Crusade Setting

Campaign Context

  • The Year is 1449, with the Empire on the brink of a Civil war Araby invades Estalia without provocation, providing a catalyst for the First Errantry War.

Noteworthy Locations


  • Tilea is a nation of the Old World, lacking a central government. Sharing a common language and culture it is politically divided in several city-states.
  • The city states have varying forms of government - some are republics while others are principalities.
  • Tilea is famous for its mercenaries. Men are the most common, but Dwarfs, High Elves and Ogres are also employed in the armies of the Merchant Princes.


  • Tilea roughly surrounds the Tilean Sea. The Apuccini Mountains form the eastern border, the Abasko Mountains form the western, and the Irrana Mountains form the northern.
  • The Apuccinis protect Tilea from the lawless region of the Border Princes, but the forests of the foothills are dangerous enough, harbouring predatory beasts. Goblins and bandits are also a pervasive threat.
  • The coastal states are important maritime powers which struggle with the Arabians and Estalians for dominance of the sea trade. Although Tilea is distinguished by the rivalry between its city states, the recognition of a common heritage ensures that they usually cooperate against common enemies. The inland states are mostly concerned with agriculture and are sometimes subservient in some way to the coastal states.

Major city-states
Tobaro, a tormented principality
Miragliano, a mighty principality
Trantio, a turbulent principality
Pavona, a perfidious principality
Remas, a rebellious republic
Verezzo, a serene republic
Luccini, an ancient principality
Sartosa, a decadent pirate principality


  • Tilea has no regular military, and all city states employ companies of mercenaries instead. The companies range from groups of hardened, professional soldiers who will honourably fulfill the terms of their contract to the letter, to unscrupulous rabble all too prone to rebellion, plundering, and treachery.


All dates given in the Sigmarite Calendar
c -1780 - Legend has it that the ancient city of Tylos was destroyed on this date
c -1500 - The High Elves return to Ulthuan
Archaic Age
c -700 - Tilean shepherds seen grazing their flocks in ruined Elf cities
Classical Age
c 1 - Legend has it the twins Lucan and Luccina build the city of Luccini amid the ruins of a former Elven city. Remas, Sartosa & Tobaro are built in the following centuries.
c 451 - The coast of Tilea is ravaged by the fleets of the Dark Elves and Settra (king of the undead in Nehekhara). Sartosa is destroyed.
Tilean Dark Ages
c 475 - An Orc horde rampages through Tilea sacking many cities.
c 491-978 - Slowly the Tileans drive the Orcs back over the Apuccini Mountains
c 1017 - A stronghold is established in Sartosa by Norse raiders.
Unnamed Era
c 1240 - The Corsairs of Araby invade Sartosa
c 1366 - As the civil war ravages the Empire, Tilean mercenaries fight on both sides.
c 1425 - The historic tournament of Ravola in which the Bretonnians are defeated by Tilean Knights, thus Tilea became safe from Bretonnian territorial advances.


  • Araby is a sub-continent of the Southlands, located to the south of the Old World, and bordering Nehekhara. It is a huge and decadent empire, composed of many theocratic Caliphates, all ruled over by the Sultan of All Araby.
  • Araby is made up of several ethnic groupings and a number of states, although all are loyal to a single religious and secular centre of power controlled by the Sultan. Arabians worship a single god, who is manifested on the world by his chosen prophets.
  • The Sultans of Araby are said to be more wealthy than the Dwarves and its cities are rich in spices, gold and slaves which are traded with the Empire and Norsca.
  • Arabians trade and travel extensively, but have made little attempt to settle outside their homelands. Their society is most notably focused on trade and piracy, their fabulous wealth coming from worldwide trade, piracy and conquest. Many of their religious dogmas prevent them from developing socially and technologically.
  • Not much is known about the society of the people of Araby, but from the few merchants and explorers who made their way into the kingdoms and Empire of the Old World we can assume that commerce and rrade are an extremely important part of their society, they were able to establish and monopolise the trade routes into the lucrative jade and spice lands of the Far-East such as Cathay and Ind, as well as trading with the barbaric Norse tribes establishing the largest slave market in the city of Copher, all this is thanks to their unsurpassed mastery of the navigation of the seas. The economic growth of Araby has lead their peoples to the pursue of the fine arts in poetry, alchemy, medicine and architecture thus producing some of the world's most notable poets, doctors, sorcerers and architects.


  • The toughest fighters come from the nomadic tribes of the deserts, who are greatly feared by the more civilised traders who ply their trade along the caravan routes through the great deserts.
  • The most notable warriors of Araby are the Dervishers, fanatic religious warriors all too willing to die for their god. Another famous type are the Eunochs, individuals trained since birth to serve as warriors or guards.


  • The cities of Araby are build along its prosperous and fertile coast lands. Meanwhile the lands of interior Araby are arid and infertile, and peopled by nomadic camel-borne raiders who prey upon the caravans plying their dusty trade. Humans are the dominant race of Araby, although there are a number of other, declining races who survive in the remote areas.

The principal cities of Araby are:
Lashiek, Corsair city
Copher, the Spirit Port
Al-Haikk, the City of Thieves


  • The early years of Araby's history is not well documented, but it is known that it was devastated in the Wars of Death, a period of invasions by Arkhan the Black, following the fall of the Nehekharan civilisation.

The Empire

  • The Empire is the largest and most powerful nation of the Old World. It is located east of Bretonnia, south of Kislev and north of Tilea.


  • The Empire was founded by Sigmar Heldenhammer. At its founding, the traditional territories of the tribes unified by Sigmar were formalised as the imperial provinces. Following the passing of Sigmar, the system of Electors was established, with the provincial rulers entitled to elect a new Emperor from among themselves.


  • Although the Emperor is both head-of-state of the Empire and commander-in-chief of its armies, the real power within the Empire is held by the 10 Elector Counts, of which the Emperor is one.
  • Upon the death of an Emperor the throne does not automatically pass to his heir. An election is held with 15 Electors, 10 of which are Elector Counts. Each of them casts a vote, and the candidate with most votes becomes Emperor.
  • The Emperor is largely the leader of the Elector Counts, who are extremely powerful and independent. His power is severely limited by the inability of enforcing his edicts within the semi-independent provinces, as the Elector Counts can effectively choose to largely ignore most of his edicts.
  • The Empire is not a centralised nation, but rather a feudal confederacy of 11 large and semi-independent provinces, bound together by common interests, history, language, religion, and culture.
  • Somewhat outside of the rule of the nobility are the semi-independent city-states. There the burgers choose their own Burgomeisters. It's very likely that the richest and most influential merchants have the greatest influence over the whole process but precise details are currently unknown.



The Moot, technically not a elector state

Foreign relations

  • The Empire's oldest and foremost allies are the Dwarfs and the Empire of Kislev, but over the centuries the High Elves and the Kingdom of Bretonnia have also fought at the side of The Empire in the eternal struggle against the forces of Chaos and the Greenskin hordes.

Society & culture

  • The overwhelming majority of the citizens of The Empire are human but Halflings, Dwarfs, Elves, and Ogres are present.


  • Nearly all deities of the Old World pantheon are openly worshipped and accepted. Sigmar, Ulric, Taal and his wife Rhya, Shallya, Morr and Ranald are the most popular ones.


  • The armies of the Empire are massive and diverse fighting forces, having a wide range of available units while the Imperial Navy patrols the mighty rivers of The Empire besides protecting the northern coast of Nordland.
  • Each of the Elector Counts, including the Emperor, maintains their own standing armies, called State Troops, which are largely composed of infantry. These forces are supplemented during war by various forms of militia, such as peasant levies and mercenary bands. In addition to these forces are the various secular and religious Knightly Orders which will form most of the cavalry.


  • Bretonnia is a kingdom located in the Old World, west of the Grey Mountains and the Empire. Carefully protected by its brave and honourable knights, Bretonnia is a land of chivalry and honour. However this must be balanced against the poverty and oppression of its peasantry.

Goverment & organisation

  • Bretonnia is ruled by a king, and the throne is usually passed from father to eldest son. A new king is crowned by the Fay Enchantress and technically at least she outranks him. The kingdom is further organized in 14 dukedoms, each ruled by its own Duke.


  • There are no cities in Bretonnia. Most nobles live in mighty castles in the countryside surrounded by a village and only the castles of a handful of dukes protect developed towns, which sport the same name as the respective provinces. * The people of Bretonnia consider the life in towns to be somewhat unnatural, fit only for the most desperate and poor. The largest towns are seaports, centres of trade and harbours of the Bretonnian fleets.

The Marches of Couronne, not a dukedom but may eventually become one
Mousilion, seaport
Bordeleaux, seaport
The Forest of Loren officially part of Bretonnia but actually an independent state

Society & culture

  • The society of Bretonnia is formed by two classes, the nobility and the peasantry.


  • The noble class is ruled by the king and is composed by dukes, marquises, earls, barons, and knights. Bretonnian society is patriarchal but noblewomen still demand some respect. All fit male nobles are knights and follow a code of chivalry, holding noblesse oblige and honour in high regard. While using bows to hunt during peacetime, they refuse to use any distance weaponry in war, considering it dishonourable.


  • The peasants have nearly no rights at all, and are illiterate and uneducated. They are considered property, and must surrender 9/10ths of their crops to their feudal lord. As a result most of them will remain extremely poor throughout their entire lives.
  • They may also not leave their home province unless allowed; as a result a certain degree of inbreeding is quite common. Many peasants are afflicted by clubfeet, extra fingers, lazy eyes, or similar defects.
  • Bretonnian justice is harsh and any peasant who is caught stealing or poaching is usually hanged. An even harsher punishment is dealt to a peasant who attacks a noble. He and his family will be tortured and slowly dismembered, while all his friends and acquaintances will be crippled. Such is the price of rebellion.


  • The nobles largely worship the Lady of the Lake, considered the national patron deity of chivalry. However the other deities of the Old World are respected and worshipped on occasion.
  • The main priestess of the Lady of Lake is the Fay Enchantress who is respected throughout Bretonnia. Other 'minor' Prophetesses and Damsels roam the kingdom, advising noble families, and occasionally aiding Bretonnian armies in battle.
  • The peasants are not considered worthy enough to worship the Lady of the Lake directly. While they certainly respect and fear her, they usually worship the other deities of the Old World.


  • Knights are the backbone of the Bretonnian army. Forming lances, V-shaped formations, they are expected to punch through the enemy lines disrupting their unity and fighting spirit.
  • Knights Errant are young and eager to prove themselves.
  • Knights of the Realm are experienced and hardened warriors with the duty of guarding their province.
  • A Questing Knight is a former Knight of the Realm who gave up his social position to follow a spiritual quest. Always searching for the Grail he will slay monsters and evil foes. If he succeeds, proving his faith, purity, and honour he may sip from the Grail, becoming a Grail Knight.
  • A Grail Knight is a legendary saint and hero, blessed with an extreme long lifespan.
  • Only the most fit and able peasants will be recruited. They are allowed to use bows as they have no honour to defend and uphold. In the dukedom of Bastonne every able peasant boy is obliged by law to train himself in the use of a longbow. However this ducal law is rarely upheld and few peasants have the means to buy or the skill to craft a bow, and even fewer have the strength to draw one. Similar laws exist in the other dukedoms with similar results.


  • Estalia is a nation, politically divided into several small kingdoms and lacking a central government.


  • Estalia is bordered to the northeast by Bretonnia. Its natural borders are the Irrana and Abasko Mountains to the east, the Great Western Ocean to the north and west and the Southern Sea to the south.
  • The northern kingdoms of the Irrana mountains are barren lands populated by fierce and tough hill-fighters, and where solid fortresses guard the mountain passes, while the kingdoms along the south coast are prosperous trading states whose ships ply the Southern Sea as far as Araby.
  • Estalian cities are solidly built and well-fortified, and of a generally younger foundation than those of the north. The two largest cities, along with both being port cities, also represent the two most important and powerful city-state kingdoms. The rivalry between these two port cities - Bilbali on the north coast and Magritta on the south - and between each and their Tilean neighbours, for that matter - has endured for centuries.


  • Situated far to the south of the Old World, Chaos is too remote to be taken as a serious danger. With no external threat to unite the people, the region has remained politically fractured, with rival kingdoms warring against each other, as well as against the neighbouring city-states of Tilea and the Bretonnians.


  • Estalians are a hardy people, and claim to be the first humans to have settled the Old World, although this claim is not taken seriously outside Estalia. Those within the cities make their living with fishing and trade. Estalians take great offence to being confused with Tileans, and it is said they will slay any man who mistakenly addresses them in the Tilean language.
  • Estalia is renowned for its Diestros, skilled duellists who ply their trade across the Old World.


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