Vampire Counts

Vampire Counts
Author: Gavin Thorpe
Publsiher: Unknown
Total Pages: 96
Release: 2008
Genre: Warhammer (Game)
ISBN: OCLC:475399712

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Warhammer Fantasy Creatures

Warhammer Fantasy Creatures
Author: Source Wikipedia
Publsiher: University-Press.org
Total Pages: 40
Release: 2013-09
Genre: Electronic Book
ISBN: 1230512292

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Please note that the content of this book primarily consists of articles available from Wikipedia or other free sources online. Pages: 38. Chapters: Lizardmen, Vampire Counts, Daemon, Skaven, Ogre Kingdoms, Undead, Old One, Orc, Beastmen, Zoat, Fimir, Goblin, Black Orc, Night Goblin, Snotling, Troll, Hobgoblin, Savage Orc. Excerpt: The Lizardmen are an army in the Warhammer game, overall poor ranged attacks with strong melee combat and exeptional magic. In earlier versions of the setting (up to and including the 3rd edition of Warhammer Fantasy Battle and the 1st edition of Warhammer Fantasy Roleplay) there was a separate Slann army based in Lustria. The background story of the Warhammer world described its creators as the "Old Slann" or "Old Ones" interchangeably. These were the ancestors of the current Slann, froglike creatures who once ruled Lustria in a great empire with an Inca, Aztec and Maya feel, leaving behind a legacy of high-tech/magical items called Power Weapons, made of a mysterious black substance. Forces available to this army as allies or enemies included humanoid pygmies with blowguns and Amazonian warrior-women, as well as lobotomised slave-soldiers. In the third edition the warrior Slann were separated into various totem warrior groups, e.g. "Jaguar" and "Alligator," wearing the skins of their totem animals. Slann warriors rode Cold Ones into battle (as did Dark Elves) - a role taken by the Saurus in the current Lizardmen army. Lizardmen were a race entirely unrelated to the Slann, and who inhabited the deep caverns underneath Goblin lairs and Dwarf strongholds in the mountains east of the Old World. They were described one of the native creatures of the Warhammer world before the coming of the Old Ones. The Slann had no use for the Lizardmen and they were driven underground. In the current version, the Old Ones created the Slann as their servants, and created the Saurus as their bodyguards from the creatures already living on the World....

Warhammer Fantasy Armies

Warhammer Fantasy Armies
Author: Source Wikipedia
Publsiher: University-Press.org
Total Pages: 50
Release: 2013-09
Genre: Electronic Book
ISBN: 1230592075

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Please note that the content of this book primarily consists of articles available from Wikipedia or other free sources online. Pages: 49. Chapters: High Elves, Lizardmen, Vampire Counts, Skaven, Ogre Kingdoms, Dark Elves, Bretonnia, Chaos Dwarfs, Undead, Wood Elves, Hordes of Chaos, Orcs and Goblins, Tomb Kings, Armies of Warhammer, Kislev. Excerpt: In the fictional Warhammer Fantasy setting by Games Workshop there are a number of different races and nations. The most important of these feature as individual armies in the Warhammer Fantasy Battle table top game. All of the featured human nations are based in the Old World. A throwback feudal nation that relies on its haughty knights, heraldry, and their mysterious patron for military strength. It is similar to the French armies before the Hundred Years' War, combined with a heavy dose of Arthurian Myth. Bretonnian armies rely on powerful charges from their many heavily armed and armoured knights in order to achieve victory. Bretonnian knights are arguably the best heavy cavalry in the game, along with being the most varied. Bretonnian armies can also contain cheap and expendable units of unskilled peasants to serve as fodder. The Elves were the third civilised race to walk the world. Brought from creation by the Old Ones, the Elves showed an adeptness at magic. Torn asunder many thousands of years ago by a great civil war, there are three major nations of Elves. In the first edition of the game, there were two other Elven armies noted: the "Sea Elves" and the "Night Elves." Sea Elves were essentially the Elves of the more practical and worldly Outer Kingdoms of Ulthuan, and the Night Elves are now considered part of the Dark Elves. The Dwarfs live in city fortresses dug into the mountains of the Old World. Their Chaos brethren occupy one huge towering city in the lands to the south east of the Old World. The tribes of Orcs, Goblins and other Greenskins are spread across the Old World and into the east. They...

Neferata

Neferata
Author: Josh Reynolds
Publsiher: Black Library
Total Pages: 416
Release: 2013-01-01
Genre: Electronic Book
ISBN: 1849705364

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The vampire queen Neferata plots to create a new empire. Neferata is a queen without a kingdom. Lahmia has fallen, her vampire children have scattered and she is reduced to draining blood from the beasts of the mountains. After a chance encounter with a party of dwarfs, she sets her sights on a capital for her new empire - the stronghold of Silver Pinnacle. She calls her allies to battle - but can she truly trust Ushoran, Lord of Masks, and his bestial Strigoi vampires?

The Red Duke

The Red Duke
Author: C. L. Werner
Publsiher: Unknown
Total Pages: 413
Release: 2011
Genre: Fantasy fiction
ISBN: 1849700737

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The Red Duke was once a valorous and honourable knight. Betrayed and struck down in battle, he rose again as a bloodthirsty vampire lord. After a campaign of butchery the undead fiend was defeated and entombed. After half a century of interment, the Red Duke is resurrected by the vampiric witch Jacquetta.

Undeath Ascendant A Vampire Omnibus

Undeath Ascendant  A Vampire Omnibus
Author: Various
Publsiher: Games Workshop
Total Pages: 848
Release: 2021-05-25
Genre: Fiction
ISBN: 1789998301

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Explore the shadows with this great vampire omnibus from the Warhammer Old World. TBC

Vampireslayer

Vampireslayer
Author: William King,Marc Gascoigne
Publsiher: Black Library
Total Pages: 320
Release: 2004-01
Genre: Fiction
ISBN: 184416053X

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In the unceasing war against Chaos, the doom-seeking dwarf, Gotrek and his human companion, Felix are beset by a new, terrible foe--an evil which threatens to reach out from darkest Sylvania. Reissue.

Curse of the Necrarch

Curse of the Necrarch
Author: Steve Savile
Publsiher: Unknown
Total Pages: 410
Release: 2008
Genre: Vampires
ISBN: 1844166562

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Feared and reviled, the reclusive necrarch vampires lurk in their lairs, engrossed in mad experiments and dreams of depraved glory. When one of these foul creatures invades an Empire town and slaughters the inhabitants, its knight protector, the aging hero, Reinhardt Metzger, swears vengeance.

The Wicked The Divine Book 2

The Wicked   The Divine Book 2
Author: Kieron Gillen
Publsiher: Image Comics
Total Pages: 400
Release: 2017-09-06
Genre: Comics & Graphic Novels
ISBN: 9781534305632

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Oversized hardcover collection of issues #12-22 of THE WICKED + THE DIVINE, including the most experimental and elating material in the critically acclaimed commercial superstar of a series so far. Collects COMMERCIAL SUICIDE and RISING ACTION with copious making-of material and extensive director's commentary.

Total War Warhammer The Art of the Games

Total War  Warhammer   The Art of the Games
Author: Paul Davies
Publsiher: Titan Books (US, CA)
Total Pages: 192
Release: 2022-04-12
Genre: Games & Activities
ISBN: 9781803361697

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Explore the world of all three Total War: WARHAMMER games in this stunning compendium, packed with concept art, final designs, storyboards, and artist commentary. Total War: WARHAMMER is the award-winning PC strategy game trilogy from Creative Assembly. Set in the world of Warhammer Fantasy Battles, it combines grand campaigns of epic empire-building with battles of breathtaking scale, brimming with the warriors, wizards, and monsters that fans know and love. Delve into the rich lore of Games Workshop’s world of Warhammer Fantasy Battles, as viewed through the Total War lens. Total War: WARHAMMER – The Art of the Games offers Creative Assembly’s insights into the development of the series. Pore over concept sketches, texture studies, character art, and fully rendered paintings, accompanied by commentary from the artists themselves. Featuring artwork of iconic characters and scenes from parts I and II, as well as never-before-seen art from the trilogy’s thundering grand finale, this coffee-table tome is an essential collector’s item for any Warhammer or Total War fan.

Night s Dark Masters

Night s Dark Masters
Author: Green Ronin
Publsiher: Unknown
Total Pages: 143
Release: 2007
Genre: Fiction
ISBN: 184416313X

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Provides information on vampires, including bloodlines, adversaries, and vampire hunters, to create adventures for the fantasy roleplaying game Warhammer.

Retribution

Retribution
Author: Steve Savile
Publsiher: Games Workshop Limited
Total Pages: 409
Release: 2007-03-05
Genre: Fiction
ISBN: 1844162931

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Fantasy-roman.

PC Gamer

PC Gamer
Author: Anonim
Publsiher: Unknown
Total Pages: 135
Release: 2007
Genre: Computer games
ISBN: PSU:000061729773

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The King in Yellow

The King in Yellow
Author: Robert William Chambers
Publsiher: Library of Alexandria
Total Pages: 135
Release: 2020-09-28
Genre: Electronic Book
ISBN: 9781465608925

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Toward the end of the year 1920 the Government of the United States had practically completed the programme, adopted during the last months of President Winthrop's administration. The country was apparently tranquil. Everybody knows how the Tariff and Labour questions were settled. The war with Germany, incident on that country's seizure of the Samoan Islands, had left no visible scars upon the republic, and the temporary occupation of Norfolk by the invading army had been forgotten in the joy over repeated naval victories, and the subsequent ridiculous plight of General Von Gartenlaube's forces in the State of New Jersey. The Cuban and Hawaiian investments had paid one hundred per cent and the territory of Samoa was well worth its cost as a coaling station. The country was in a superb state of defence. Every coast city had been well supplied with land fortifications; the army under the parental eye of the General Staff, organized according to the Prussian system, had been increased to 300,000 men, with a territorial reserve of a million; and six magnificent squadrons of cruisers and battle-ships patrolled the six stations of the navigable seas, leaving a steam reserve amply fitted to control home waters. The gentlemen from the West had at last been constrained to acknowledge that a college for the training of diplomats was as necessary as law schools are for the training of barristers; consequently we were no longer represented abroad by incompetent patriots. The nation was prosperous; Chicago, for a moment paralyzed after a second great fire, had risen from its ruins, white and imperial, and more beautiful than the white city which had been built for its plaything in 1893. Everywhere good architecture was replacing bad, and even in New York, a sudden craving for decency had swept away a great portion of the existing horrors. Streets had been widened, properly paved and lighted, trees had been planted, squares laid out, elevated structures demolished and underground roads built to replace them. The new government buildings and barracks were fine bits of architecture, and the long system of stone quays which completely surrounded the island had been turned into parks which proved a god-send to the population. The subsidizing of the state theatre and state opera brought its own reward. The United States National Academy of Design was much like European institutions of the same kind. Nobody envied the Secretary of Fine Arts, either his cabinet position or his portfolio. The Secretary of Forestry and Game Preservation had a much easier time, thanks to the new system of National Mounted Police. We had profited well by the latest treaties with France and England; the exclusion of foreign-born Jews as a measure of self-preservation, the settlement of the new independent negro state of Suanee, the checking of immigration, the new laws concerning naturalization, and the gradual centralization of power in the executive all contributed to national calm and prosperity. When the Government solved the Indian problem and squadrons of Indian cavalry scouts in native costume were substituted for the pitiable organizations tacked on to the tail of skeletonized regiments by a former Secretary of War, the nation drew a long sigh of relief. When, after the colossal Congress of Religions, bigotry and intolerance were laid in their graves and kindness and charity began to draw warring sects together, many thought the millennium had arrived, at least in the new world which after all is a world by itself.

The Rise of Nagash

The Rise of Nagash
Author: Mike Lee
Publsiher: Games Workshop
Total Pages: 944
Release: 2017-11-07
Genre: Fiction
ISBN: 1784966185

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New omnibus edition of Mike Lee's classic Warhammer fantasy trilogy The Rise of Nagash. In the fantasy world of Warhammer, magic suffuses the land to such an extent that even the dead can ‘live’ again, and whole empires of undead creatures hold sway in the dark places of the Old World. The vampires in the forests, the ghouls in their tunnels, the tomb kings of the southern deserts - all can trace their dark lineage back to Nagash, the first necromancer and supreme lord of undeath. For it was Nagash, two millennia before the time of Sigmar, who wrested the secrets of life and death from the dark elves, embarking upon a quest for immortality that would spark a war, destroy an empire and unleash a plague of undeath that would blight the Old World until the End Times and beyond.