in the ''Warhammer'' world aren't evil at all. However, they tend not to be at the head of an army, and so don't play a prominent role outside of the novels. There is even a set of stories featuring a female vampire named Geneviève Dieudonné who is practically a FriendlyNeighborhoodVampire... admittedly, the stories featuring her were created during the earlier editions of the setting and she is a "transcontinental cousin" of the same character from the other Creator/KimNewman series, ''Literature/AnnoDracula'' and ''[[Literature/DiogenesClub The Diogenes Club]]''. In the later ''Von Carstein'' trilogy, the concept is revived with the Grand Master of the Order of the White Wolf, who is bitten by Vlad von Carstein yet manages to resist the temptations of vampirism. [[spoiler: He ends up as the eternal guardian of Vlad's immortality-granting ring.]] It seems to be that, whilst being turned into a vampire does not alter one's perspective, the horrific hunger and starvation an unsated vampire experience eventually corrupts most vampires.

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** Many, or at least some Vampires in the ''Warhammer'' world aren't evil at all. However, they tend not to be at the head of an army, and so don't play a prominent role outside of the novels. There is even a set of stories featuring a female vampire named Geneviève Dieudonné who is practically a FriendlyNeighborhoodVampire... admittedly, the stories featuring her were created during the earlier editions of the setting and she is a "transcontinental cousin" of the same character from the other Creator/KimNewman series, ''Literature/AnnoDracula'' and ''[[Literature/DiogenesClub The Diogenes Club]]''. In the later ''Von Carstein'' trilogy, the concept is revived with the Grand Master of the Order of the White Wolf, who is bitten by Vlad von Carstein yet manages to resist the temptations of vampirism. [[spoiler: He [[spoiler:He ends up as the eternal guardian of Vlad's immortality-granting ring.]] It seems to be that, whilst being turned into a vampire does not alter one's perspective, the horrific hunger and starvation an unsated vampire experience eventually corrupts most vampires.



* DecadeDissonance: The Kingdom of Bretonnia, a FantasyCounterpartCulture to Arthurian England and Medieval France, rife with knights and peasant longbow men and run by a feudal system. It sits right next door to the Empire of Man, which has Renaissance era level technology going into the early Industrial Period level with elements of SteamPunk thrown in for good measure as well, including ''steam powered tanks!'' Bretonnia manages to resist being forcibly assimilated into the Empire, most likely due to the mountain range that makes travel between the two difficult, and the magic granted by a local god, the "Lady of the Lake" making their elite upper class ImmuneToBullets. [[spoiler: However, it's a little more complicated than that, with the local baby-eating wood elves being the most favorable candidate to be both granting them this power, and keeping the nation in its MedievalStasis, simply to shield themselves from the outside world...]]

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* DecadeDissonance: The Kingdom of Bretonnia, a FantasyCounterpartCulture to Arthurian England and Medieval France, rife with knights and peasant longbow men and run by a feudal system. It sits right next door to the Empire of Man, which has Renaissance era level technology going into the early Industrial Period level with elements of SteamPunk thrown in for good measure as well, including ''steam powered tanks!'' Bretonnia manages to resist being forcibly assimilated into the Empire, most likely due to the mountain range that makes travel between the two difficult, and the magic granted by a local god, the "Lady of the Lake" making their elite upper class ImmuneToBullets. [[spoiler: However, [[spoiler:However, it's a little more complicated than that, with the local baby-eating wood elves being the most favorable candidate to be both granting them this power, and keeping the nation in its MedievalStasis, simply to shield themselves from the outside world...]]



* DontGoInTheWoods: The forests of the Old World cover vast amounts of land, including most of the Empire. Virtually everything that lives in them is very, very bad. The outermost kilometre or two of any given forest is ''relatively'' safe, and people often hunt in them. However, venturing further in is stupid in the extreme. Athel Loren, the home of the Wood Elves, is a GeniusLoci that may simply steer you out of it, or let the Wood Elves or tree spirits kill you. The Great Forests of the empire are home to Forest Goblins and Beastmen. Anyone brave -- or stupid -- enough to reach the deepest reaches of it will find themselves facing creatures like the [[https://warhammerfantasy.fandom.com/wiki/Preytons Preyton]], the [[https://warhammerfantasy.fandom.com/wiki/Jabberslythe Jabberslythe]], and the [[https://warhammerfantasy.fandom.com/wiki/Arachnarok_Spider Arachnarok Spider]].

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* DontGoInTheWoods: The forests of the Old World cover vast amounts of land, including most of the Empire. Virtually everything that lives in them is very, very bad. The outermost kilometre or two of any given forest is ''relatively'' safe, and people often hunt in them. However, venturing further in is stupid in the extreme. Athel Loren, the home of the Wood Elves, is a GeniusLoci that may simply steer you out of it, or let the Wood Elves or tree spirits kill you. The Great Forests of the empire are home to Forest Goblins and Beastmen. Anyone brave -- or stupid -- enough to reach the deepest reaches of it will find themselves facing creatures like the [[https://warhammerfantasy.fandom.com/wiki/Preytons Preyton]], Preyton,]] the [[https://warhammerfantasy.fandom.com/wiki/Jabberslythe Jabberslythe]], Jabberslythe,]] and the [[https://warhammerfantasy.fandom.com/wiki/Arachnarok_Spider Arachnarok Spider]].Spider.]]



** A rare example of a heroic Cthulhu being taunted appeared in the Storm of Chaos campaign, where Teclis turned up and OneHitKill-ed the ''entire daemonic army''. The Imperial Grand Theogonist then called him a DirtyCoward [[InsaneTrollLogic for using magic]], so Teclis demostrated why one CantArgueWithElves by pissing off and letting the Empire fight on alone[[note]]He knew they would win, but decided to let them do all the dying to teach them a lesson in manners.[[/note]]
** A more literal example happened during The End Times between Settra and the newly-revived demigod Nagash. [[spoiler: Having just crumped Settra's army and royal guard, Nagash offered the King of Khemri the position of Mortarch, one of his ten generals, among the undead legions. Settra spat in Nagash's face, resulting in the former's disintergration. Knowing that Settra could not be killed, Nagash left him as a head in the sand, positioned just so that he can see his kingdom. Nagash then promptly went godzilla on the whole of Khemri, reducing it to ruin in a matter of hours. Settra was left in the sand, none of his former allies even daring to go near his head for fear of Nagash's wrath.]]

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** A rare example of a heroic Cthulhu being taunted appeared in the Storm of Chaos campaign, where Teclis turned up and OneHitKill-ed the ''entire daemonic army''. The Imperial Grand Theogonist then called him a DirtyCoward [[InsaneTrollLogic for using magic]], so Teclis demostrated why one CantArgueWithElves by pissing off and letting the Empire fight on alone[[note]]He alone.[[note]]He knew they would win, but decided to let them do all the dying to teach them a lesson in manners.[[/note]]
** A more literal example happened during The End Times between Settra and the newly-revived demigod Nagash. [[spoiler: Having [[spoiler:Having just crumped Settra's army and royal guard, Nagash offered the King of Khemri the position of Mortarch, one of his ten generals, among the undead legions. Settra spat in Nagash's face, resulting in the former's disintergration. Knowing that Settra could not be killed, Nagash left him as a head in the sand, positioned just so that he can see his kingdom. Nagash then promptly went godzilla on the whole of Khemri, reducing it to ruin in a matter of hours. Settra was left in the sand, none of his former allies even daring to go near his head for fear of Nagash's wrath.]]



* TheEmperor: The Emperor is an elected official (though elected by the nobility, and not the populace), the current one a guy named Karl Franz (who is also the reigning prince of one of the constituents of the Empire). He's what you could call an [[OurPresidentsAreDifferent Emperor Action]].[[spoiler: Although it's possible he had the incarnation of his own god killed to preserve his position and maintain order. But then, nobody's perfect.]]

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* TheEmperor: The Emperor is an elected official (though elected by the nobility, and not the populace), the current one a guy named Karl Franz (who is also the reigning prince of one of the constituents of the Empire). He's what you could call an [[OurPresidentsAreDifferent Emperor Action]].[[spoiler: Although [[spoiler:Although it's possible he had the incarnation of his own god killed to preserve his position and maintain order. But then, nobody's perfect.]]



** Ever since his ascension [[spoiler: Nagash fits the bill to a tee. He devoured Usirian, the original God of the Afterlife, to become a god and has razed his birth country of Khemri to the ground in retaliation for Settra's refusal. Unlike the Chaos Gods, who could be considered misunderstood on a good day, Nagash has proven that he has nary a shred of morality or goodness in his undead bones since his mortal days (even before he became undead).]]

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** Ever since his ascension [[spoiler: Nagash [[spoiler:Nagash fits the bill to a tee. He devoured Usirian, the original God of the Afterlife, to become a god and has razed his birth country of Khemri to the ground in retaliation for Settra's refusal. Unlike the Chaos Gods, who could be considered misunderstood on a good day, Nagash has proven that he has nary a shred of morality or goodness in his undead bones since his mortal days (even before he became undead).]]



** [[spoiler: Averted to hell by Nagash, which is very bad news for everyone involved as he wants to not only usurp the Chaos Gods, but also to turn the entire world into an undead paradise, with him effectively being the divine dictator. If it wasn't for Teclis's gambit, it likely would have happened. The books are not called "The End Times" for nothing.]]

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** [[spoiler: Averted [[spoiler:Averted to hell by Nagash, which is very bad news for everyone involved as he wants to not only usurp the Chaos Gods, but also to turn the entire world into an undead paradise, with him effectively being the divine dictator. If it wasn't for Teclis's gambit, it likely would have happened. The books are not called "The End Times" for nothing.]]



** A lot of the followers of Chaos started out like this. The most notable one is an Imperial Scholar who read about the coming of Archaon, a Chaos Champion that would rumor to fell the world, and decided to embark on a quest to stop his coming. [[spoiler: One-insanity-inducing revelation later, he renounced his name and rechristened himself Archaon the Everchosen, Grand Marshal of Chaos]].

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** A lot of the followers of Chaos started out like this. The most notable one is an Imperial Scholar who read about the coming of Archaon, a Chaos Champion that would rumor to fell the world, and decided to embark on a quest to stop his coming. [[spoiler: One-insanity-inducing [[spoiler:One-insanity-inducing revelation later, he renounced his name and rechristened himself Archaon the Everchosen, Grand Marshal of Chaos]].



* UltimateShowdownOfUltimateDestiny: The climax of the Storm of Chaos campaign involved the Empire and their Bretonnian, Kislevite and High Elf allies standing against Chaos, Orcs, Skaven and Undead, all of which were also fighting each other. [[spoiler: Incidentally, the Orc leader beat the Chaos leader in single combat and the Undead waited until everyone else was worn down, raised the dead of both armies to destroy the chaos horde, then went home. The Empire and allies comprehensively got their asses kicked and couldn't claim any success greater than "survived".]]

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* UltimateShowdownOfUltimateDestiny: The climax of the Storm of Chaos campaign involved the Empire and their Bretonnian, Kislevite and High Elf allies standing against Chaos, Orcs, Skaven and Undead, all of which were also fighting each other. [[spoiler: Incidentally, [[spoiler:Incidentally, the Orc leader beat the Chaos leader in single combat and the Undead waited until everyone else was worn down, raised the dead of both armies to destroy the chaos horde, then went home. The Empire and allies comprehensively got their asses kicked and couldn't claim any success greater than "survived".]]
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Fleshed out the Slann and Lizardmen lore for the Frog Men and Lizard Folk entries.


* FrogMen: The toad-like Slaan.

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* FrogMen: The toad-like Slaan. Slaan have consistedly been portrayed as a race of humanoid frogs or toads since their debut. They were originally depicted as an alien race that came to the Warhammer world in the ancient past and conquered it, destroying or defeating the indigenous sapient peoples such as the LizardFolk and even reshaping the planet to their whims, before their culture stagnated and rotted to the point they largely forgot most of their advanced technology and sorcery, reducing all but the innermost core of their empire to scattered tribes who were being pushed back by invaders from the human nations. Come 5th edition and they changed into their now-definitive loreset, which portrays them as the leadership caste of a collective of [[OrganicTechnology bio-engineered flesh-robots]], struggling to figure out how to maintain the orders of their creators, the Old Ones, since the Old Ones were annihilated by the coming of Chaos.



%%* LizardFolk: The Lizardmen, obviously, except for the Slann (they're toads).

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%%* * LizardFolk: The Lizardmen, obviously, except for In this setting, they're called the Lizardmen. They were originally depicted as the fallen remnants of a race that had once ruled over much of Lustria, and possibly the wider expanse of the prehistoric world, before the coming of the [[FrogMen Slann]], who conquered them in a series of wars and annihilated much of their culture, reducing them to slaves and vassal states. 5th edition reinvented them as, essentially, a collective of different models of [[OrganicTechnology biotech robots]], divided into three major types; the Saurus (large, brutish-looking but smart-in-their-niche warriors), the Kroxigors (huge DumbMuscle laborers) and the Skinks (small, slender, agile, intelligent workers and functionaries). Of the three, the skinks are the closest to personhood, having the highest combination of intelligence, initiative and adaptability; Sauruses are ''smart'', but monolithically focused on killing things, whilst Kroxigors exist to obey orders. They're called "lizard''men''" because they lack NonMammalMammaries, as they're actually an entirely sexless race who don't reproduce; instead, each temple-city is built around "spawning pools", which randomly produce one or more lizardmen at seemingly random intervals, although the Slann (they're toads).assert that this is due to the far-reaching plans of the Old Ones. Their cultural trappings are one part {{Mayincatec}}, one part AncientAstronauts, and one part horde of [[PrehistoricAnimalAnalogue fantasy dinosaurs]].
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** They do have ''some'' vague hints as to what this plan was. It involves returning all of the elves to Ulthuan (even though the elves' culture has been irrevocably shattered and engaged in CivilWar for millennia), returning all the dwarfs to the mountains, returning all the humans to the Old World, and exterminating basically every other race. Every facet of this plan is practically impossible, [[{{Determinator}} but try telling them that]].

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** They do have ''some'' vague hints as to what this plan Great Plan was. It As far as they can gather it involves returning all of the elves to Ulthuan (even though the elves' culture has been irrevocably shattered and engaged in CivilWar for millennia), shattered), returning all the dwarfs to the mountains, mountains (even though the mountains themselves have been irrevocably shattered), returning all the humans to the Old World, and exterminating basically every other race. Every facet of this plan is practically impossible, [[{{Determinator}} but try telling them that]].
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** They do have ''some'' vague hints as to what this plan was. It involves returning all of the elves to Ulthuan (even though the elves' culture has been irrevocably shattered and engaged in CivilWar for millennia), returning all the dwarfs to the mountains, returning all the humans to the Old World, and exterminating basically every other race. Every facet of this plan is practically impossible, [[{{Determinator}} but try telling them that]].
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** Mousillon, a province of Bretonnia that embodies SwampsAreEvil. The human inhabitants are all inbred criminals or grave robbers, the main industries are frog and snail catching, half the houses are abandoned and all are rotted, a type of weed grows that mimics a path and falls through into the water, the previous lord was violently insane and probably not human, giant frogs roam the streets at night, zombies are rampant... It makes sense that Bretonnia has mostly given up on the place, establishing a series of forts to make sure nothingcomes out.

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** Mousillon, a province of Bretonnia that embodies SwampsAreEvil. The human inhabitants are all inbred criminals or grave robbers, the main industries are frog and snail catching, half the houses are abandoned and all are rotted, a type of weed grows that mimics a path and falls through into the water, the previous lord was violently insane and probably not human, giant frogs roam the streets at night, zombies are rampant... It makes sense that Bretonnia has mostly given up on the place, establishing a series of forts to make sure nothingcomes nothing comes out.

Added: 1723

Changed: 1897

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* {{Conlang}}: Lots of languages in the ''Warhammer'' universe have their own distinct alphabets and scripts especially Reikspiel, Kislevarin, and Khalizd.

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* {{Conlang}}: Lots of languages in the ''Warhammer'' universe have their own distinct alphabets and scripts especially Reikspiel, Kislevarin, and Khalizd. Bretonian, however, is just French.



** Even by ''Warhammer'' standards, Sylvania is described as an absolutely horrid place to find yourself. The woods and fens are haunted by bloodthirsty monsters and spectres, while vampires lord over (and prey on) a helpless populace who constantly live in fear for their lives. Going outside at night in winter is a death sentence, while doing so in summer is only slightly safer. Sylvania has a Bretonnian brother named Mousillon, combining all the nastiness of Sylvania with near-endless swamps, giant man-eating frogs [[TheDungAges and the Bretonnian class system]]. In ''TabletopGame/WarhammerFantasyRoleplay'', the "Mousillon Peasant" career is the only one that needs no explanation on how the hero became an adventurer; if you were born in that awful place and had a chance to escape, you grasped it with both hands and ran for the endzone. Anybody would choose ''any'' chance to leave.

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** Even by ''Warhammer'' standards, Sylvania is described as an absolutely horrid place to find yourself. The woods and fens are haunted by bloodthirsty monsters and spectres, while vampires lord over (and prey on) a helpless populace who constantly live in fear for their lives. Going outside at night in winter is a death sentence, while doing so in summer is only slightly safer. safer.
**
Sylvania has a Bretonnian brother named Mousillon, combining all the nastiness of Sylvania with near-endless swamps, giant man-eating frogs [[TheDungAges and the Bretonnian class system]]. In ''TabletopGame/WarhammerFantasyRoleplay'', the "Mousillon Peasant" career is the only one that needs no explanation on how the hero became an adventurer; if you were born in that awful place and had a chance to escape, you grasped it with both hands and ran for the endzone. Anybody would choose ''any'' chance to leave.



* DeathSeeker: Dwarf Slayers, who have suffered some extreme dishonour and now only wish to die gloriously.

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* DeathSeeker: Dwarf Slayers, who have suffered some extreme dishonour and now only wish to die gloriously. Problem is, being the stubborn little bastards that they are, they have a hard time actually getting killed.



** Mousillon, a province of Bretonnia that embodies SwampsAreEvil. The human inhabitants are all inbred criminals or grave robbers, the main industries are frog and snail catching, half the houses are abandoned and all are rotted, a type of weed grows that mimics a path and falls through into the water, the previous lord was violently insane and probably not human, giant frogs roam the streets at night, zombies are rampant... It makes sense that Bretonnia has mostly given up on the place.

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** Mousillon, a province of Bretonnia that embodies SwampsAreEvil. The human inhabitants are all inbred criminals or grave robbers, the main industries are frog and snail catching, half the houses are abandoned and all are rotted, a type of weed grows that mimics a path and falls through into the water, the previous lord was violently insane and probably not human, giant frogs roam the streets at night, zombies are rampant... It makes sense that Bretonnia has mostly given up on the place.place, establishing a series of forts to make sure nothingcomes out.



** The continent of Naggaroth, homeland of the Dark Elves, is primarily a frigid wasteland with sparse nautral resources, a host of monstrous wildlife and is the home of one of the most hostile civilizations on the planet. That's not even mentioning the Underworld Sea, a vast maze of waterlogged tunnels beneath Naggaroth. It's lightless, easy to get lost in, hard to travel through and infested with monsters.

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** The continent of Naggaroth, homeland of the Dark Elves, is primarily a frigid wasteland with sparse nautral natural resources, a host of monstrous wildlife and is the home of one of the most hostile civilizations on the planet. That's not even mentioning the Underworld Sea, a vast maze of waterlogged tunnels beneath Naggaroth. It's lightless, easy to get lost in, hard to travel through and infested with monsters.



* DemonicInvaders: Chaos entered the Old World through portals at the north and south poles, pouring into the Old World

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* DemonicInvaders: Chaos entered the Old World through portals at the north and south poles, pouring into the Old WorldWorld.



** Bretonnian Knights live by an all-encompassing code of chivalry that disdains all missile weapons as cowardly and ignoble. None of them would ever dream of using a crossbow, handgun or even a hand-drawn bow. What prevents this from being HonorBeforeReason is a) they have no problem allowing their peasant retainers to bring longbows and trebuchets to provide fire support, and b) the magic of the Lady of the Lake makes them ImmuneToBullets. And of course, [[SarcasmMode the fact that the Bretonnian nobility want to keep point-and-kill boomsticks out of the hands of their oppressed peasant underlings has absolutely, positively nothing to do with it]]. The basic code of conduct for Bretonnian Knights in ''TabletopGame/WarhammerFantasyRoleplay'' includes a ban on gunpowder weapons; in fact, none of the knightly careers give you proficiency in them. ''Not'' the case however with the Bretonnian Navy, as the ExactWords of the Bretonnian code of chivalry prevents the use of guns ''on Bretonnian soil''; on the open seas, they toss cannonballs around like the Empire can.

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** Bretonnian Knights live by an all-encompassing code of chivalry that disdains all missile weapons as cowardly and ignoble. None of them would ever dream of using a crossbow, handgun or even a hand-drawn bow. What prevents this from being HonorBeforeReason is a) they have no problem allowing their peasant retainers to bring longbows and trebuchets to provide fire support, and b) the magic of the Lady of the Lake makes them ImmuneToBullets. And of course, [[SarcasmMode the fact that the Bretonnian nobility want to keep point-and-kill boomsticks out of the hands of their oppressed peasant underlings has absolutely, positively nothing to do with it]]. The basic code of conduct for Bretonnian Knights in ''TabletopGame/WarhammerFantasyRoleplay'' includes a ban on gunpowder weapons; in fact, none of the knightly careers give you proficiency in them. them.
***
''Not'' the case however with the Bretonnian Navy, as the ExactWords of the Bretonnian code of chivalry prevents the use of guns ''on Bretonnian soil''; on the open seas, they toss cannonballs around like the Empire can.can (and are in fact the most powerful navy around thanks to the rows on rows of cannon).



* DraconicHumanoid: The Dragon Ogres are an inversion of the usual fusion, since they're an ogre torso on a dragon's lower body, and are among the most powerful and ancient of all creatures.

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* DraconicHumanoid: The Dragon Ogres are an inversion of the usual fusion, since they're an ogre torso on a dragon's lower body, body (although apparently not related to either), and are among the most powerful and ancient of all creatures.



** Gorthor, the infamous Beastman shaman whose very name means "Cruel" in Bray-Tongue. While most Beastmen wear GenuineHumanHide as a matter of course, Gorthor would openly wear the skins of his fellow shamans, and most Beastmen would not even dare to ''touch'' a shaman.
** Nagash the Undying. The guy who invented necromancy. He once tried to conquer the entire world and turn every living thing into his undead servants, and he was so terrifying that for the only instance in their entire history, the entire Skaven race [[EnemyMine united in trying to stop him]].

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** Gorthor, the infamous Beastman shaman whose very name means "Cruel" in Bray-Tongue. While most Beastmen wear GenuineHumanHide as a matter of course, Gorthor would openly wear the skins of his fellow shamans, and where most Beastmen would not even dare to ''touch'' a shaman.
** Nagash the Undying. The Undying, the guy who invented necromancy. He once tried to conquer the entire world and turn every living thing into his undead servants, and he was so terrifying that for the only instance in their entire history, the entire Skaven race [[EnemyMine united in trying to stop him]].



* DroitDuSeigneur: Implied to exist in various forms, but there is one heartwarming subversion. Duke Laurent of Artois requires all brides in his domain to spend their wedding night in his bedchamber along with their husbands, while the Duke sleeps outside the door, so they can have the duchy's biggest and most comfortable bed in complete privacy for their wedding night.

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* DroitDuSeigneur: Implied to exist in various forms, but there is one heartwarming subversion. Duke Laurent of Artois requires all brides in his domain to spend their wedding night in his bedchamber along with their husbands, husbands while the Duke sleeps outside the door, so they can have the duchy's biggest and most comfortable bed in complete privacy for their wedding night.



* TheDungAges: If you're poor, this is your lifestyle. Averted in earlier editions of Bretonnia: peasants who proved themselves had the chance of being upgraded to nobility. Now they just get a fat hog and some jewels (which likely won't last long anyhow). It's still possible for a Bretonnian peasant to be knighted for acts of great nobility, such as saving a DamselInDistress. Not that it happens often -- just three times so far since the founding of Bretonnia over 1500 years ago. Bretonnian laws of nobility define a noble as anyone whose ancestors on both sides are nobles for the last two generations. Anyone else is a peasant. A peasant may be knighted, but his line will die out immediately since his children will, by definition, be peasants. The only exception is if a peasant somehow becomes a Grail Knight, since Grail Knights are instantly considered royalty and can make up laws as they please and thus declare their children nobility.

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* TheDungAges: If you're poor, this is your lifestyle. lifestyle.
**
Averted in earlier editions of Bretonnia: peasants who proved themselves had the chance of being upgraded to nobility. Now they just get a fat hog and some jewels (which likely won't last long anyhow). It's still possible for a Bretonnian peasant to be knighted for acts of great nobility, such as saving a DamselInDistress. Not that it happens often -- just three times so far since the founding of Bretonnia over 1500 years ago. Bretonnian laws of nobility define a noble as anyone whose ancestors on both sides are nobles for the last two generations. Anyone else is a peasant. A peasant may be knighted, but his line will die out immediately since his children will, by definition, be peasants. The only exception is if a peasant somehow becomes a Grail Knight, since Grail Knights are instantly considered royalty and can make up laws as they please and thus declare their children nobility.
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** Even by ''Warhammer'' standards, Sylvania is described as an absolutely horrid place to find yourself. The woods and fens are haunted by bloodthirsty monsters and spectres, while vampires lord over (and prey on) a helpless populace who constantly live in fear for their lives. Going outside at night in winter is a death sentence, while doing so in summer is only slightly safer. Sylvania has a Bretonnian brother named Mousillon, combining all the nastiness of Sylvania with near-endless swamps, giant man-eating frogs [[TheDungAges and the Bretonnian class system]]. In ''TabletopGame/WarhammerFantasyRoleplay'', the "Mousillon Peasant" career is the only one that needs no explanation on how the hero became an adventurer; if you were born in that awful place and had a chance to escape, you grasped it with both hands and ran for the endzone. Anybody would choose ''any'' chance to leave.
** There's also ''TabletopGame/BloodBowl'', which is set in an AlternateUniverse of ''Warhammer'' where a rugby/gridiron style game became SeriousBusiness enough that ''every civilization in the world'' gave up on warfare to play it. Players dying on the pitch is not only common but ''expected'', hooliganism causes hundreds of deaths among the spectators ''every game'', referees have a WeirdTradeUnion that enforces standards and practices on how they are allowed to accept bribes, and chainsaws are a fan-favourite pitch obstacle. The rulebook [[LampshadeHanging points out]] that any world where this game has fans must be awful.
** There's also TabletopGame/{{Mordheim}}, which is the single shittiest place to be in the entire Old World. Basically, it used to be the Empire's chief WretchedHive until in what the Sigmarite church calls an act of god, a meteorite made of pure wyrdstone smashed into the city and obliterated it. The surviving citizens promptly went mad from exposure and killed each other in a colossal orgy of horrific violence. The entire ruin is seeped in black magic and might now well be a human-hating GeniusLoci. The streets are filled with blood, dismembered limbs, faeces, MeatMoss, signs of societal breakdown and complete insanity (like carriages where the horses lie skinned atop the carriage while the human riders' bodies sit in the girdles), and fragments of the comet - which is what everyone comes to the city for. Ghastly apparitions haunt the ruined houses, and daemons and Chaos ogres roam around butchering everyone they find. The few people who still live in Mordheim are all scarred in both body and mind and everyone kills them on sight, so they usually throw their lot in with daemons and vampires just to be able to survive. If the undead or the Chaos cults don't get you, then you'll probably be burned to death at the hands of the [[KnightTemplar Sigmarite fanatics flocking to the city to purge it]], eaten by the Skaven, or shanked by some lowlife mercenary looking to make a quick bit of coin.
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Blade On A Stick has been disambiguated


* BladeOnAStick: Halberds, spears, and other polearms are fairly common; just like they were in the RealLife Middle Ages Europe.
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* BadassNormal: The Imperial State Army. In a fantasy setting where 16th Century Germany is beset from all sides by all manner of monstrous enemies, the men of the Empire hold the line with nothing but steel, shot and sheer discipline. And very rarely some magic and Leonardo da Vinci-esque ClockPunk.
** Templar Witch Hunters ''are'' this trope. They travel the Empire hunting down unsanctioned mages, necromancers, mutants, Chaos spawn, Chaos cultists, undead monsters and daemons. Usually relying only on blackpowder firearms, daggers, swords, rapiers, axes, flails, wooden stakes, holy water and consecrated ashes.


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** Best demonstrated in ''TabletopGame/WarhammerFantasyRoleplay'', where player characters will be utterly brassic most of their adventuring careers and even relatively wealthy noble types will be scrambling for coin. Case in point, in the 2nd Edition of the game, the most expensive item in the entire game is a Best craftsmanship galleon worth 120,000 gold pieces; in normal games, having 50 gold at any point is a remarkable achievement. It's practically a TakeThatAudience
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* CreatorProvincialism: Averted. While Albion, the ''Warhammer'' world stand-in for the British Isles was one of the first human nations depicted way back in 1st Edition (alongside Nippon), the army for it was named "Prince Wilhelm's Expedition" and featured knights and longbowmen - an early prototype for what would eventually become Bretonnia. Apart from the 2001 Dark Shadows campaign covered by White Dwarf that briefly brought Albion in the limelight, the islands are largely forgotten (in and out of lore) and play little part in the world's story. It's described as a mist-enshrouded land of eternal rain and monster-ridden forests and fens, where ornery druids and stone giants preside over ogham standing stones that turn the entire island into a sinkhole for magical energy. The people who live there have [[MedievalStasis lived in iron age barbarism for thousands of years and have no idea of the world outside]].
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* GermanicDepressives: The Empire is based heavily on the real life Holy Roman Empire, and most people you'll meet within its borders within are dour, humourless, miserable and xenophobic. [[CrapsackWorld They have no good reason not to be.]]
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* ThenLetMeBeEvil: Unfortunately often the case with mutants or even just poor saps who happen to be [[{{Gonk}} hoarking ugly]], and this is a major part of what makes the Old World so [[CrapsackWorld crapsack]]. Being born with [[RedRightHand cloven hooves or a gangly hand]] probably doesn't make you a bad person by default, but when your neighbours in the "civilized" world keep driving you away with TorchesAndPitchforks, what other option do you have besides seeking out the local Chaos cult or Beastmen tribe?

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* ThenLetMeBeEvil: Unfortunately often the case with mutants or even just poor saps who happen to be [[{{Gonk}} hoarking ugly]], and this is a major part of what makes the Old World so [[CrapsackWorld crapsack]]. Being born with [[RedRightHand cloven hooves or a gangly hand]] probably doesn't make you a bad person by default, but when your neighbours in the "civilized" world keep driving you away with TorchesAndPitchforks, what other option do you have besides seeking out the local Chaos cult or Beastmen tribe?tribe? You're still a monster, but at least you're a monster ''with friends''.
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* ThenLetMeBeEvil: Unfortunately often the case with mutants or even just poor saps who happen to be [[{{Gonk}} hoarking ugly]], and this is a major part of what makes the Old World so [[CrapsackWorld crapsack]]. Being born with [[RedRightHand cloven hooves or a gangly hand]] probably doesn't make you a bad person by default, but when your neighbours in the "civilized" world keep driving you away with TorchesAndPitchforks, what other option do you have besides seeking out the local Chaos cult or Beastmen tribe?
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** ''TabletopGame/WarhammerFantasyRoleplay'' suggests that many parts of the Empire maintain an "ear tax", applicable to travelling elves - cough off a silver, ''[[EarAche or else]]''.
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* GoldToothOfWealth: Greasus Goldtooth, Overtyrant of the Ogre Kingdoms and the wealthiest Ogre alive, is know for his bullion teeth. His tribe, the Goldtooth Tribe, also tend to replace their teeth with precious metals as a means of showing off their wealth, even going to far as to incorporate the practice into their religious observances. Ogre tribes each possess a special religious monolith, called a Mawtooth, which is carried to great ogre tribal meetings. The teeth are set up in a great ring, representing the mouth of the Ogre deity, the Great Maw. The Goldtooth tribe has a solid gold Mawtooth as a display of their opulence, and use as their tribal emblem a ring of sharp teeth with a single golden fang, making the god displays this trope as well.

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* GoldToothOfWealth: Greasus Goldtooth, Overtyrant of the Ogre Kingdoms and the wealthiest Ogre alive, is know for his bullion teeth. His tribe, the Goldtooth Tribe, also tend to replace their teeth with precious metals as a means of showing off their wealth, even going to so far as to incorporate the practice into their religious observances. Ogre tribes each possess a special religious monolith, called a Mawtooth, which is carried to great ogre tribal meetings. The teeth are set up in a great ring, representing the mouth of the Ogre deity, the Great Maw. The Goldtooth tribe has a solid gold Mawtooth as a display of their opulence, and use as their tribal emblem a ring of sharp teeth with a single golden fang, making the god displays this trope as well.
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* GoldToothOfWealth: Greasus Goldtooth, Overtyrant of the Ogre Kingdoms and the wealthiest Ogre alive, is know for his bullion teeth. His tribe, the Goldtooth Tribe, also tend to replace their teeth with precious metals as a means of showing off their wealth, even going to far as to incorporate the practice into their religious observances. Ogre tribes each possess a special religious monolith, called a Mawtooth, which is carried to great ogre tribal meetings. The teeth are set up in a great ring, representing the mouth of the Ogre deity, the Great Maw. The Goldtooth tribe has a solid gold Mawtooth as a display of their opulence, and use as their tribal emblem a ring of sharp teeth with a single golden fang, making the god displays this trope as well.
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* EthnicGod: With the exception of the the Chaos gods, which are worshipped by human and elf Chaos cultists, as well as the Norscans, Kurgans, Hung and Beastmen, most deities are specific to certain races and nations:

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* EthnicGod: With the exception of the the Chaos gods, which are worshipped by human and elf Chaos cultists, as well as the Norscans, Kurgans, Hung and Beastmen, most deities are specific to certain races and nations:
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* PrehistoricAnimalAnalogue: The Lizardman army includes a number of pseudo-dinosaurian monsters to occupy the niche of other factions' fantasy beasts. These include the TRexpy Carnosaurs, Cold Ones (scaly, spiky dromeosaur lookalikes), Bastiladons (based on ankylosaurs with greatly exaggerated armor), Stegadons (pseudo-ceratopsians with armored skin, spiked mace tails, and omnivorous diets), Tetradons and Ripperdactyls (two variants of PteroSoarer), and Troglodons (albino, cave-dwelling, eyeless poison-spitting predators visually based on spinosaurs).

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* PrehistoricAnimalAnalogue: The Lizardman army includes a number of pseudo-dinosaurian monsters to occupy the niche of other factions' fantasy beasts. These include the TRexpy Carnosaurs, Cold Ones (scaly, spiky dromeosaur lookalikes), Bastiladons (based on ankylosaurs with greatly exaggerated armor), Stegadons (pseudo-ceratopsians with armored skin, spiked mace tails, and omnivorous diets), Tetradons and Ripperdactyls (two variants of PteroSoarer), Pterosaur), and Troglodons (albino, cave-dwelling, eyeless poison-spitting predators visually based on spinosaurs).
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** Exaggerated with the Skaven, who are arguably even more advanced than the Dwarfs and have "fantasy" versions of [[{{Pun}} ratling guns]], sniper rifles, laser cannons, chemical warfare and at least three working [[FantasticNuke nuclear weapons]]... The reason the Skaven haven't conquered the world yet (besides their [[RightHandVersusLeftHand constant factitious bickering]] of course) is that the vast majority of Skaven soldiers go into battle with little more than torches and rusty blades, with rags for protection. The high-tech {{Steampunk}} gear comprises less than a fraction of a percent of their forces, and the rarity of their deployment is explained by these advanced weapons being [[ReliablyUnreliableGuns just as likely to kill their own operators as the enemy]] due to the Skaven's notorious [[NoOSHACompliance lack of quality control]]. Meanwhile the Lizardmen, the last remaining bio-robotic servants of incredibly advanced AncientAstronauts who vanished millennia ago, maintain a typical army of naked Saurus warriors wielding stone or bone-based, fang-lined ''macuahuitl'' swords and Skink skirmishers using javelins and blowpipes, supported by a core of powerful Slann sorcerers and incredibly powerful space age energy weapons and devices carried on the backs of dinosaurs (since Lizardmen have no idea what the wheel is - yes, really).

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** Exaggerated with the Skaven, who are arguably even more advanced than the Dwarfs and have "fantasy" versions of Gatling guns (called [[{{Pun}} ratling guns]], guns]]), sniper rifles, laser cannons, chemical warfare and at least three working [[FantasticNuke nuclear weapons]]... The reason the Skaven haven't conquered the world yet (besides their [[RightHandVersusLeftHand constant factitious bickering]] of course) is that the vast majority of Skaven soldiers go into battle with little more than torches and rusty blades, with rags for protection. The high-tech {{Steampunk}} gear comprises less than a fraction of a percent of their forces, and the rarity of their deployment is explained by these advanced weapons being [[ReliablyUnreliableGuns just as likely to kill their own operators as the enemy]] due to the Skaven's notorious [[NoOSHACompliance lack of quality control]]. Meanwhile the Lizardmen, the last remaining bio-robotic servants of incredibly advanced AncientAstronauts who vanished millennia ago, maintain a typical army of naked Saurus warriors wielding stone or bone-based, fang-lined ''macuahuitl'' swords and Skink skirmishers using javelins and blowpipes, supported by a core of powerful Slann sorcerers and incredibly powerful space age energy weapons and devices carried on the backs of dinosaurs (since Lizardmen have no idea what the wheel is - yes, really).

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* SchizoTech: The Empire's mostly in the 16th century with pike and shot formations (backed by muzzle-loading cannons) making up the bulk of their forces, complemented by the occasional bit of more advanced but unreliable steampunk, and backed up formations that were obsolete even in the 16th century like their crossbow and spear regiments. The Dwarfs are mostly clad in mail and armed with axes and crossbows but also have gyrocopters, submarines, and ironclad ships. The Skavens' armies are overwhelmingly composed of fodder in rags with rusty blades but thanks to {{Magitek}} they also have jezails, ratling guns, giant hamster wheels that shoot lightning, or really huge death rays, portable nuclear reactors, and what seems to be three different types of nukes. Meanwhile, the High Elves still use chariots and bolt-throwers, while the orcs have just enough know-wotz to slap together a "rock lobber," except for Snotlings, whose steam-powered Pump Wagon is remarkably good engineering from a species that might, with training, eventually rise to be considered dumb as posts. Though elves focus more on magic than technology and a well-trained elf archer tends to be as useful as any fellow with a musket. The Lizardmen, by contrast, rely on Stone Age weaponry like cudgels and javelins, though this is supplemented by a healthy dose of Old One magic and giant dinosaurs. In fact, atop the giant dinosaurs is often where the Old One magic is casted from. Then you have the Bretonnians, which is almost literally just [[MedievalStasis High Medieval]] France with the slightest dash of magic thrown in.

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* SchizoTech: SchizoTech:
**
The Empire's mostly in the 16th century with pike and shot formations (backed by muzzle-loading cannons) making up the bulk of their forces, complemented by the occasional bit of more advanced but unreliable steampunk, and backed up formations that were obsolete even in the 16th century like their crossbow and spear regiments. The Dwarfs are mostly clad in mail and armed with axes and crossbows but also have gyrocopters, submarines, and ironclad ships. The Skavens' armies are overwhelmingly composed of fodder in rags with rusty blades but thanks to {{Magitek}} they also have jezails, ratling guns, giant hamster wheels that shoot lightning, or really huge death rays, portable nuclear reactors, and what seems to be three different types of nukes. Meanwhile, the High Elves still use chariots and bolt-throwers, while the orcs have just enough know-wotz to slap together a "rock lobber," except for Snotlings, whose steam-powered Pump Wagon is remarkably good engineering from a species that might, with training, eventually rise to be considered dumb as posts. Though elves focus more on magic than technology and a well-trained elf archer tends to be as useful as any fellow with a musket. The Lizardmen, by By contrast, rely on the Savage Orcs are still deep in the Stone Age weaponry like cudgels - weapons made from roughly carved stone, bone and javelins, though this is supplemented by a healthy dose of Old One magic wood with armour made from leather scraps and giant dinosaurs. In fact, atop sometimes [[FullFrontalAssault just warpaint]]. The largest ever Savage Orc invasion was defeated soundly by Sigmar's fledgling early medieval Empire ''2,500 years'' previous to the giant dinosaurs is often where game's "current era" (their secret weapon implied to be the Old One magic is casted from. couched lance), and by all indications they haven't advanced a jot since then. Then you have the Bretonnians, which is almost literally just [[MedievalStasis High Medieval]] who are basically high medieval France with the slightest dash of magic thrown in.magic. Gunpowder weapons are specifically outlawed in Bretonnia, apart from their ships which are allowed cannons because the ancient rule explicitly [[LoopholeAbuse bans guns on Bretonnian soil]].
** The Wood Elves of Athel Loren are barely more technologically advanced than the Beastmen. They have practically no industry to speak of and typically wield iron spears and swords. Their social advancement is similarly primitive as they are loosely organized into hundreds of tiny chiefdoms ("kinbands") with varying degrees of unity. Most of these live nomadic lifestyles, and what few permanent settlements they have are mainly small camps and hunting halls built into the trees. They're also part of a deeply magical forest realm that provides and fights for them, giving them things like [[OrganicTechnology organically-grown carbon fibre longbows that are better than firearms, custom-fit barkskin armour]], teleporters, [[UniversalPoison magical poisons]], [[NobleBirdOfPrey great eagles]] and legions of [[WhenTreesAttack Treants]] to supplement their guerrilla forces. Then you have the Dwarfs, who are positively Napoleonic if not Victorian in their technology. Warriors armed with flintlock muskets, organ guns, flamethrowers, steam trains, ironclads, ''steam-powered attack helicopters'' and war balloons. Yet, the bulk of their troops wouldn't look out of place in the High Middle Ages, still wearing chainmail and armed with axes and war picks. Even their artillery train still uses ballistae and trebuchets alongside their cannons. This is explained by Dwarfs being technological conservatives in a way that would be insane by human standards - whatever invention you come up with ''better'' have undergone centuries of careful testing and tinkering in the workshop before it ever sees its first field test. Dwarfs have had guns for millennia and there are ''still'' some [[GrumpyOldMan grumpy old gits who moan]] about using them and would prefer their trusty crossbows. No wonder the beardling inventors are all flocking to the Empire, at least the humans are willing to give their unorthodox creations a shot.
** Exaggerated with the Skaven, who are arguably even more advanced than the Dwarfs and have "fantasy" versions of [[{{Pun}} ratling guns]], sniper rifles, laser cannons, chemical warfare and at least three working [[FantasticNuke nuclear weapons]]... The reason the Skaven haven't conquered the world yet (besides their [[RightHandVersusLeftHand constant factitious bickering]] of course) is that the vast majority of Skaven soldiers go into battle with little more than torches and rusty blades, with rags for protection. The high-tech {{Steampunk}} gear comprises less than a fraction of a percent of their forces, and the rarity of their deployment is explained by these advanced weapons being [[ReliablyUnreliableGuns just as likely to kill their own operators as the enemy]] due to the Skaven's notorious [[NoOSHACompliance lack of quality control]]. Meanwhile the Lizardmen, the last remaining bio-robotic servants of incredibly advanced AncientAstronauts who vanished millennia ago, maintain a typical army of naked Saurus warriors wielding stone or bone-based, fang-lined ''macuahuitl'' swords and Skink skirmishers using javelins and blowpipes, supported by a core of powerful Slann sorcerers and incredibly powerful space age energy weapons and devices carried on the backs of dinosaurs (since Lizardmen have no idea what the wheel is - yes, really).
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* FantasticRaceWeaponAffinity:
** The humans of the Empire are associated most often with halberds and flintlock muskets. Halberds are a multi-purpose formation weapon representing humanity's JackOfAllStats nature and emphasis on teamwork and combined arms warfare, and firearms represent mankind's ingenuity and use of radical technology to overcome the sheer advantages the other races have. Hammers, while rarely used in battle, are a symbol of religious and national identity, as GodEmperor Sigmar wielded the legendary Ghal-Maraz (''the'' Warhammer the game is named for).
** In Bretonnia, the lance is considered the true weapon of a KnightInShiningArmor, though other weapons are used too. Bows are the weapon of the ignominious peasant.
** Dwarfs favour axes, the more ornate the better. Their infantry are often seen wielding one or two-handed varieties, and sometimes they wield hammers as well. Though dwarfs are certainly capable of making fine swords, no dwarf worth his salt would be caught using one in a fight (they consider them "umgak"). For fighting at a distance, dwarfs reach for their thunderer firearms, but more poorer or conservative dwarfs just stick to crossbows.
** As a whole, Elves favour bows and spears. Ranks of spearmen protected by great tower shields are a vital component of all three Elven armies. Though High Elves also employ archers commonly, it is the Wood Elves of Athel Loren who boast the greatest mastery of the bow; on top of being crack accurate with them, their bows are more powerful than firearms and often fire magically-enhanced arrows too. Dark Elves hold the bow in disdain, and prefer repeating crossbows.
** Among the Lizardmen, the larger and more dangerous Saurus warriors wield bone or stone-based fang-lined weapons similar to the Aztec ''macuahuitl''. The smaller, scrappier Skinks operate as skirmishers, using javelins and blowpipes to pepper enemy troops while avoiding direct combat.
** The savage Greenskins, having little patience for any kind of battle more complicated than vulgar brawls, use simple but strong axes and large knives called choppas. More advanced tribes might use ones made from iron, but Savage Orcs use stone ones (that are no less deadly than metal ones - and Orcs are perfectly capable of killing you with their bare hands anyhow). Goblins tend to use short spears (stickas) or bows (arrers).

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''Warhammer'' was the generic name of a number of tabletop {{Wargam|ing}}es and {{Tabletop RPG}}s marketed by UK firm Creator/GamesWorkshop. "Warhammer" was a tabletop battle game that began in 1983 and was previously known as ''Warhammer Fantasy Battle'' (WHFB), its last official edition (8th edition) was published in 2010. It was officially discontinued and replaced with the ''[[TabletopGame/WarhammerAgeOfSigmar Warhammer: Age of Sigmar]]'' game universe by Creator/GamesWorkshop in July 2015, and all official GW support for Warhammer Fantasy Battle was discontinued... until 2019, [[https://www.warhammer-community.com/2019/11/15/old-world-new-warhammer/ when it was announced that the Old World would return with new rules akin to the Horus Heresy spinoff for 40K]].

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''Warhammer'' was is the generic name of a number of tabletop {{Wargam|ing}}es and {{Tabletop RPG}}s marketed by UK firm Creator/GamesWorkshop. "Warhammer" was a tabletop battle game that began in 1983 and was previously known as ''Warhammer Fantasy Battle'' (WHFB), its last official edition (8th edition) was published in 2010. It was officially discontinued and replaced with the ''[[TabletopGame/WarhammerAgeOfSigmar Warhammer: Age of Sigmar]]'' game universe by Creator/GamesWorkshop in July 2015, and all official GW support for Warhammer Fantasy Battle was discontinued... until 2019, [[https://www.warhammer-community.com/2019/11/15/old-world-new-warhammer/ when it was announced that the Old World would return with new rules akin to the Horus Heresy spinoff for 40K]].



* GaidenGame: ''[[CityOfAdventure Mordheim]]'' and ''Warmaster'' respectively. ''TabletopGame/{{Mordheim}}'' is a skirmish/street fighting game, while ''Warmaster'' is an epic battle game using mini-miniatures to represent giant armies. And ''TabletopGame/BloodBowl'', which is Warhammer where all the battles are replaced by [[BloodSport extraordinarily violent]] UsefulNotes/AmericanFootball games.

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* GaidenGame: ''[[CityOfAdventure Mordheim]]'' and ''Warmaster'' respectively. Specialist Games set in the ''Warhammer'' universe include ''TabletopGame/{{Mordheim}}'' is a skirmish/street (a street fighting game, while skirmish game set in the eponymous CityOfAdventure), ''Warmaster'' is an (an epic battle game using mini-miniatures to represent giant armies. And ''TabletopGame/BloodBowl'', which is Warhammer where all the battles are replaced by armies), ''TabletopGame/BloodBowl'' (an [[BloodSport extraordinarily violent]] UsefulNotes/AmericanFootball games.variant of UsefulNotes/AmericanFootball), ''TabletopGame/ManOWar'' (a naval combat miniature wargame) and ''TabletopGame/{{Dreadfleet}}'' (a naval combat board game).



* KickTheSonOfABitch: The targets of Lizardmen genocides were/are very nasty creatures (especially Chaos and Skaven) themselves, except for the dumb colonists on their coasts.



* MedievalEuropeanFantasy: Partially played straight and partially averted. ''Warhammer'''s focus faction, The Empire, was modeled off the Holy Roman Empire during the 16th/17th century prior to the Thirty Years' War, as opposed to TheMiddleAges. It's neighbor, Bretonnia, started out looking like pre-revolutionary France during the 16th-18th century, before regressing into this trope by becoming a HighMiddleAges-style feudal nation based on Medieval England and France with a dash of the [[Myth/ArthurianLegend Arthurian myth]], while its northern neighbor Kislev was modeled off Tsarist Russia, the Kievan Rus' and the Polish-Lithuanian Commonwealth during the 16th century (but with more emphasis on empty steppes and Cossacks). Other factions ran the gamut of 'feudal monarchies with steam power and guns' (the Dwarfs) to 'Ancient Athens-style Enlightenment monarchy but with 11th century technology and magic' (High Elves), 'Renaissance era Italy' (Tilea), 'Early modern age Spain meets the pre-Reconquista period' (Estalia) or 'Mayincatec absolute theocracy/magocracy' (The Lizardmen). The forces of disorder similarly ran the gamut from 'Spartan-esque military dictatorship' (Dark Elves) to 'The Horde' (Chaos, Greenskins), 'daemonic Viking Age Scandinavians' (Norscans, Warriors of Chaos) or 'SocialDarwinist nightmare' (Skaven). Its RPG spin-off, ''Warhammer Fantasy Battles'', bases much of its setting on the Empire, making most adventures in that game an example of this trope but with guns present.

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* MedievalEuropeanFantasy: Partially played straight and partially averted. ''Warhammer'''s focus faction, The Empire, was modeled off the Holy Roman Empire during the 16th/17th century prior to the Thirty Years' War, as opposed to TheMiddleAges. It's neighbor, Bretonnia, started out looking like pre-revolutionary France during the 16th-18th century, before regressing into this trope by becoming a HighMiddleAges-style feudal nation based on Medieval England and France with a dash of the [[Myth/ArthurianLegend Arthurian myth]], while its northern neighbor Kislev was modeled off Tsarist Russia, the Kievan Rus' and the Polish-Lithuanian Commonwealth during the 16th century (but with more emphasis on empty steppes and Cossacks). Other factions ran the gamut of 'feudal monarchies with steam power and guns' (the Dwarfs) to 'Ancient Athens-style Enlightenment monarchy but with 11th century technology and magic' (High Elves), 'Renaissance era Italy' (Tilea), 'Early modern age Spain meets the pre-Reconquista period' (Estalia) or 'Mayincatec absolute theocracy/magocracy' (The Lizardmen). The forces of disorder similarly ran the gamut from 'Spartan-esque military dictatorship' (Dark Elves) to 'The Horde' (Chaos, Greenskins), 'daemonic Viking Age Scandinavians' (Norscans, Warriors of Chaos) or 'SocialDarwinist nightmare' (Skaven). Its RPG spin-off, ''Warhammer Fantasy Battles'', Roleplay'', bases much of its setting on the Empire, making most adventures in that game an example of this trope but with guns present.


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* MercenaryUnits: 8th Edition Storm of Magic games have two examples:
** Scrolls of Binding provide every army access to a series of bound monsters, from common creatures, to those that are only part of one single army, to completely new ones available nowhere else. All monsters are available to all armies, with a limit of two (for standard armies) or four (for grand armies) monsters of each type (except for Giants, who are so ubiquitous that the cap does not apply). If you want to theme your monsters to fit your existing model collection, an optional rule in the ''Monstrous Arcanum'' expansion denotes the relationship between a monster and army as either Kinship (where there's no limit), Scroll of Binding (where the standard limit applies) or Abhorrent (where the cap is reduced to one).
** Sorcerous Pacts allow any army to ally with the Daemons of Chaos, Tomb Kings or Vampire Counts. Unlike normal alliances, the parent army and pact army are controlled by the same person and always begin the game as Trusted Allies, but if it deteriorates beneath Desperate Allies the entire pact army disappears.
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* FantasyCounterpartMap: The setting's unnamed planet is essentially a distorted version of medieval and early modern world maps. The Old World is a scrunched version of Europe, with the Empire where Germany would be, Bretonnia in place of France, Kislev approximating Russia, Norsca as a horizontal version of Scandinavia, Estalia, Tilea and the Vaults in place of Spain, Italy and the Alps, and the mist-shrouded island of Albion a ways off the coast. Heading east, the Dark Lands take the place of the Central Asian deserts, the Mountains of Mourn are the Himalaya stand-ins, and Cathay, Ind and Nippon don't even change their names. North of it all are steppes leading into the polar Chaos Wastes. Among the other continents, the Southlands, Naggaroth and Lustria have the approximate shapes and locations of Africa (complete with a northern desert home to a pseudo-Egyptian culture) and North and South America. The only area with no real equivalent is the floating island of Ulthuan, which instead serves as an Atlantis analogue.

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* FantasyCounterpartMap: The setting's unnamed planet is essentially a distorted version of medieval and early modern world maps. The Old World is a scrunched version of Europe, with the Empire where Germany would be, Bretonnia in place of France, Kislev approximating Russia, Norsca as a horizontal version of Scandinavia, Estalia, Tilea and the Vaults in place of Spain, Italy and the Alps, and the mist-shrouded island of Albion a ways off the coast. Heading east, the Dark Lands take the place of the Central Asian deserts, the Mountains of Mourn are the Himalaya stand-ins, and Cathay, Ind and Nippon don't even change are China, India, and Japan (even using already-existing alternate names for their names.real-world counterparts). North of it all are steppes leading into the polar Chaos Wastes. Among the other continents, the Southlands, Naggaroth and Lustria have the approximate shapes and locations of Africa (complete with a northern desert home to a pseudo-Egyptian culture) and North and South America. The only area with no real equivalent is the floating island of Ulthuan, which instead serves as an Atlantis analogue.
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Added DiffLines:

* FantasyCounterpartMap: The setting's unnamed planet is essentially a distorted version of medieval and early modern world maps. The Old World is a scrunched version of Europe, with the Empire where Germany would be, Bretonnia in place of France, Kislev approximating Russia, Norsca as a horizontal version of Scandinavia, Estalia, Tilea and the Vaults in place of Spain, Italy and the Alps, and the mist-shrouded island of Albion a ways off the coast. Heading east, the Dark Lands take the place of the Central Asian deserts, the Mountains of Mourn are the Himalaya stand-ins, and Cathay, Ind and Nippon don't even change their names. North of it all are steppes leading into the polar Chaos Wastes. Among the other continents, the Southlands, Naggaroth and Lustria have the approximate shapes and locations of Africa (complete with a northern desert home to a pseudo-Egyptian culture) and North and South America. The only area with no real equivalent is the floating island of Ulthuan, which instead serves as an Atlantis analogue.

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