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		<id>https://www.onepagefan.wiki/index.php?title=Vampiric_Undead&amp;diff=4220</id>
		<title>Vampiric Undead</title>
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		<updated>2026-04-18T21:42:41Z</updated>

		<summary type="html">&lt;p&gt;Regem: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{OPR-Faction&lt;br /&gt;
|Faction=Vampiric Undead&lt;br /&gt;
|Image = Vampiric Undead.png&lt;br /&gt;
|Setting=Age of Fantasy&lt;br /&gt;
|Games=[[Age of Fantasy]],&amp;lt;br&amp;gt;[[Age of Fantasy Skirmish|Age of Fantasy: Skirmish]],&amp;lt;br&amp;gt;[[Age of Fantasy Regiments|Age of Fantasy: Regiments]],&amp;lt;br&amp;gt;[[Age of Fantasy Quest|Age of Fantasy: Quest]]&lt;br /&gt;
|Species=Vampires&lt;br /&gt;
|Version=3.2.0&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Vampiric Undead&#039;&#039;&#039; are legions of monsters and spirits led by powerful vampire Lords. These lords use their dark magic to raise and control the bodies and spirits of the dead, and lead them to battle. &lt;br /&gt;
&lt;br /&gt;
The Vampire Lords are members of the nobility from the western steppes who embraced necromancy after they were abandoned by the [[Human Empire|Empire]] during the Havoc Wars. Once they understood the secret of immortality, they attempted to betray their patrons and were cursed with undeath. This curse has only made the Vampire Lords more bitter and cruel as they rule brutally over their fearful subjects.&lt;br /&gt;
&lt;br /&gt;
==History ==&lt;br /&gt;
&lt;br /&gt;
=== The Origin of the Marches ===&lt;br /&gt;
The Western Marches emerged as a mountainous and forested region that served as a natural border between the early Human Empire, the southern sea, and the western steppes. Its rugged terrain and dense forests made settlement difficult, turning it into a refuge for displaced peoples, defeated tribes, and exiled communities.&lt;br /&gt;
&lt;br /&gt;
Over the centuries, various groups settled in the area, including the Wurmvelk, Nedzorites, Black Wings, and Danvals, which led to recurring conflicts over territorial occupation. This process gave rise to a fragmented structure of small domains ruled by warlords, whose authority depended on military strength. Continuous territorial disputes consolidated a warlike culture and a reputation for violence.&lt;br /&gt;
&lt;br /&gt;
The warriors of the Marches were distinguished by their use of intimidating symbols and by the spread of tales and songs that exalted the brutality of their leaders, many of whom remain in collective memory. At the same time, the forest assumed a central role: large-scale logging attempts failed due to its vastness, the presence of hostile creatures, and the shortage of labor. This led to a forced coexistence in which peasants avoided entering the woods while nobles patrolled its borders. However, not all adhered to these boundaries, as marginalized communities formed forest tribes known as the Volshoboz, or “Wolfkin”, who used the dense wilderness as both refuge and base of operations for raiding.&lt;br /&gt;
&lt;br /&gt;
=== Establishment of the Viceroyalty ===&lt;br /&gt;
As the Western Marches struggled with internal conflicts, the Human Empire rose into a dominant power whose influence reached the region through trade. Eastern lords prospered from Imperial commerce, while others were left at a disadvantage, fueling raids and reprisals. This unrest provided the Empire with justification to intervene, and annexation soon followed, though local elites retained much of the administration while paying tribute to a distant sovereign.&lt;br /&gt;
&lt;br /&gt;
Two centuries later, resistance emerged under Fevrig Nedzoroz, Margrave of Kamzan Lake. After years of secret preparations, he launched the &amp;quot;Dark Solstice&#039;&#039;&amp;quot;&#039;&#039;, eliminating much of the pro-Imperial nobility and leading a three-year war that unified most of the Marches under his control.&lt;br /&gt;
&lt;br /&gt;
At the same time, the Empire was weakened by rebellions and a massive daemonic invasion. Forced to negotiate, the Emperor granted the Marches autonomy in exchange for Fevrig’s support. Thus, the Western Marches became a self-governing state under Fevrig I, who then marched east with the largest army the Marches had ever assembled, heralding the beginning of the Havoc Wars.&lt;br /&gt;
&lt;br /&gt;
=== The Rise of the Vampiric Marches ===&lt;br /&gt;
[[File:Shradzotezyaban.jpg|right|frameless|280x280px]]&lt;br /&gt;
[[File:Necromantic Ritual.jpg|right|frameless|211x211px]]&lt;br /&gt;
The people of the Western Marches were seasoned warriors, but the Havoc Wars brought unprecedented devastation. Fevrig I and his vassals fought alongside Imperial forces on the northern frontier, retaking cities, ambushing demons, and countering hostile northern tribes. Despite their brutal tactics and fearsome reputation, the Havoc forces continued to advance, leaving provinces in ruins and threatening the Marches further with Ogre invasions from the west.&lt;br /&gt;
&lt;br /&gt;
During the Battle of the Red Road, Fevrig I was killed while leading a desperate charge, and his son assumed the title as Fevrig II. He immediately declared secession from the Empire, consolidating the remaining lords and focusing on eliminating demonic forces, though new threats loomed. At this critical moment, a mysterious wizard known as Shradzotezyaban, or “the Stranger,” arrived, offering his power to raise the dead in defense of the Marches.&lt;br /&gt;
&lt;br /&gt;
With the Stranger’s necromantic army, Fevrig II repelled the Ogre horde in the Mortodzan Hecatomb and temporarily secured the Marches. However, the Stranger’s ultimate goal was to use the Marches in a ritual to grant eternal life for himself and his masters. Fevrig II betrayed him, killing the Stranger and corrupting the ritual, unleashing a curse that transformed nobles into Vampires, forest tribes into Werewolves, and the land itself into a realm of undeath.&lt;br /&gt;
&lt;br /&gt;
This catastrophe marked the beginning of the Vremyasag, the Era of Thirst, during which the Western Marches became known as the Vampiric Marches. Fevrig III later rose to power, mastering the curse, consolidating the undead aristocracy, and stabilizing human populations through the ritual known as Kiralkya, or &amp;quot;the King’s Gift&amp;quot;. He crowned himself King of the Vampiric Marches, establishing a new order while preparing for eventual expansion beyond the Marches.&lt;br /&gt;
&lt;br /&gt;
=== Consolidation of the Undead Aristocracy ===&lt;br /&gt;
[[File:Undead Aristocracy.jpg|right|frameless|200x200px]]&lt;br /&gt;
Fevrig III sought to bring stability to the cursed land and mold it into a formidable state. Protecting the dwindling Human population was crucial, both as subjects and as sustenance for the Vampires.&lt;br /&gt;
&lt;br /&gt;
Together with his Necromancers, he devised the King’s Gift, a ritual allowing Vampires to share a fragment of undeath with mortal servants. The peasants, called Leczapoye, or &amp;quot;the Drained&amp;quot;, wore collars through which their lords drew a blood tax. The annual Dogozmenye ceremony reinforced the bond between Drained and master.&lt;br /&gt;
&lt;br /&gt;
Resistance arose, but most Vampires adopted the system, recognizing its benefits. Fevrig III granted his vassals autonomy, requiring only loyalty and the maintenance of standing armies. Even the Volshoboz fell under the King’s authority, regaining partial consciousness and organizing into packs, though they remained subservient to Vampires in war.&lt;br /&gt;
&lt;br /&gt;
Through fear, force, and diplomacy, Fevrig III achieved unprecedented control over the aristocracy. Open rebellion was rare, but some nobles remained exiled or hidden in lands corrupted by the Curse, where necromantic energies ran unchecked. The King maintained authority by fostering intrigue and division among his vassals.&lt;br /&gt;
&lt;br /&gt;
=== Expansion of the Vampiric Marches ===&lt;br /&gt;
[[File:VU Map Misc.jpg|right|frameless|207x207px]]&lt;br /&gt;
Fevrig III’s ambitions extended beyond ruling the Marches; he aimed to rebuild and expand the Human Empire under his banner. He invested heavily in necromantic research, recruiting scholars and mages across Tyria to Kamzan Castle, which became a vast center of study, laboratories, and libraries dedicated to understanding and harnessing the Curse.&lt;br /&gt;
&lt;br /&gt;
A key focus was the Monoliths established by the Stranger, investigating their role in amplifying undeath and shaping the land. While many experiments failed, destroying villages or creating unstable vortexes, some succeeded, establishing remote Vampiric Undead colonies. Arcane amulets and sarcophagi fashioned from Monolith stone allowed Vampires to channel the Curse in combat or for recovery.&lt;br /&gt;
&lt;br /&gt;
Political realities tempered these ambitions. Vassals remained scheming, requiring the King to maintain a balance of fear, diplomacy, and ritual. Nevertheless, the Vampiric Marches became a land of undeath where Humans, Vampires, and Werewolves were bound by ritual, coercion, and dependence.&lt;br /&gt;
&lt;br /&gt;
The Marches served as both a bastion and a laboratory for Fevrig III’s ultimate goal: a dominion of undeath from which he could extend his influence beyond the cursed borders, shaping Tyria according to his will.&lt;br /&gt;
&lt;br /&gt;
== Notable Conflicts ==&lt;br /&gt;
&lt;br /&gt;
=== The Zhanye Pass Slaughter ===&lt;br /&gt;
The Zhanye Pass Slaughter stands as a defining moment in the annals of the Western Marches, symbolizing the first great triumph achieved by the Marchers themselves after the imposition of the Curse. Beyond its military importance, the battle affirmed that the transformations wrought by the Ritual, though grievous and irrevocable, were also the instruments of the Marchers’ enduring independence.&lt;br /&gt;
&lt;br /&gt;
In the first winter following the Ritual, the [[Ogres]] of the steppes launched a renewed invasion under the command of Master Shaman Mazumeta Idemzi, seeking to claim the necromantic energies that saturated the land. Her campaign met the resistance of Werewolf Champion Gremyir Azetovoz, once a captain in Fevrig I’s service, and Lady Milyazha Imruskoza, the youthful Vampire sovereign of Telen Valley. United by kinship of blood and transformation, they formed a pact that would decide the fate of the region.&lt;br /&gt;
&lt;br /&gt;
The confrontation reached its climax in the treacherous snows of Zhanye Pass, where Gremyir’s pack, guided by instinct and knowledge of the terrain, orchestrated a series of relentless ambushes. During a furious blizzard, the Ogres were driven into chaos, many plunging to their deaths from the cliffs, while their war chief, Atagar Tevitenöy, fell buying his mistress’s escape. Mazumeta herself reached Telen Castle alone, exhausted and wounded, only to meet her end at the hands of Lady Imruskoza, who claimed her life and blood in one final act of vampiric justice.&lt;br /&gt;
&lt;br /&gt;
This victory, known thereafter as the Zhanye Pass Slaughter, was celebrated across the Marches as a moment of self-determination and unity against foreign incursion. Songs such as “Tumbling Down from Zhanye Pass” preserved the tale in popular memory, while Gremyir Azetovoz’s renown spread even among the noble houses that once scorned his kind. His pack grew in number and prestige, and he would later serve as one of the Vampire King’s most trusted generals.&lt;br /&gt;
&lt;br /&gt;
Lady Imruskoza, now a figure of legend, withdrew into her ancestral fortress, ruling from solitude with only skeletal retainers for company. Yet her bond with Gremyir endured, and the valley once known as Telen became Wolf Valley, a realm shared by Vampire and Werewolf alike. Even now, travelers through its frozen heights speak of Ogre skeletons wandering the cliffs, restless echoes of an army that dared to challenge the sovereignty of the Marches.&lt;br /&gt;
&lt;br /&gt;
=== The Temetoz Expedition ===&lt;br /&gt;
The Temetoz Expedition is documented in the annals of the Western Marches as a cautionary episode illustrating the dangers of mortal intrusion into domains bound by the Curse. Around the mid-Vremyasag period, the exiled [[Duchies of Vinci|Vinci]] inventor Satilla Scezzoni led a small expedition into the necropolis of Temetoz, situated along the northern frontier, after detecting fluctuations of necromantic energy. Unbeknownst to her, the site had long been occupied by Latmyir the Mad, a reclusive necromancer and former disciple of the Stranger, whose experiments in skeletal reanimation had persisted for centuries beyond his supposed death.&lt;br /&gt;
&lt;br /&gt;
The Vinci expedition, driven by a blend of scientific curiosity and imperial arrogance, descended into the catacombs in search of the energy source. Their intrusion disrupted Latmyir’s dormant constructs, reawakening skeletal servitors and ghoulish guardians. Confrontations escalated rapidly within the subterranean corridors, culminating in the annihilation of the expedition. Surviving records indicate that Zaigino “Big Zai” Urulli, Scezzoni’s lieutenant, sacrificed himself to delay the undead assault, allowing his mistress to retreat deeper into the ruins. None of the Vinci returned alive, save for a single soldier whose fragmented testimony describes the chaos of collapsing tunnels, extinguished lanterns, and the relentless pursuit of Shetro the Blind, Latmyir’s winged ghoul.&lt;br /&gt;
&lt;br /&gt;
Subsequent reports claim that Latmyir resurfaced a decade later, commanding an army of armored skeletons that briefly threatened the neighboring domains before inexplicably turning against him, an outcome often interpreted as the byproduct of flawed experimentation or premature attempts at sentient animation. Following this event, Latmyir disappeared once more, presumably returning to Temetoz.&lt;br /&gt;
&lt;br /&gt;
Of Satilla Scezzoni, no verifiable trace was ever recovered. However, a fragment of mechanized armor bearing Vinci craftsmanship was later retrieved near the necropolis, suggesting that her fate was sealed within the same halls she sought to study. Among vampiric scholars, the incident is cited as an example of mortal hubris confronting the immutable sovereignty of undeath, a reminder that the necromantic energies of the Marches are not subjects for inquiry, but for reverence.&lt;br /&gt;
&lt;br /&gt;
=== The Gründenite Crusade ===&lt;br /&gt;
The Gründenite Crusade marked one of the most tragic and transformative episodes on the eastern frontier of the Marches. It began in the county of Verdorv, ruled by Count Grevrig Svatovez and his consort Navleva, whose attempts to maintain harmony between the living and the undead were rare examples of coexistence in the aftermath of the Curse. Grevrig’s moderation, drinking only from criminals and preserving trade with the east, was misunderstood by the Human realms, which, in their fear and ignorance, recast him as the monstrous “Blood-Drinker of Verdorv.”&lt;br /&gt;
&lt;br /&gt;
The preacher Father Gründen, claiming divine revelation and promising the rebirth of a “True Emperor,” rallied impoverished peasants and disillusioned soldiers into a fanatical host. Under the banner of purification, his crusade descended upon Verdorv, looting and burning indiscriminately. Despite Grevrig’s efforts to avoid bloodshed, the mob’s fervor forced him to defend his homeland. Guided by Navleva’s resolve, he drew upon the Monolith’s necromantic energies to raise an army of skeletal defenders and confront the invaders beyond the shattered gates of Verdorv.&lt;br /&gt;
&lt;br /&gt;
The ensuing battle was fierce and chaotic. Grevrig led a disciplined counterattack, momentarily turning the tide, but his hesitation before the young zealot Yana of Rakk cost him his life, she struck him down with the crusaders’ banner. Enraged by the fall of her husband, Countess Navleva unleashed the full might of the Monolith, summoning the Winged Terror Ravanez and annihilating the crusader host in a storm of blood and despair. Verdorv was left in ruin, and the valley became a domain of silence and death.&lt;br /&gt;
&lt;br /&gt;
In the aftermath, Navleva Svatoveza, thenceforth known as the Widow of Verdorv, abandoned her former ideals of coexistence. Her grief hardened into doctrine: mortals could no longer be trusted to share the lands of the Curse. She purged her county of the living and later razed the birthplace of Father Gründen himself, extinguishing the last embers of his creed.&lt;br /&gt;
&lt;br /&gt;
Among vampiric scholars, the Gründenite Crusade is remembered not as a holy war, but as a cautionary testament to the volatility of mortal zeal and the futility of human faith before the permanence of undeath. Verdorv endures as a somber reminder that mercy, when extended to the living, often finds its reward in betrayal.&lt;br /&gt;
&lt;br /&gt;
=== Raid on Eltoxato ===&lt;br /&gt;
The so-called Raid on Eltoxato remains one of the most infamous misadventures in the annals of the Marches, illustrating both the audacity and recklessness that marked the age of post-Rift exploration. Its protagonist, Ekvanyik “Blackfang” Tsaveskoz, was a lowborn knight ennobled by Fevrig II after the Battle of the Red Road. Despite his rise, Tsaveskoz never earned the acceptance of his peers; mocked for his ignorance and vulgar tastes, he sought validation through wealth and conquest. When trade collapsed after the Curse, he turned to piracy, preying upon coastal settlements until chance presented him with a fragmentary map said to reveal the location of the fabled Temple City of Eltoxato, a ruin long thought swallowed by time.&lt;br /&gt;
&lt;br /&gt;
Gathering a motley crew of undead sailors and desperate Drained, Blackfang sailed south in search of glory. His fleet eventually reached a verdant island veiled in mist, which he eagerly proclaimed to be the legendary city’s resting place. In truth, the island was home to a reclusive [[Saurians|Saurian]] civilization governed by Klilanatlenaxi, a Frog-Mage charged with safeguarding sacred relics of immense power. Despite warnings and omens, Blackfang’s forces forced entry into what they mistook for the city gates, unknowingly breaching the pens of the Saurians’ colossal beasts. The ensuing stampede decimated his army before the battle had even begun.&lt;br /&gt;
&lt;br /&gt;
The Saurian defenders, led by Téxatl the Angry, mounted a desperate defence of their temple city. The Vampire, undeterred by losses, pressed the attack, wielding necromantic fury against beasts and lizardkin alike. Téxatl fought valiantly until grievously wounded by sorcery, and Blackfang stormed the central pyramid where Klilanatlenaxi awaited him. The Frog-Mage, accepting his prophesied death, offered no resistance as the Vampire’s blade fell. What remained of Blackfang’s army withdrew in chaos, hounded by enraged creatures and collapsing ruins. Of hundreds, only a handful returned to the ships, burdened with gold and a few strange artefacts.&lt;br /&gt;
&lt;br /&gt;
Upon his return to Grazye, Blackfang displayed his plunder as trophies, adorning his hall with relics he neither understood nor respected. When Fevrig III demanded his rightful share, the arrogant knight destroyed the artefacts rather than surrender them. Pursued for this act of defiance, Blackfang fled into exile and embraced full piracy, his name thereafter cursed across the seas. In the centuries since, Saurian scholars have clarified that the temple he sacked was not Eltoxato at all, but a sacred sanctuary meant to contain relics of planetary preservation, now irrevocably lost through his ignorance.&lt;br /&gt;
&lt;br /&gt;
Among Vampiric chroniclers, the Raid on Eltoxato is often cited as a parable of ambition untempered by wisdom. It demonstrates that even the undying are not immune to folly, that eternity magnifies pride as much as power. Today, the ruins of Klilanatlenaxi’s city remain a wound upon the jungle, and Téxatl the Angry, the last survivor of its defenders, is said to haunt the coasts, waging an endless and confused vendetta against the undead.&lt;br /&gt;
&lt;br /&gt;
== Notable Locations ==&lt;br /&gt;
&#039;&#039;Note: This section needs more content. You can help the wiki by expanding it.&#039;&#039;&lt;br /&gt;
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==Society ==&lt;br /&gt;
&#039;&#039;Note: This section needs more content. You can help the wiki by expanding it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Military Overview ==&lt;br /&gt;
&#039;&#039;Note: This section needs more content. You can help the wiki by expanding it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Vampire Lords ===&lt;br /&gt;
[[File:Vampire_Lord_Artwork.jpg|right|frameless|283x283px]]&lt;br /&gt;
Vampire Lords are extremely dangerous entities who, despite their human appearance, are infused with the cursed energy of the Curse, granting them strength, resilience, and arcane power far beyond any mortal. Their nature is defined by an insatiable thirst for blood, making them ferocious and relentless fighters; however, this brutality is tempered by centuries of experience and sharp tactical cunning. They are capable leaders who can command armies, summon reinforcements, and adapt swiftly on the battlefield. Their most unsettling trait is their duality: they can shift between the refinement of an aristocrat and the savagery of a monster, which, combined with the ever-present influence of the Curse, makes them highly unpredictable.&lt;br /&gt;
&lt;br /&gt;
To maximize their impact, they often fight mounted, making use of various undead creatures crafted through necromancy. The most common include Undead Steeds, valued for their endurance and reliability; Winged Steeds, which grant swift aerial mobility; and the more destructive Winged Terrors, bred for devastating charges. In rare cases, some Vampire Lords command imposing Skeletal Dragons, colossal mounts capable of laying waste to entire structures. There are also more unusual variants, such as those who advance alongside a Stitched Horde, controlling masses of corpses as an extension of their own power.&lt;br /&gt;
&lt;br /&gt;
Overall, rather than mere warriors, Vampire Lords are supernatural commanders whose combination of power, intelligence, and battlefield presence makes them the core of any vampiric force, while their mounts serve as extensions of their authority and combat style.&lt;br /&gt;
&lt;br /&gt;
=== Skeleton Champion ===&lt;br /&gt;
[[File:Skeleton Champion.jpg|right|frameless|295x295px]]&lt;br /&gt;
Skeleton Champions stand apart from the otherwise uniform ranks of Skeletons due to a faint but unsettling trace of individuality. Unlike typical undead, they retain fragments of their former personalities, as they are born from strong-willed spirits that resist complete domination. This grants them greater strength and a capacity for leadership, though at the cost of reduced obedience. Despite these remnants, they are far from truly human, driven instead by fractured echoes of their souls and often bound to a singular, obsessive purpose.&lt;br /&gt;
&lt;br /&gt;
When mounted on an Undead Steed, they take on the role of grim heralds of death, leading skeletal legions into battle. Many originate from ancient nobility predating the Ritual, often serving descendants of their own bloodlines. Such mounts are reserved for the noble dead, while lesser Skeletons must earn the right through status or symbolic titles. In rare cases, they retain distorted notions of honor or duty, manifesting in behaviors such as issuing challenges or pursuing long-forgotten quests.&lt;br /&gt;
&lt;br /&gt;
=== Skeleton Commander ===&lt;br /&gt;
Skeleton Commanders represent the pinnacle of skeletal undead, combining the martial skill and cunning of their former lives with the unwavering loyalty imposed by necromancy. This makes them disciplined, relentless leaders who are exceptionally difficult to destroy. Most serve as trusted lieutenants to Vampire Lords, directing troops and executing commands with precision, devoid of personal ambition. However, some operate independently due to broken bindings or unusual circumstances, pursuing goals rooted in their past lives.&lt;br /&gt;
&lt;br /&gt;
They are sometimes mounted on Abyssal Beasts, massive necromantic constructs formed from the remains of large creatures. These imposing mounts enhance their battlefield presence, offering both immense durability and devastating offensive power. More than mere steeds, Abyssal Beasts function as mobile strongpoints within vampiric armies, reinforcing the Commander’s role as a central figure in maintaining formation and control during battle.&lt;br /&gt;
&lt;br /&gt;
=== Choul Champions ===&lt;br /&gt;
Ghoul Champions are the most intelligent and powerful of their kind, combining ferocity, resilience, and cunning that can rival even Vampires. Unlike lesser Ghouls, they can partially communicate and retain a sharper mind, allowing them to act as effective predators and leaders. Forged in the brutal conditions of ghouleries, only the most ruthless survive, shaping them into aggressive and efficient fighters who rely on ambushes, nocturnal raids, and swift, unpredictable assaults.&lt;br /&gt;
&lt;br /&gt;
Though they occupy a low social rank, exceptional individuals may earn the chance to bond with a Bat Beast, a dangerous flying mount that demands fearlessness and dominance. Those who succeed become highly mobile and terrifying threats, capable of striking anywhere on the battlefield. Overall, Ghoul Champions stand out as cunning survivors whose intelligence and brutality elevate them into some of the most dangerous assets in a necromancer’s forces.&lt;br /&gt;
&lt;br /&gt;
=== Werewolf Champion ===&lt;br /&gt;
[[File:Werewolf Champion.jpg|right|frameless|227x227px]]&lt;br /&gt;
Werewolf Champions are towering, fearsome warriors whose strength, claws, and predatory instincts make them lethal opponents. Driven by the Curse’s insatiable hunger, they relentlessly track their prey, embodying a fusion of human cunning and bestial ferocity. Unlike lesser werewolves, they retain enough control over themselves to avoid becoming mindless beasts, often through sheer willpower or by accepting the King’s Gift.&lt;br /&gt;
&lt;br /&gt;
Most serve as pack leaders, commanding other werewolves with remarkable coordination and efficiency, especially in environments like forests where they are nearly unstoppable. While many lead packs in battle, some operate alone, either by choice or circumstance, offering their skills as scouts, infiltrators, or even wandering hunters seeking power and worthy prey.&lt;br /&gt;
&lt;br /&gt;
=== Necromancer ===&lt;br /&gt;
Necromancers are human practitioners of the Curse who wield its power to cast spells and raise the dead, extending their lifespans without undergoing the physical transformation of Vampires. Rather than relying on raw strength, they act as arcane support on the battlefield, reinforcing their forces, restoring fallen ranks, and unleashing destructive magic against their enemies.&lt;br /&gt;
&lt;br /&gt;
Prolonged exposure to undeath deeply warps their minds, driving them toward an obsessive pursuit of immortality and a growing detachment from mortal life. Though most serve Vampire Lords, some powerful individuals come to challenge their authority, and in rare cases, achieve independence to command their own armies and ambitions.&lt;br /&gt;
&lt;br /&gt;
=== Corpse Master ===&lt;br /&gt;
[[File:Corpse Master.jpg|right|frameless|351x351px]]&lt;br /&gt;
Corpse Masters are crude but effective manipulators of the dead, wielding raw Curse energy to control masses of stitched-together corpses in battle. Unlike trained Necromancers, they rely on instinct, improvisation, and orally transmitted knowledge rather than formal study, animating whatever remains they can gather into grotesque but functional undead. Their presence is marked by an unsettling aura, and they can direct entire hordes of Stitched Zombies like macabre puppets.&lt;br /&gt;
&lt;br /&gt;
Though often scorned by more refined practitioners, their practicality makes them valuable on the battlefield, where they provide rapid reinforcements and expendable troops. Resourceful and opportunistic, many find success as mercenaries, using ingenuity to overcome their lack of discipline,turning even the fallen enemy into weapons against their former allies.&lt;br /&gt;
&lt;br /&gt;
=== Army Standard ===&lt;br /&gt;
The Army Standard of a Vampiric Undead domain is a powerful symbol of authority and identity, rallying allied forces while spreading fear among enemies. Typically carried by a Skeleton Champion, these banners inspire nearby troops and are often imbued with necromantic magic to усилate the effects of the Curse, strengthening allies and unsettling foes.&lt;br /&gt;
&lt;br /&gt;
Many designs predate the rise of necromancy, featuring grim heraldry such as skulls, blades, and blood motifs, later adapted to reflect the influence of the Curse. Beyond symbolism, these banners hold great cultural and strategic importance, their loss is considered a grave dishonor, often provoking relentless efforts to reclaim them, even at catastrophic cost.&lt;br /&gt;
&lt;br /&gt;
=== Stitched Zombies ===&lt;br /&gt;
[[File:Stitched Zombies.jpg|right|frameless|298x298px]]&lt;br /&gt;
Stitched Zombies are mindless undead constructs commonly fielded in vast numbers, advancing in slow, erratic hordes accompanied by the stench of decay. Individually weak and devoid of identity, they pose little threat alone, but become dangerous through sheer numbers, as more are constantly raised and thrown into battle to overwhelm the enemy.&lt;br /&gt;
&lt;br /&gt;
Created through crude stitching techniques pioneered by early Corpse Masters, they are animated as disposable puppets rather than perfected undead. Their simplicity allows for rapid production, making them ideal expendable troops, often used to exhaust, surround, and crush opponents under an endless tide of reanimated corpses.&lt;br /&gt;
&lt;br /&gt;
=== Stitched Butchers ===&lt;br /&gt;
Stitched Butchers are massive, grotesque constructs of sewn flesh, far larger and more dangerous than common Stitched. Armed with heavy cleavers and crude prosthetics, they lumber across the battlefield harvesting body parts while crushing anything in their path. Though slow, their sheer strength makes them effective at holding the line and eliminating tougher enemies.&lt;br /&gt;
&lt;br /&gt;
Created with slightly greater skill, they possess limited awareness, enough to distinguish useful remains, sometimes enhanced by fragments of their creator’s mind. Corpse Masters use them both as bodyguards and as labor units, collecting materials for further creations, making them valuable despite their crude nature.&lt;br /&gt;
&lt;br /&gt;
=== Drained Soldiers ===&lt;br /&gt;
[[File:Drained Soldiers.jpg|right|frameless|328x328px]]&lt;br /&gt;
Drained Soldiers are the peasant levies of the Vampiric Marches, poorly equipped but numerous and fiercely loyal. Sustained by the Dogozmenye, a ritual that prolongs their lives through the energy of the Curse, they are bound to their Vampire lords through draining collars, marking them as serfs and allowing their masters to feed on them. In return, they are obligated to answer the call to war whenever required.&lt;br /&gt;
&lt;br /&gt;
On the battlefield, they are not meant to excel individually but to overwhelm through numbers and persistence, tying down the enemy while more powerful units strike. Often formed by communities of kin and neighbors, they maintain a grim sense of camaraderie, even singing dark battle hymns that reflect both.&lt;br /&gt;
&lt;br /&gt;
=== Drained Archers ===&lt;br /&gt;
Drained Archers are ranged variants of the peasant levies, tasked with harassing enemies and restricting their movement through volleys of arrows. Though not elite, they play a valuable tactical role by supporting the army from a distance and disrupting enemy formations.&lt;br /&gt;
&lt;br /&gt;
Within their communities, they hold a slightly elevated status, as only selected individuals are allowed to wield bows and train through hunts. This perceived connection to the nobility fosters strong loyalty, driving them to prove their worth in battle, even at great personal cost.&lt;br /&gt;
&lt;br /&gt;
=== Skeleton Guard ===&lt;br /&gt;
Skeleton Guard units form the disciplined backbone of Vampiric Undead armies, advancing in silent, coordinated ranks and serving with unwavering loyalty. Created through precise necromantic rituals, the spirits of fallen warriors are bound to their remains, stripped of individuality and emotion, leaving only their capacity for war. This makes them tireless, obedient soldiers who can be raised again and again in service of their masters.&lt;br /&gt;
&lt;br /&gt;
Many are drawn from ancient burial grounds, where the remains of long-dead warriors provide ideal material for creating effective units. While it is possible to raise Skeletons hastily in times of need, such constructs are less stable and short-lived, making true Skeleton Guards the result of careful craftsmanship and refined necromantic expertise.&lt;br /&gt;
&lt;br /&gt;
=== Skeleton Watch ===&lt;br /&gt;
Skeleton Watch are elite undead marksmen, renowned for their unnerving precision and unwavering aim. Unaffected by fatigue or physical limitations, they can rain down bolts with deadly accuracy, making them highly effective both in defensive roles and on the battlefield.&lt;br /&gt;
&lt;br /&gt;
Primarily stationed on walls or elevated positions, they serve as vigilant guardians and long-range support units, capable of inflicting heavy losses or forcing enemy maneuvers. More durable than living archers and carefully crafted through specialized necromantic techniques, they represent a refined and valuable asset within Vampiric armies.&lt;br /&gt;
&lt;br /&gt;
=== Skeleton Knights ===&lt;br /&gt;
Skeleton Knights are undead cavalry bound to serve with absolute loyalty, riding into battle without fear or hesitation. Though less independent than Skeleton Champions, they are relentless warriors, driven solely by the purpose instilled through necromancy. Their emotionless presence and repeated return from death make them deeply unsettling opponents.&lt;br /&gt;
&lt;br /&gt;
Often clad in the ancient armor of their past lives, they reflect a forgotten past now reshaped by the Curse. Valued for their reliability over the ambition of Vampires, they are sometimes chosen as personal guards. Despite their stripped-down minds, rare traces of memory can surface, causing some to linger silently in places tied to their former lives.&lt;br /&gt;
&lt;br /&gt;
=== Vampire Knights ===&lt;br /&gt;
Vampire Knights are elite aristocratic warriors, clad in the finest armor and mounted on powerful undead steeds, capable of breaking even the strongest defensive lines with devastating charges. Though they unleash the fury of the Curse in battle, their actions remain disciplined and precise, guided by centuries of combat experience.&lt;br /&gt;
&lt;br /&gt;
Typically drawn from lesser nobility, they fight as powerful but independent units within an army. While not part of formal command, they answer only to other Vampires and often act according to their own judgment. This autonomy makes them formidable yet unpredictable, sometimes leading to reckless actions despite their skill and status.&lt;br /&gt;
&lt;br /&gt;
== Similar To==&lt;br /&gt;
&lt;br /&gt;
* Warhammer Fantasy: Vampire Counts&lt;br /&gt;
*Age of Sigmar: Soulblight Gravelords&lt;br /&gt;
*Kings of War: Undead&lt;br /&gt;
&lt;br /&gt;
==Miniatures==&lt;br /&gt;
&#039;&#039;Note: This section needs more content. You can help the wiki by expanding it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
See Also: [[Vampiric Undead Miniatures]]&lt;br /&gt;
&lt;br /&gt;
{{Faction-Links&lt;br /&gt;
|Faction = Vampiric Undead&lt;br /&gt;
|Links =  [[Vampiric Undead|Overview]] - [[Vampiric Undead Miniatures|Miniatures]]&lt;br /&gt;
}}&lt;br /&gt;
{{AoF-Factions}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Age of Fantasy Factions]]&lt;br /&gt;
[[Category:Vampiric Undead]]&lt;/div&gt;</summary>
		<author><name>Regem</name></author>
	</entry>
	<entry>
		<id>https://www.onepagefan.wiki/index.php?title=Vampiric_Undead&amp;diff=4219</id>
		<title>Vampiric Undead</title>
		<link rel="alternate" type="text/html" href="https://www.onepagefan.wiki/index.php?title=Vampiric_Undead&amp;diff=4219"/>
		<updated>2026-04-18T21:38:30Z</updated>

		<summary type="html">&lt;p&gt;Regem: /* Military Overview */&lt;/p&gt;
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&lt;div&gt;{{OPR-Faction&lt;br /&gt;
|Faction=Vampiric Undead&lt;br /&gt;
|Image = Vampiric Undead.png&lt;br /&gt;
|Setting=Age of Fantasy&lt;br /&gt;
|Games=[[Age of Fantasy]],&amp;lt;br&amp;gt;[[Age of Fantasy Skirmish|Age of Fantasy: Skirmish]],&amp;lt;br&amp;gt;[[Age of Fantasy Regiments|Age of Fantasy: Regiments]],&amp;lt;br&amp;gt;[[Age of Fantasy Quest|Age of Fantasy: Quest]]&lt;br /&gt;
|Species=Vampires&lt;br /&gt;
|Version=3.2.0&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Vampiric Undead&#039;&#039;&#039; are legions of monsters and spirits led by powerful vampire Lords. These lords use their dark magic to raise and control the bodies and spirits of the dead, and lead them to battle. &lt;br /&gt;
&lt;br /&gt;
The Vampire Lords are members of the nobility from the western steppes who embraced necromancy after they were abandoned by the [[Human Empire|Empire]] during the Havoc Wars. Once they understood the secret of immortality, they attempted to betray their patrons and were cursed with undeath. This curse has only made the Vampire Lords more bitter and cruel as they rule brutally over their fearful subjects.&lt;br /&gt;
&lt;br /&gt;
==History ==&lt;br /&gt;
&lt;br /&gt;
=== The Origin of the Marches ===&lt;br /&gt;
The Western Marches emerged as a mountainous and forested region that served as a natural border between the early Human Empire, the southern sea, and the western steppes. Its rugged terrain and dense forests made settlement difficult, turning it into a refuge for displaced peoples, defeated tribes, and exiled communities.&lt;br /&gt;
&lt;br /&gt;
Over the centuries, various groups settled in the area, including the Wurmvelk, Nedzorites, Black Wings, and Danvals, which led to recurring conflicts over territorial occupation. This process gave rise to a fragmented structure of small domains ruled by warlords, whose authority depended on military strength. Continuous territorial disputes consolidated a warlike culture and a reputation for violence.&lt;br /&gt;
&lt;br /&gt;
The warriors of the Marches were distinguished by their use of intimidating symbols and by the spread of tales and songs that exalted the brutality of their leaders, many of whom remain in collective memory. At the same time, the forest assumed a central role: large-scale logging attempts failed due to its vastness, the presence of hostile creatures, and the shortage of labor. This led to a forced coexistence in which peasants avoided entering the woods while nobles patrolled its borders. However, not all adhered to these boundaries, as marginalized communities formed forest tribes known as the Volshoboz, or “Wolfkin”, who used the dense wilderness as both refuge and base of operations for raiding.&lt;br /&gt;
&lt;br /&gt;
=== Establishment of the Viceroyalty ===&lt;br /&gt;
As the Western Marches struggled with internal conflicts, the Human Empire rose into a dominant power whose influence reached the region through trade. Eastern lords prospered from Imperial commerce, while others were left at a disadvantage, fueling raids and reprisals. This unrest provided the Empire with justification to intervene, and annexation soon followed, though local elites retained much of the administration while paying tribute to a distant sovereign.&lt;br /&gt;
&lt;br /&gt;
Two centuries later, resistance emerged under Fevrig Nedzoroz, Margrave of Kamzan Lake. After years of secret preparations, he launched the &amp;quot;Dark Solstice&#039;&#039;&amp;quot;&#039;&#039;, eliminating much of the pro-Imperial nobility and leading a three-year war that unified most of the Marches under his control.&lt;br /&gt;
&lt;br /&gt;
At the same time, the Empire was weakened by rebellions and a massive daemonic invasion. Forced to negotiate, the Emperor granted the Marches autonomy in exchange for Fevrig’s support. Thus, the Western Marches became a self-governing state under Fevrig I, who then marched east with the largest army the Marches had ever assembled, heralding the beginning of the Havoc Wars.&lt;br /&gt;
&lt;br /&gt;
=== The Rise of the Vampiric Marches ===&lt;br /&gt;
[[File:Shradzotezyaban.jpg|right|frameless|280x280px]]&lt;br /&gt;
[[File:Necromantic Ritual.jpg|right|frameless|211x211px]]&lt;br /&gt;
The people of the Western Marches were seasoned warriors, but the Havoc Wars brought unprecedented devastation. Fevrig I and his vassals fought alongside Imperial forces on the northern frontier, retaking cities, ambushing demons, and countering hostile northern tribes. Despite their brutal tactics and fearsome reputation, the Havoc forces continued to advance, leaving provinces in ruins and threatening the Marches further with Ogre invasions from the west.&lt;br /&gt;
&lt;br /&gt;
During the Battle of the Red Road, Fevrig I was killed while leading a desperate charge, and his son assumed the title as Fevrig II. He immediately declared secession from the Empire, consolidating the remaining lords and focusing on eliminating demonic forces, though new threats loomed. At this critical moment, a mysterious wizard known as Shradzotezyaban, or “the Stranger,” arrived, offering his power to raise the dead in defense of the Marches.&lt;br /&gt;
&lt;br /&gt;
With the Stranger’s necromantic army, Fevrig II repelled the Ogre horde in the Mortodzan Hecatomb and temporarily secured the Marches. However, the Stranger’s ultimate goal was to use the Marches in a ritual to grant eternal life for himself and his masters. Fevrig II betrayed him, killing the Stranger and corrupting the ritual, unleashing a curse that transformed nobles into Vampires, forest tribes into Werewolves, and the land itself into a realm of undeath.&lt;br /&gt;
&lt;br /&gt;
This catastrophe marked the beginning of the Vremyasag, the Era of Thirst, during which the Western Marches became known as the Vampiric Marches. Fevrig III later rose to power, mastering the curse, consolidating the undead aristocracy, and stabilizing human populations through the ritual known as Kiralkya, or &amp;quot;the King’s Gift&amp;quot;. He crowned himself King of the Vampiric Marches, establishing a new order while preparing for eventual expansion beyond the Marches.&lt;br /&gt;
&lt;br /&gt;
=== Consolidation of the Undead Aristocracy ===&lt;br /&gt;
[[File:Undead Aristocracy.jpg|right|frameless|200x200px]]&lt;br /&gt;
Fevrig III sought to bring stability to the cursed land and mold it into a formidable state. Protecting the dwindling Human population was crucial, both as subjects and as sustenance for the Vampires.&lt;br /&gt;
&lt;br /&gt;
Together with his Necromancers, he devised the King’s Gift, a ritual allowing Vampires to share a fragment of undeath with mortal servants. The peasants, called Leczapoye, or &amp;quot;the Drained&amp;quot;, wore collars through which their lords drew a blood tax. The annual Dogozmenye ceremony reinforced the bond between Drained and master.&lt;br /&gt;
&lt;br /&gt;
Resistance arose, but most Vampires adopted the system, recognizing its benefits. Fevrig III granted his vassals autonomy, requiring only loyalty and the maintenance of standing armies. Even the Volshoboz fell under the King’s authority, regaining partial consciousness and organizing into packs, though they remained subservient to Vampires in war.&lt;br /&gt;
&lt;br /&gt;
Through fear, force, and diplomacy, Fevrig III achieved unprecedented control over the aristocracy. Open rebellion was rare, but some nobles remained exiled or hidden in lands corrupted by the Curse, where necromantic energies ran unchecked. The King maintained authority by fostering intrigue and division among his vassals.&lt;br /&gt;
&lt;br /&gt;
=== Expansion of the Vampiric Marches ===&lt;br /&gt;
[[File:VU Map Misc.jpg|right|frameless|207x207px]]&lt;br /&gt;
Fevrig III’s ambitions extended beyond ruling the Marches; he aimed to rebuild and expand the Human Empire under his banner. He invested heavily in necromantic research, recruiting scholars and mages across Tyria to Kamzan Castle, which became a vast center of study, laboratories, and libraries dedicated to understanding and harnessing the Curse.&lt;br /&gt;
&lt;br /&gt;
A key focus was the Monoliths established by the Stranger, investigating their role in amplifying undeath and shaping the land. While many experiments failed, destroying villages or creating unstable vortexes, some succeeded, establishing remote Vampiric Undead colonies. Arcane amulets and sarcophagi fashioned from Monolith stone allowed Vampires to channel the Curse in combat or for recovery.&lt;br /&gt;
&lt;br /&gt;
Political realities tempered these ambitions. Vassals remained scheming, requiring the King to maintain a balance of fear, diplomacy, and ritual. Nevertheless, the Vampiric Marches became a land of undeath where Humans, Vampires, and Werewolves were bound by ritual, coercion, and dependence.&lt;br /&gt;
&lt;br /&gt;
The Marches served as both a bastion and a laboratory for Fevrig III’s ultimate goal: a dominion of undeath from which he could extend his influence beyond the cursed borders, shaping Tyria according to his will.&lt;br /&gt;
&lt;br /&gt;
== Notable Conflicts ==&lt;br /&gt;
&lt;br /&gt;
=== The Zhanye Pass Slaughter ===&lt;br /&gt;
The Zhanye Pass Slaughter stands as a defining moment in the annals of the Western Marches, symbolizing the first great triumph achieved by the Marchers themselves after the imposition of the Curse. Beyond its military importance, the battle affirmed that the transformations wrought by the Ritual, though grievous and irrevocable, were also the instruments of the Marchers’ enduring independence.&lt;br /&gt;
&lt;br /&gt;
In the first winter following the Ritual, the [[Ogres]] of the steppes launched a renewed invasion under the command of Master Shaman Mazumeta Idemzi, seeking to claim the necromantic energies that saturated the land. Her campaign met the resistance of Werewolf Champion Gremyir Azetovoz, once a captain in Fevrig I’s service, and Lady Milyazha Imruskoza, the youthful Vampire sovereign of Telen Valley. United by kinship of blood and transformation, they formed a pact that would decide the fate of the region.&lt;br /&gt;
&lt;br /&gt;
The confrontation reached its climax in the treacherous snows of Zhanye Pass, where Gremyir’s pack, guided by instinct and knowledge of the terrain, orchestrated a series of relentless ambushes. During a furious blizzard, the Ogres were driven into chaos, many plunging to their deaths from the cliffs, while their war chief, Atagar Tevitenöy, fell buying his mistress’s escape. Mazumeta herself reached Telen Castle alone, exhausted and wounded, only to meet her end at the hands of Lady Imruskoza, who claimed her life and blood in one final act of vampiric justice.&lt;br /&gt;
&lt;br /&gt;
This victory, known thereafter as the Zhanye Pass Slaughter, was celebrated across the Marches as a moment of self-determination and unity against foreign incursion. Songs such as “Tumbling Down from Zhanye Pass” preserved the tale in popular memory, while Gremyir Azetovoz’s renown spread even among the noble houses that once scorned his kind. His pack grew in number and prestige, and he would later serve as one of the Vampire King’s most trusted generals.&lt;br /&gt;
&lt;br /&gt;
Lady Imruskoza, now a figure of legend, withdrew into her ancestral fortress, ruling from solitude with only skeletal retainers for company. Yet her bond with Gremyir endured, and the valley once known as Telen became Wolf Valley, a realm shared by Vampire and Werewolf alike. Even now, travelers through its frozen heights speak of Ogre skeletons wandering the cliffs, restless echoes of an army that dared to challenge the sovereignty of the Marches.&lt;br /&gt;
&lt;br /&gt;
=== The Temetoz Expedition ===&lt;br /&gt;
The Temetoz Expedition is documented in the annals of the Western Marches as a cautionary episode illustrating the dangers of mortal intrusion into domains bound by the Curse. Around the mid-Vremyasag period, the exiled [[Duchies of Vinci|Vinci]] inventor Satilla Scezzoni led a small expedition into the necropolis of Temetoz, situated along the northern frontier, after detecting fluctuations of necromantic energy. Unbeknownst to her, the site had long been occupied by Latmyir the Mad, a reclusive necromancer and former disciple of the Stranger, whose experiments in skeletal reanimation had persisted for centuries beyond his supposed death.&lt;br /&gt;
&lt;br /&gt;
The Vinci expedition, driven by a blend of scientific curiosity and imperial arrogance, descended into the catacombs in search of the energy source. Their intrusion disrupted Latmyir’s dormant constructs, reawakening skeletal servitors and ghoulish guardians. Confrontations escalated rapidly within the subterranean corridors, culminating in the annihilation of the expedition. Surviving records indicate that Zaigino “Big Zai” Urulli, Scezzoni’s lieutenant, sacrificed himself to delay the undead assault, allowing his mistress to retreat deeper into the ruins. None of the Vinci returned alive, save for a single soldier whose fragmented testimony describes the chaos of collapsing tunnels, extinguished lanterns, and the relentless pursuit of Shetro the Blind, Latmyir’s winged ghoul.&lt;br /&gt;
&lt;br /&gt;
Subsequent reports claim that Latmyir resurfaced a decade later, commanding an army of armored skeletons that briefly threatened the neighboring domains before inexplicably turning against him, an outcome often interpreted as the byproduct of flawed experimentation or premature attempts at sentient animation. Following this event, Latmyir disappeared once more, presumably returning to Temetoz.&lt;br /&gt;
&lt;br /&gt;
Of Satilla Scezzoni, no verifiable trace was ever recovered. However, a fragment of mechanized armor bearing Vinci craftsmanship was later retrieved near the necropolis, suggesting that her fate was sealed within the same halls she sought to study. Among vampiric scholars, the incident is cited as an example of mortal hubris confronting the immutable sovereignty of undeath, a reminder that the necromantic energies of the Marches are not subjects for inquiry, but for reverence.&lt;br /&gt;
&lt;br /&gt;
=== The Gründenite Crusade ===&lt;br /&gt;
The Gründenite Crusade marked one of the most tragic and transformative episodes on the eastern frontier of the Marches. It began in the county of Verdorv, ruled by Count Grevrig Svatovez and his consort Navleva, whose attempts to maintain harmony between the living and the undead were rare examples of coexistence in the aftermath of the Curse. Grevrig’s moderation, drinking only from criminals and preserving trade with the east, was misunderstood by the Human realms, which, in their fear and ignorance, recast him as the monstrous “Blood-Drinker of Verdorv.”&lt;br /&gt;
&lt;br /&gt;
The preacher Father Gründen, claiming divine revelation and promising the rebirth of a “True Emperor,” rallied impoverished peasants and disillusioned soldiers into a fanatical host. Under the banner of purification, his crusade descended upon Verdorv, looting and burning indiscriminately. Despite Grevrig’s efforts to avoid bloodshed, the mob’s fervor forced him to defend his homeland. Guided by Navleva’s resolve, he drew upon the Monolith’s necromantic energies to raise an army of skeletal defenders and confront the invaders beyond the shattered gates of Verdorv.&lt;br /&gt;
&lt;br /&gt;
The ensuing battle was fierce and chaotic. Grevrig led a disciplined counterattack, momentarily turning the tide, but his hesitation before the young zealot Yana of Rakk cost him his life, she struck him down with the crusaders’ banner. Enraged by the fall of her husband, Countess Navleva unleashed the full might of the Monolith, summoning the Winged Terror Ravanez and annihilating the crusader host in a storm of blood and despair. Verdorv was left in ruin, and the valley became a domain of silence and death.&lt;br /&gt;
&lt;br /&gt;
In the aftermath, Navleva Svatoveza, thenceforth known as the Widow of Verdorv, abandoned her former ideals of coexistence. Her grief hardened into doctrine: mortals could no longer be trusted to share the lands of the Curse. She purged her county of the living and later razed the birthplace of Father Gründen himself, extinguishing the last embers of his creed.&lt;br /&gt;
&lt;br /&gt;
Among vampiric scholars, the Gründenite Crusade is remembered not as a holy war, but as a cautionary testament to the volatility of mortal zeal and the futility of human faith before the permanence of undeath. Verdorv endures as a somber reminder that mercy, when extended to the living, often finds its reward in betrayal.&lt;br /&gt;
&lt;br /&gt;
=== Raid on Eltoxato ===&lt;br /&gt;
The so-called Raid on Eltoxato remains one of the most infamous misadventures in the annals of the Marches, illustrating both the audacity and recklessness that marked the age of post-Rift exploration. Its protagonist, Ekvanyik “Blackfang” Tsaveskoz, was a lowborn knight ennobled by Fevrig II after the Battle of the Red Road. Despite his rise, Tsaveskoz never earned the acceptance of his peers; mocked for his ignorance and vulgar tastes, he sought validation through wealth and conquest. When trade collapsed after the Curse, he turned to piracy, preying upon coastal settlements until chance presented him with a fragmentary map said to reveal the location of the fabled Temple City of Eltoxato, a ruin long thought swallowed by time.&lt;br /&gt;
&lt;br /&gt;
Gathering a motley crew of undead sailors and desperate Drained, Blackfang sailed south in search of glory. His fleet eventually reached a verdant island veiled in mist, which he eagerly proclaimed to be the legendary city’s resting place. In truth, the island was home to a reclusive [[Saurians|Saurian]] civilization governed by Klilanatlenaxi, a Frog-Mage charged with safeguarding sacred relics of immense power. Despite warnings and omens, Blackfang’s forces forced entry into what they mistook for the city gates, unknowingly breaching the pens of the Saurians’ colossal beasts. The ensuing stampede decimated his army before the battle had even begun.&lt;br /&gt;
&lt;br /&gt;
The Saurian defenders, led by Téxatl the Angry, mounted a desperate defence of their temple city. The Vampire, undeterred by losses, pressed the attack, wielding necromantic fury against beasts and lizardkin alike. Téxatl fought valiantly until grievously wounded by sorcery, and Blackfang stormed the central pyramid where Klilanatlenaxi awaited him. The Frog-Mage, accepting his prophesied death, offered no resistance as the Vampire’s blade fell. What remained of Blackfang’s army withdrew in chaos, hounded by enraged creatures and collapsing ruins. Of hundreds, only a handful returned to the ships, burdened with gold and a few strange artefacts.&lt;br /&gt;
&lt;br /&gt;
Upon his return to Grazye, Blackfang displayed his plunder as trophies, adorning his hall with relics he neither understood nor respected. When Fevrig III demanded his rightful share, the arrogant knight destroyed the artefacts rather than surrender them. Pursued for this act of defiance, Blackfang fled into exile and embraced full piracy, his name thereafter cursed across the seas. In the centuries since, Saurian scholars have clarified that the temple he sacked was not Eltoxato at all, but a sacred sanctuary meant to contain relics of planetary preservation, now irrevocably lost through his ignorance.&lt;br /&gt;
&lt;br /&gt;
Among Vampiric chroniclers, the Raid on Eltoxato is often cited as a parable of ambition untempered by wisdom. It demonstrates that even the undying are not immune to folly, that eternity magnifies pride as much as power. Today, the ruins of Klilanatlenaxi’s city remain a wound upon the jungle, and Téxatl the Angry, the last survivor of its defenders, is said to haunt the coasts, waging an endless and confused vendetta against the undead.&lt;br /&gt;
&lt;br /&gt;
== Notable Locations ==&lt;br /&gt;
&#039;&#039;Note: This section needs more content. You can help the wiki by expanding it.&#039;&#039;&lt;br /&gt;
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==Society ==&lt;br /&gt;
&#039;&#039;Note: This section needs more content. You can help the wiki by expanding it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Military Overview ==&lt;br /&gt;
&#039;&#039;Note: This section needs more content. You can help the wiki by expanding it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Vampire Lords ===&lt;br /&gt;
[[File:Vampire Lord Artwork.jpg|thumb]]&lt;br /&gt;
Vampire Lords are extremely dangerous entities who, despite their human appearance, are infused with the cursed energy of the Curse, granting them strength, resilience, and arcane power far beyond any mortal. Their nature is defined by an insatiable thirst for blood, making them ferocious and relentless fighters; however, this brutality is tempered by centuries of experience and sharp tactical cunning. They are capable leaders who can command armies, summon reinforcements, and adapt swiftly on the battlefield. Their most unsettling trait is their duality: they can shift between the refinement of an aristocrat and the savagery of a monster, which, combined with the ever-present influence of the Curse, makes them highly unpredictable.&lt;br /&gt;
&lt;br /&gt;
To maximize their impact, they often fight mounted, making use of various undead creatures crafted through necromancy. The most common include Undead Steeds, valued for their endurance and reliability; Winged Steeds, which grant swift aerial mobility; and the more destructive Winged Terrors, bred for devastating charges. In rare cases, some Vampire Lords command imposing Skeletal Dragons, colossal mounts capable of laying waste to entire structures. There are also more unusual variants, such as those who advance alongside a Stitched Horde, controlling masses of corpses as an extension of their own power.&lt;br /&gt;
&lt;br /&gt;
Overall, rather than mere warriors, Vampire Lords are supernatural commanders whose combination of power, intelligence, and battlefield presence makes them the core of any vampiric force, while their mounts serve as extensions of their authority and combat style.&lt;br /&gt;
&lt;br /&gt;
=== Skeleton Champion ===&lt;br /&gt;
[[File:Skeleton Champion.jpg|thumb]]&lt;br /&gt;
Skeleton Champions stand apart from the otherwise uniform ranks of Skeletons due to a faint but unsettling trace of individuality. Unlike typical undead, they retain fragments of their former personalities, as they are born from strong-willed spirits that resist complete domination. This grants them greater strength and a capacity for leadership, though at the cost of reduced obedience. Despite these remnants, they are far from truly human, driven instead by fractured echoes of their souls and often bound to a singular, obsessive purpose.&lt;br /&gt;
&lt;br /&gt;
When mounted on an Undead Steed, they take on the role of grim heralds of death, leading skeletal legions into battle. Many originate from ancient nobility predating the Ritual, often serving descendants of their own bloodlines. Such mounts are reserved for the noble dead, while lesser Skeletons must earn the right through status or symbolic titles. In rare cases, they retain distorted notions of honor or duty, manifesting in behaviors such as issuing challenges or pursuing long-forgotten quests.&lt;br /&gt;
&lt;br /&gt;
=== Skeleton Commander ===&lt;br /&gt;
Skeleton Commanders represent the pinnacle of skeletal undead, combining the martial skill and cunning of their former lives with the unwavering loyalty imposed by necromancy. This makes them disciplined, relentless leaders who are exceptionally difficult to destroy. Most serve as trusted lieutenants to Vampire Lords, directing troops and executing commands with precision, devoid of personal ambition. However, some operate independently due to broken bindings or unusual circumstances, pursuing goals rooted in their past lives.&lt;br /&gt;
&lt;br /&gt;
They are sometimes mounted on Abyssal Beasts, massive necromantic constructs formed from the remains of large creatures. These imposing mounts enhance their battlefield presence, offering both immense durability and devastating offensive power. More than mere steeds, Abyssal Beasts function as mobile strongpoints within vampiric armies, reinforcing the Commander’s role as a central figure in maintaining formation and control during battle.&lt;br /&gt;
&lt;br /&gt;
=== Choul Champions ===&lt;br /&gt;
Ghoul Champions are the most intelligent and powerful of their kind, combining ferocity, resilience, and cunning that can rival even Vampires. Unlike lesser Ghouls, they can partially communicate and retain a sharper mind, allowing them to act as effective predators and leaders. Forged in the brutal conditions of ghouleries, only the most ruthless survive, shaping them into aggressive and efficient fighters who rely on ambushes, nocturnal raids, and swift, unpredictable assaults.&lt;br /&gt;
&lt;br /&gt;
Though they occupy a low social rank, exceptional individuals may earn the chance to bond with a Bat Beast, a dangerous flying mount that demands fearlessness and dominance. Those who succeed become highly mobile and terrifying threats, capable of striking anywhere on the battlefield. Overall, Ghoul Champions stand out as cunning survivors whose intelligence and brutality elevate them into some of the most dangerous assets in a necromancer’s forces.&lt;br /&gt;
&lt;br /&gt;
=== Werewolf Champion ===&lt;br /&gt;
[[File:Werewolf Champion.jpg|thumb]]&lt;br /&gt;
Werewolf Champions are towering, fearsome warriors whose strength, claws, and predatory instincts make them lethal opponents. Driven by the Curse’s insatiable hunger, they relentlessly track their prey, embodying a fusion of human cunning and bestial ferocity. Unlike lesser werewolves, they retain enough control over themselves to avoid becoming mindless beasts, often through sheer willpower or by accepting the King’s Gift.&lt;br /&gt;
&lt;br /&gt;
Most serve as pack leaders, commanding other werewolves with remarkable coordination and efficiency, especially in environments like forests where they are nearly unstoppable. While many lead packs in battle, some operate alone, either by choice or circumstance, offering their skills as scouts, infiltrators, or even wandering hunters seeking power and worthy prey.&lt;br /&gt;
&lt;br /&gt;
=== Necromancer ===&lt;br /&gt;
Necromancers are human practitioners of the Curse who wield its power to cast spells and raise the dead, extending their lifespans without undergoing the physical transformation of Vampires. Rather than relying on raw strength, they act as arcane support on the battlefield, reinforcing their forces, restoring fallen ranks, and unleashing destructive magic against their enemies.&lt;br /&gt;
&lt;br /&gt;
Prolonged exposure to undeath deeply warps their minds, driving them toward an obsessive pursuit of immortality and a growing detachment from mortal life. Though most serve Vampire Lords, some powerful individuals come to challenge their authority, and in rare cases, achieve independence to command their own armies and ambitions.&lt;br /&gt;
&lt;br /&gt;
=== Corpse Master ===&lt;br /&gt;
[[File:Corpse Master.jpg|thumb]]&lt;br /&gt;
Corpse Masters are crude but effective manipulators of the dead, wielding raw Curse energy to control masses of stitched-together corpses in battle. Unlike trained Necromancers, they rely on instinct, improvisation, and orally transmitted knowledge rather than formal study, animating whatever remains they can gather into grotesque but functional undead. Their presence is marked by an unsettling aura, and they can direct entire hordes of Stitched Zombies like macabre puppets.&lt;br /&gt;
&lt;br /&gt;
Though often scorned by more refined practitioners, their practicality makes them valuable on the battlefield, where they provide rapid reinforcements and expendable troops. Resourceful and opportunistic, many find success as mercenaries, using ingenuity to overcome their lack of discipline,turning even the fallen enemy into weapons against their former allies.&lt;br /&gt;
&lt;br /&gt;
=== Army Standard ===&lt;br /&gt;
The Army Standard of a Vampiric Undead domain is a powerful symbol of authority and identity, rallying allied forces while spreading fear among enemies. Typically carried by a Skeleton Champion, these banners inspire nearby troops and are often imbued with necromantic magic to усилate the effects of the Curse, strengthening allies and unsettling foes.&lt;br /&gt;
&lt;br /&gt;
Many designs predate the rise of necromancy, featuring grim heraldry such as skulls, blades, and blood motifs, later adapted to reflect the influence of the Curse. Beyond symbolism, these banners hold great cultural and strategic importance, their loss is considered a grave dishonor, often provoking relentless efforts to reclaim them, even at catastrophic cost.&lt;br /&gt;
&lt;br /&gt;
=== Stitched Zombies ===&lt;br /&gt;
[[File:Stitched Zombies.jpg|thumb]]&lt;br /&gt;
Stitched Zombies are mindless undead constructs commonly fielded in vast numbers, advancing in slow, erratic hordes accompanied by the stench of decay. Individually weak and devoid of identity, they pose little threat alone, but become dangerous through sheer numbers, as more are constantly raised and thrown into battle to overwhelm the enemy.&lt;br /&gt;
&lt;br /&gt;
Created through crude stitching techniques pioneered by early Corpse Masters, they are animated as disposable puppets rather than perfected undead. Their simplicity allows for rapid production, making them ideal expendable troops, often used to exhaust, surround, and crush opponents under an endless tide of reanimated corpses.&lt;br /&gt;
&lt;br /&gt;
=== Stitched Butchers ===&lt;br /&gt;
Stitched Butchers are massive, grotesque constructs of sewn flesh, far larger and more dangerous than common Stitched. Armed with heavy cleavers and crude prosthetics, they lumber across the battlefield harvesting body parts while crushing anything in their path. Though slow, their sheer strength makes them effective at holding the line and eliminating tougher enemies.&lt;br /&gt;
&lt;br /&gt;
Created with slightly greater skill, they possess limited awareness, enough to distinguish useful remains, sometimes enhanced by fragments of their creator’s mind. Corpse Masters use them both as bodyguards and as labor units, collecting materials for further creations, making them valuable despite their crude nature.&lt;br /&gt;
&lt;br /&gt;
=== Drained Soldiers ===&lt;br /&gt;
[[File:Drained Soldiers.jpg|thumb]]&lt;br /&gt;
Drained Soldiers are the peasant levies of the Vampiric Marches, poorly equipped but numerous and fiercely loyal. Sustained by the Dogozmenye, a ritual that prolongs their lives through the energy of the Curse, they are bound to their Vampire lords through draining collars, marking them as serfs and allowing their masters to feed on them. In return, they are obligated to answer the call to war whenever required.&lt;br /&gt;
&lt;br /&gt;
On the battlefield, they are not meant to excel individually but to overwhelm through numbers and persistence, tying down the enemy while more powerful units strike. Often formed by communities of kin and neighbors, they maintain a grim sense of camaraderie, even singing dark battle hymns that reflect both.&lt;br /&gt;
&lt;br /&gt;
=== Drained Archers ===&lt;br /&gt;
Drained Archers are ranged variants of the peasant levies, tasked with harassing enemies and restricting their movement through volleys of arrows. Though not elite, they play a valuable tactical role by supporting the army from a distance and disrupting enemy formations.&lt;br /&gt;
&lt;br /&gt;
Within their communities, they hold a slightly elevated status, as only selected individuals are allowed to wield bows and train through hunts. This perceived connection to the nobility fosters strong loyalty, driving them to prove their worth in battle, even at great personal cost.&lt;br /&gt;
&lt;br /&gt;
=== Skeleton Guard ===&lt;br /&gt;
Skeleton Guard units form the disciplined backbone of Vampiric Undead armies, advancing in silent, coordinated ranks and serving with unwavering loyalty. Created through precise necromantic rituals, the spirits of fallen warriors are bound to their remains, stripped of individuality and emotion, leaving only their capacity for war. This makes them tireless, obedient soldiers who can be raised again and again in service of their masters.&lt;br /&gt;
&lt;br /&gt;
Many are drawn from ancient burial grounds, where the remains of long-dead warriors provide ideal material for creating effective units. While it is possible to raise Skeletons hastily in times of need, such constructs are less stable and short-lived, making true Skeleton Guards the result of careful craftsmanship and refined necromantic expertise.&lt;br /&gt;
&lt;br /&gt;
=== Skeleton Watch ===&lt;br /&gt;
Skeleton Watch are elite undead marksmen, renowned for their unnerving precision and unwavering aim. Unaffected by fatigue or physical limitations, they can rain down bolts with deadly accuracy, making them highly effective both in defensive roles and on the battlefield.&lt;br /&gt;
&lt;br /&gt;
Primarily stationed on walls or elevated positions, they serve as vigilant guardians and long-range support units, capable of inflicting heavy losses or forcing enemy maneuvers. More durable than living archers and carefully crafted through specialized necromantic techniques, they represent a refined and valuable asset within Vampiric armies.&lt;br /&gt;
&lt;br /&gt;
=== Skeleton Knights ===&lt;br /&gt;
Skeleton Knights are undead cavalry bound to serve with absolute loyalty, riding into battle without fear or hesitation. Though less independent than Skeleton Champions, they are relentless warriors, driven solely by the purpose instilled through necromancy. Their emotionless presence and repeated return from death make them deeply unsettling opponents.&lt;br /&gt;
&lt;br /&gt;
Often clad in the ancient armor of their past lives, they reflect a forgotten past now reshaped by the Curse. Valued for their reliability over the ambition of Vampires, they are sometimes chosen as personal guards. Despite their stripped-down minds, rare traces of memory can surface, causing some to linger silently in places tied to their former lives.&lt;br /&gt;
&lt;br /&gt;
=== Vampire Knights ===&lt;br /&gt;
Vampire Knights are elite aristocratic warriors, clad in the finest armor and mounted on powerful undead steeds, capable of breaking even the strongest defensive lines with devastating charges. Though they unleash the fury of the Curse in battle, their actions remain disciplined and precise, guided by centuries of combat experience.&lt;br /&gt;
&lt;br /&gt;
Typically drawn from lesser nobility, they fight as powerful but independent units within an army. While not part of formal command, they answer only to other Vampires and often act according to their own judgment. This autonomy makes them formidable yet unpredictable, sometimes leading to reckless actions despite their skill and status.&lt;br /&gt;
&lt;br /&gt;
== Similar To==&lt;br /&gt;
&lt;br /&gt;
* Warhammer Fantasy: Vampire Counts&lt;br /&gt;
*Age of Sigmar: Soulblight Gravelords&lt;br /&gt;
*Kings of War: Undead&lt;br /&gt;
&lt;br /&gt;
==Miniatures==&lt;br /&gt;
&#039;&#039;Note: This section needs more content. You can help the wiki by expanding it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
See Also: [[Vampiric Undead Miniatures]]&lt;br /&gt;
&lt;br /&gt;
{{Faction-Links&lt;br /&gt;
|Faction = Vampiric Undead&lt;br /&gt;
|Links =  [[Vampiric Undead|Overview]] - [[Vampiric Undead Miniatures|Miniatures]]&lt;br /&gt;
}}&lt;br /&gt;
{{AoF-Factions}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Age of Fantasy Factions]]&lt;br /&gt;
[[Category:Vampiric Undead]]&lt;/div&gt;</summary>
		<author><name>Regem</name></author>
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		<id>https://www.onepagefan.wiki/index.php?title=Vampiric_Undead&amp;diff=4216</id>
		<title>Vampiric Undead</title>
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		<summary type="html">&lt;p&gt;Regem: /* Military Overview */&lt;/p&gt;
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|Faction=Vampiric Undead&lt;br /&gt;
|Image = Vampiric Undead.png&lt;br /&gt;
|Setting=Age of Fantasy&lt;br /&gt;
|Games=[[Age of Fantasy]],&amp;lt;br&amp;gt;[[Age of Fantasy Skirmish|Age of Fantasy: Skirmish]],&amp;lt;br&amp;gt;[[Age of Fantasy Regiments|Age of Fantasy: Regiments]],&amp;lt;br&amp;gt;[[Age of Fantasy Quest|Age of Fantasy: Quest]]&lt;br /&gt;
|Species=Vampires&lt;br /&gt;
|Version=3.2.0&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Vampiric Undead&#039;&#039;&#039; are legions of monsters and spirits led by powerful vampire Lords. These lords use their dark magic to raise and control the bodies and spirits of the dead, and lead them to battle. &lt;br /&gt;
&lt;br /&gt;
The Vampire Lords are members of the nobility from the western steppes who embraced necromancy after they were abandoned by the [[Human Empire|Empire]] during the Havoc Wars. Once they understood the secret of immortality, they attempted to betray their patrons and were cursed with undeath. This curse has only made the Vampire Lords more bitter and cruel as they rule brutally over their fearful subjects.&lt;br /&gt;
&lt;br /&gt;
==History ==&lt;br /&gt;
&lt;br /&gt;
=== The Origin of the Marches ===&lt;br /&gt;
The Western Marches emerged as a mountainous and forested region that served as a natural border between the early Human Empire, the southern sea, and the western steppes. Its rugged terrain and dense forests made settlement difficult, turning it into a refuge for displaced peoples, defeated tribes, and exiled communities.&lt;br /&gt;
&lt;br /&gt;
Over the centuries, various groups settled in the area, including the Wurmvelk, Nedzorites, Black Wings, and Danvals, which led to recurring conflicts over territorial occupation. This process gave rise to a fragmented structure of small domains ruled by warlords, whose authority depended on military strength. Continuous territorial disputes consolidated a warlike culture and a reputation for violence.&lt;br /&gt;
&lt;br /&gt;
The warriors of the Marches were distinguished by their use of intimidating symbols and by the spread of tales and songs that exalted the brutality of their leaders, many of whom remain in collective memory. At the same time, the forest assumed a central role: large-scale logging attempts failed due to its vastness, the presence of hostile creatures, and the shortage of labor. This led to a forced coexistence in which peasants avoided entering the woods while nobles patrolled its borders. However, not all adhered to these boundaries, as marginalized communities formed forest tribes known as the Volshoboz, or “Wolfkin”, who used the dense wilderness as both refuge and base of operations for raiding.&lt;br /&gt;
&lt;br /&gt;
=== Establishment of the Viceroyalty ===&lt;br /&gt;
As the Western Marches struggled with internal conflicts, the Human Empire rose into a dominant power whose influence reached the region through trade. Eastern lords prospered from Imperial commerce, while others were left at a disadvantage, fueling raids and reprisals. This unrest provided the Empire with justification to intervene, and annexation soon followed, though local elites retained much of the administration while paying tribute to a distant sovereign.&lt;br /&gt;
&lt;br /&gt;
Two centuries later, resistance emerged under Fevrig Nedzoroz, Margrave of Kamzan Lake. After years of secret preparations, he launched the &amp;quot;Dark Solstice&#039;&#039;&amp;quot;&#039;&#039;, eliminating much of the pro-Imperial nobility and leading a three-year war that unified most of the Marches under his control.&lt;br /&gt;
&lt;br /&gt;
At the same time, the Empire was weakened by rebellions and a massive daemonic invasion. Forced to negotiate, the Emperor granted the Marches autonomy in exchange for Fevrig’s support. Thus, the Western Marches became a self-governing state under Fevrig I, who then marched east with the largest army the Marches had ever assembled, heralding the beginning of the Havoc Wars.&lt;br /&gt;
&lt;br /&gt;
=== The Rise of the Vampiric Marches ===&lt;br /&gt;
[[File:Shradzotezyaban.jpg|right|frameless|280x280px]]&lt;br /&gt;
[[File:Necromantic Ritual.jpg|right|frameless|211x211px]]&lt;br /&gt;
The people of the Western Marches were seasoned warriors, but the Havoc Wars brought unprecedented devastation. Fevrig I and his vassals fought alongside Imperial forces on the northern frontier, retaking cities, ambushing demons, and countering hostile northern tribes. Despite their brutal tactics and fearsome reputation, the Havoc forces continued to advance, leaving provinces in ruins and threatening the Marches further with Ogre invasions from the west.&lt;br /&gt;
&lt;br /&gt;
During the Battle of the Red Road, Fevrig I was killed while leading a desperate charge, and his son assumed the title as Fevrig II. He immediately declared secession from the Empire, consolidating the remaining lords and focusing on eliminating demonic forces, though new threats loomed. At this critical moment, a mysterious wizard known as Shradzotezyaban, or “the Stranger,” arrived, offering his power to raise the dead in defense of the Marches.&lt;br /&gt;
&lt;br /&gt;
With the Stranger’s necromantic army, Fevrig II repelled the Ogre horde in the Mortodzan Hecatomb and temporarily secured the Marches. However, the Stranger’s ultimate goal was to use the Marches in a ritual to grant eternal life for himself and his masters. Fevrig II betrayed him, killing the Stranger and corrupting the ritual, unleashing a curse that transformed nobles into Vampires, forest tribes into Werewolves, and the land itself into a realm of undeath.&lt;br /&gt;
&lt;br /&gt;
This catastrophe marked the beginning of the Vremyasag, the Era of Thirst, during which the Western Marches became known as the Vampiric Marches. Fevrig III later rose to power, mastering the curse, consolidating the undead aristocracy, and stabilizing human populations through the ritual known as Kiralkya, or &amp;quot;the King’s Gift&amp;quot;. He crowned himself King of the Vampiric Marches, establishing a new order while preparing for eventual expansion beyond the Marches.&lt;br /&gt;
&lt;br /&gt;
=== Consolidation of the Undead Aristocracy ===&lt;br /&gt;
[[File:Undead Aristocracy.jpg|right|frameless|200x200px]]&lt;br /&gt;
Fevrig III sought to bring stability to the cursed land and mold it into a formidable state. Protecting the dwindling Human population was crucial, both as subjects and as sustenance for the Vampires.&lt;br /&gt;
&lt;br /&gt;
Together with his Necromancers, he devised the King’s Gift, a ritual allowing Vampires to share a fragment of undeath with mortal servants. The peasants, called Leczapoye, or &amp;quot;the Drained&amp;quot;, wore collars through which their lords drew a blood tax. The annual Dogozmenye ceremony reinforced the bond between Drained and master.&lt;br /&gt;
&lt;br /&gt;
Resistance arose, but most Vampires adopted the system, recognizing its benefits. Fevrig III granted his vassals autonomy, requiring only loyalty and the maintenance of standing armies. Even the Volshoboz fell under the King’s authority, regaining partial consciousness and organizing into packs, though they remained subservient to Vampires in war.&lt;br /&gt;
&lt;br /&gt;
Through fear, force, and diplomacy, Fevrig III achieved unprecedented control over the aristocracy. Open rebellion was rare, but some nobles remained exiled or hidden in lands corrupted by the Curse, where necromantic energies ran unchecked. The King maintained authority by fostering intrigue and division among his vassals.&lt;br /&gt;
&lt;br /&gt;
=== Expansion of the Vampiric Marches ===&lt;br /&gt;
[[File:VU Map Misc.jpg|right|frameless|207x207px]]&lt;br /&gt;
Fevrig III’s ambitions extended beyond ruling the Marches; he aimed to rebuild and expand the Human Empire under his banner. He invested heavily in necromantic research, recruiting scholars and mages across Tyria to Kamzan Castle, which became a vast center of study, laboratories, and libraries dedicated to understanding and harnessing the Curse.&lt;br /&gt;
&lt;br /&gt;
A key focus was the Monoliths established by the Stranger, investigating their role in amplifying undeath and shaping the land. While many experiments failed, destroying villages or creating unstable vortexes, some succeeded, establishing remote Vampiric Undead colonies. Arcane amulets and sarcophagi fashioned from Monolith stone allowed Vampires to channel the Curse in combat or for recovery.&lt;br /&gt;
&lt;br /&gt;
Political realities tempered these ambitions. Vassals remained scheming, requiring the King to maintain a balance of fear, diplomacy, and ritual. Nevertheless, the Vampiric Marches became a land of undeath where Humans, Vampires, and Werewolves were bound by ritual, coercion, and dependence.&lt;br /&gt;
&lt;br /&gt;
The Marches served as both a bastion and a laboratory for Fevrig III’s ultimate goal: a dominion of undeath from which he could extend his influence beyond the cursed borders, shaping Tyria according to his will.&lt;br /&gt;
&lt;br /&gt;
== Notable Conflicts ==&lt;br /&gt;
&lt;br /&gt;
=== The Zhanye Pass Slaughter ===&lt;br /&gt;
The Zhanye Pass Slaughter stands as a defining moment in the annals of the Western Marches, symbolizing the first great triumph achieved by the Marchers themselves after the imposition of the Curse. Beyond its military importance, the battle affirmed that the transformations wrought by the Ritual, though grievous and irrevocable, were also the instruments of the Marchers’ enduring independence.&lt;br /&gt;
&lt;br /&gt;
In the first winter following the Ritual, the [[Ogres]] of the steppes launched a renewed invasion under the command of Master Shaman Mazumeta Idemzi, seeking to claim the necromantic energies that saturated the land. Her campaign met the resistance of Werewolf Champion Gremyir Azetovoz, once a captain in Fevrig I’s service, and Lady Milyazha Imruskoza, the youthful Vampire sovereign of Telen Valley. United by kinship of blood and transformation, they formed a pact that would decide the fate of the region.&lt;br /&gt;
&lt;br /&gt;
The confrontation reached its climax in the treacherous snows of Zhanye Pass, where Gremyir’s pack, guided by instinct and knowledge of the terrain, orchestrated a series of relentless ambushes. During a furious blizzard, the Ogres were driven into chaos, many plunging to their deaths from the cliffs, while their war chief, Atagar Tevitenöy, fell buying his mistress’s escape. Mazumeta herself reached Telen Castle alone, exhausted and wounded, only to meet her end at the hands of Lady Imruskoza, who claimed her life and blood in one final act of vampiric justice.&lt;br /&gt;
&lt;br /&gt;
This victory, known thereafter as the Zhanye Pass Slaughter, was celebrated across the Marches as a moment of self-determination and unity against foreign incursion. Songs such as “Tumbling Down from Zhanye Pass” preserved the tale in popular memory, while Gremyir Azetovoz’s renown spread even among the noble houses that once scorned his kind. His pack grew in number and prestige, and he would later serve as one of the Vampire King’s most trusted generals.&lt;br /&gt;
&lt;br /&gt;
Lady Imruskoza, now a figure of legend, withdrew into her ancestral fortress, ruling from solitude with only skeletal retainers for company. Yet her bond with Gremyir endured, and the valley once known as Telen became Wolf Valley, a realm shared by Vampire and Werewolf alike. Even now, travelers through its frozen heights speak of Ogre skeletons wandering the cliffs, restless echoes of an army that dared to challenge the sovereignty of the Marches.&lt;br /&gt;
&lt;br /&gt;
=== The Temetoz Expedition ===&lt;br /&gt;
The Temetoz Expedition is documented in the annals of the Western Marches as a cautionary episode illustrating the dangers of mortal intrusion into domains bound by the Curse. Around the mid-Vremyasag period, the exiled [[Duchies of Vinci|Vinci]] inventor Satilla Scezzoni led a small expedition into the necropolis of Temetoz, situated along the northern frontier, after detecting fluctuations of necromantic energy. Unbeknownst to her, the site had long been occupied by Latmyir the Mad, a reclusive necromancer and former disciple of the Stranger, whose experiments in skeletal reanimation had persisted for centuries beyond his supposed death.&lt;br /&gt;
&lt;br /&gt;
The Vinci expedition, driven by a blend of scientific curiosity and imperial arrogance, descended into the catacombs in search of the energy source. Their intrusion disrupted Latmyir’s dormant constructs, reawakening skeletal servitors and ghoulish guardians. Confrontations escalated rapidly within the subterranean corridors, culminating in the annihilation of the expedition. Surviving records indicate that Zaigino “Big Zai” Urulli, Scezzoni’s lieutenant, sacrificed himself to delay the undead assault, allowing his mistress to retreat deeper into the ruins. None of the Vinci returned alive, save for a single soldier whose fragmented testimony describes the chaos of collapsing tunnels, extinguished lanterns, and the relentless pursuit of Shetro the Blind, Latmyir’s winged ghoul.&lt;br /&gt;
&lt;br /&gt;
Subsequent reports claim that Latmyir resurfaced a decade later, commanding an army of armored skeletons that briefly threatened the neighboring domains before inexplicably turning against him, an outcome often interpreted as the byproduct of flawed experimentation or premature attempts at sentient animation. Following this event, Latmyir disappeared once more, presumably returning to Temetoz.&lt;br /&gt;
&lt;br /&gt;
Of Satilla Scezzoni, no verifiable trace was ever recovered. However, a fragment of mechanized armor bearing Vinci craftsmanship was later retrieved near the necropolis, suggesting that her fate was sealed within the same halls she sought to study. Among vampiric scholars, the incident is cited as an example of mortal hubris confronting the immutable sovereignty of undeath, a reminder that the necromantic energies of the Marches are not subjects for inquiry, but for reverence.&lt;br /&gt;
&lt;br /&gt;
=== The Gründenite Crusade ===&lt;br /&gt;
The Gründenite Crusade marked one of the most tragic and transformative episodes on the eastern frontier of the Marches. It began in the county of Verdorv, ruled by Count Grevrig Svatovez and his consort Navleva, whose attempts to maintain harmony between the living and the undead were rare examples of coexistence in the aftermath of the Curse. Grevrig’s moderation, drinking only from criminals and preserving trade with the east, was misunderstood by the Human realms, which, in their fear and ignorance, recast him as the monstrous “Blood-Drinker of Verdorv.”&lt;br /&gt;
&lt;br /&gt;
The preacher Father Gründen, claiming divine revelation and promising the rebirth of a “True Emperor,” rallied impoverished peasants and disillusioned soldiers into a fanatical host. Under the banner of purification, his crusade descended upon Verdorv, looting and burning indiscriminately. Despite Grevrig’s efforts to avoid bloodshed, the mob’s fervor forced him to defend his homeland. Guided by Navleva’s resolve, he drew upon the Monolith’s necromantic energies to raise an army of skeletal defenders and confront the invaders beyond the shattered gates of Verdorv.&lt;br /&gt;
&lt;br /&gt;
The ensuing battle was fierce and chaotic. Grevrig led a disciplined counterattack, momentarily turning the tide, but his hesitation before the young zealot Yana of Rakk cost him his life, she struck him down with the crusaders’ banner. Enraged by the fall of her husband, Countess Navleva unleashed the full might of the Monolith, summoning the Winged Terror Ravanez and annihilating the crusader host in a storm of blood and despair. Verdorv was left in ruin, and the valley became a domain of silence and death.&lt;br /&gt;
&lt;br /&gt;
In the aftermath, Navleva Svatoveza, thenceforth known as the Widow of Verdorv, abandoned her former ideals of coexistence. Her grief hardened into doctrine: mortals could no longer be trusted to share the lands of the Curse. She purged her county of the living and later razed the birthplace of Father Gründen himself, extinguishing the last embers of his creed.&lt;br /&gt;
&lt;br /&gt;
Among vampiric scholars, the Gründenite Crusade is remembered not as a holy war, but as a cautionary testament to the volatility of mortal zeal and the futility of human faith before the permanence of undeath. Verdorv endures as a somber reminder that mercy, when extended to the living, often finds its reward in betrayal.&lt;br /&gt;
&lt;br /&gt;
=== Raid on Eltoxato ===&lt;br /&gt;
The so-called Raid on Eltoxato remains one of the most infamous misadventures in the annals of the Marches, illustrating both the audacity and recklessness that marked the age of post-Rift exploration. Its protagonist, Ekvanyik “Blackfang” Tsaveskoz, was a lowborn knight ennobled by Fevrig II after the Battle of the Red Road. Despite his rise, Tsaveskoz never earned the acceptance of his peers; mocked for his ignorance and vulgar tastes, he sought validation through wealth and conquest. When trade collapsed after the Curse, he turned to piracy, preying upon coastal settlements until chance presented him with a fragmentary map said to reveal the location of the fabled Temple City of Eltoxato, a ruin long thought swallowed by time.&lt;br /&gt;
&lt;br /&gt;
Gathering a motley crew of undead sailors and desperate Drained, Blackfang sailed south in search of glory. His fleet eventually reached a verdant island veiled in mist, which he eagerly proclaimed to be the legendary city’s resting place. In truth, the island was home to a reclusive [[Saurians|Saurian]] civilization governed by Klilanatlenaxi, a Frog-Mage charged with safeguarding sacred relics of immense power. Despite warnings and omens, Blackfang’s forces forced entry into what they mistook for the city gates, unknowingly breaching the pens of the Saurians’ colossal beasts. The ensuing stampede decimated his army before the battle had even begun.&lt;br /&gt;
&lt;br /&gt;
The Saurian defenders, led by Téxatl the Angry, mounted a desperate defence of their temple city. The Vampire, undeterred by losses, pressed the attack, wielding necromantic fury against beasts and lizardkin alike. Téxatl fought valiantly until grievously wounded by sorcery, and Blackfang stormed the central pyramid where Klilanatlenaxi awaited him. The Frog-Mage, accepting his prophesied death, offered no resistance as the Vampire’s blade fell. What remained of Blackfang’s army withdrew in chaos, hounded by enraged creatures and collapsing ruins. Of hundreds, only a handful returned to the ships, burdened with gold and a few strange artefacts.&lt;br /&gt;
&lt;br /&gt;
Upon his return to Grazye, Blackfang displayed his plunder as trophies, adorning his hall with relics he neither understood nor respected. When Fevrig III demanded his rightful share, the arrogant knight destroyed the artefacts rather than surrender them. Pursued for this act of defiance, Blackfang fled into exile and embraced full piracy, his name thereafter cursed across the seas. In the centuries since, Saurian scholars have clarified that the temple he sacked was not Eltoxato at all, but a sacred sanctuary meant to contain relics of planetary preservation, now irrevocably lost through his ignorance.&lt;br /&gt;
&lt;br /&gt;
Among Vampiric chroniclers, the Raid on Eltoxato is often cited as a parable of ambition untempered by wisdom. It demonstrates that even the undying are not immune to folly, that eternity magnifies pride as much as power. Today, the ruins of Klilanatlenaxi’s city remain a wound upon the jungle, and Téxatl the Angry, the last survivor of its defenders, is said to haunt the coasts, waging an endless and confused vendetta against the undead.&lt;br /&gt;
&lt;br /&gt;
== Notable Locations ==&lt;br /&gt;
&#039;&#039;Note: This section needs more content. You can help the wiki by expanding it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Society ==&lt;br /&gt;
&#039;&#039;Note: This section needs more content. You can help the wiki by expanding it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Military Overview ==&lt;br /&gt;
&#039;&#039;Note: This section needs more content. You can help the wiki by expanding it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Vampire Lords ===&lt;br /&gt;
[[File:Vampire Lord Artwork.jpg|thumb]]&lt;br /&gt;
Vampire Lords are extremely dangerous entities who, despite their human appearance, are infused with the cursed energy of the Curse, granting them strength, resilience, and arcane power far beyond any mortal. Their nature is defined by an insatiable thirst for blood, making them ferocious and relentless fighters; however, this brutality is tempered by centuries of experience and sharp tactical cunning. They are capable leaders who can command armies, summon reinforcements, and adapt swiftly on the battlefield. Their most unsettling trait is their duality: they can shift between the refinement of an aristocrat and the savagery of a monster, which, combined with the ever-present influence of the Curse, makes them highly unpredictable.&lt;br /&gt;
&lt;br /&gt;
To maximize their impact, they often fight mounted, making use of various undead creatures crafted through necromancy. The most common include Undead Steeds, valued for their endurance and reliability; Winged Steeds, which grant swift aerial mobility; and the more destructive Winged Terrors, bred for devastating charges. In rare cases, some Vampire Lords command imposing Skeletal Dragons, colossal mounts capable of laying waste to entire structures. There are also more unusual variants, such as those who advance alongside a Stitched Horde, controlling masses of corpses as an extension of their own power.&lt;br /&gt;
&lt;br /&gt;
Overall, rather than mere warriors, Vampire Lords are supernatural commanders whose combination of power, intelligence, and battlefield presence makes them the core of any vampiric force, while their mounts serve as extensions of their authority and combat style.&lt;br /&gt;
&lt;br /&gt;
=== Skeleton Champion ===&lt;br /&gt;
[[File:Skeleton Champion.jpg|thumb]]&lt;br /&gt;
Skeleton Champions stand apart from the otherwise uniform ranks of Skeletons due to a faint but unsettling trace of individuality. Unlike typical undead, they retain fragments of their former personalities, as they are born from strong-willed spirits that resist complete domination. This grants them greater strength and a capacity for leadership, though at the cost of reduced obedience. Despite these remnants, they are far from truly human, driven instead by fractured echoes of their souls and often bound to a singular, obsessive purpose.&lt;br /&gt;
&lt;br /&gt;
When mounted on an Undead Steed, they take on the role of grim heralds of death, leading skeletal legions into battle. Many originate from ancient nobility predating the Ritual, often serving descendants of their own bloodlines. Such mounts are reserved for the noble dead, while lesser Skeletons must earn the right through status or symbolic titles. In rare cases, they retain distorted notions of honor or duty, manifesting in behaviors such as issuing challenges or pursuing long-forgotten quests.&lt;br /&gt;
&lt;br /&gt;
=== Skeleton Commander ===&lt;br /&gt;
Skeleton Commanders represent the pinnacle of skeletal undead, combining the martial skill and cunning of their former lives with the unwavering loyalty imposed by necromancy. This makes them disciplined, relentless leaders who are exceptionally difficult to destroy. Most serve as trusted lieutenants to Vampire Lords, directing troops and executing commands with precision, devoid of personal ambition. However, some operate independently due to broken bindings or unusual circumstances, pursuing goals rooted in their past lives.&lt;br /&gt;
&lt;br /&gt;
They are sometimes mounted on Abyssal Beasts, massive necromantic constructs formed from the remains of large creatures. These imposing mounts enhance their battlefield presence, offering both immense durability and devastating offensive power. More than mere steeds, Abyssal Beasts function as mobile strongpoints within vampiric armies, reinforcing the Commander’s role as a central figure in maintaining formation and control during battle.&lt;br /&gt;
&lt;br /&gt;
=== Choul Champions ===&lt;br /&gt;
Ghoul Champions are the most intelligent and powerful of their kind, combining ferocity, resilience, and cunning that can rival even Vampires. Unlike lesser Ghouls, they can partially communicate and retain a sharper mind, allowing them to act as effective predators and leaders. Forged in the brutal conditions of ghouleries, only the most ruthless survive, shaping them into aggressive and efficient fighters who rely on ambushes, nocturnal raids, and swift, unpredictable assaults.&lt;br /&gt;
&lt;br /&gt;
Though they occupy a low social rank, exceptional individuals may earn the chance to bond with a Bat Beast, a dangerous flying mount that demands fearlessness and dominance. Those who succeed become highly mobile and terrifying threats, capable of striking anywhere on the battlefield. Overall, Ghoul Champions stand out as cunning survivors whose intelligence and brutality elevate them into some of the most dangerous assets in a necromancer’s forces.&lt;br /&gt;
&lt;br /&gt;
=== Werewolf Champion ===&lt;br /&gt;
[[File:Werewolf Champion.jpg|thumb]]&lt;br /&gt;
Werewolf Champions are towering, fearsome warriors whose strength, claws, and predatory instincts make them lethal opponents. Driven by the Curse’s insatiable hunger, they relentlessly track their prey, embodying a fusion of human cunning and bestial ferocity. Unlike lesser werewolves, they retain enough control over themselves to avoid becoming mindless beasts, often through sheer willpower or by accepting the King’s Gift.&lt;br /&gt;
&lt;br /&gt;
Most serve as pack leaders, commanding other werewolves with remarkable coordination and efficiency, especially in environments like forests where they are nearly unstoppable. While many lead packs in battle, some operate alone, either by choice or circumstance, offering their skills as scouts, infiltrators, or even wandering hunters seeking power and worthy prey.&lt;br /&gt;
&lt;br /&gt;
=== Necromancer ===&lt;br /&gt;
Necromancers are human practitioners of the Curse who wield its power to cast spells and raise the dead, extending their lifespans without undergoing the physical transformation of Vampires. Rather than relying on raw strength, they act as arcane support on the battlefield, reinforcing their forces, restoring fallen ranks, and unleashing destructive magic against their enemies.&lt;br /&gt;
&lt;br /&gt;
Prolonged exposure to undeath deeply warps their minds, driving them toward an obsessive pursuit of immortality and a growing detachment from mortal life. Though most serve Vampire Lords, some powerful individuals come to challenge their authority, and in rare cases, achieve independence to command their own armies and ambitions.&lt;br /&gt;
&lt;br /&gt;
=== Corpse Master ===&lt;br /&gt;
[[File:Corpse Master.jpg|thumb]]&lt;br /&gt;
Corpse Masters are crude but effective manipulators of the dead, wielding raw Curse energy to control masses of stitched-together corpses in battle. Unlike trained Necromancers, they rely on instinct, improvisation, and orally transmitted knowledge rather than formal study, animating whatever remains they can gather into grotesque but functional undead. Their presence is marked by an unsettling aura, and they can direct entire hordes of Stitched Zombies like macabre puppets.&lt;br /&gt;
&lt;br /&gt;
Though often scorned by more refined practitioners, their practicality makes them valuable on the battlefield, where they provide rapid reinforcements and expendable troops. Resourceful and opportunistic, many find success as mercenaries, using ingenuity to overcome their lack of discipline,turning even the fallen enemy into weapons against their former allies.&lt;br /&gt;
&lt;br /&gt;
=== Army Standard ===&lt;br /&gt;
The Army Standard of a Vampiric Undead domain is a powerful symbol of authority and identity, rallying allied forces while spreading fear among enemies. Typically carried by a Skeleton Champion, these banners inspire nearby troops and are often imbued with necromantic magic to усилate the effects of the Curse, strengthening allies and unsettling foes.&lt;br /&gt;
&lt;br /&gt;
Many designs predate the rise of necromancy, featuring grim heraldry such as skulls, blades, and blood motifs, later adapted to reflect the influence of the Curse. Beyond symbolism, these banners hold great cultural and strategic importance, their loss is considered a grave dishonor, often provoking relentless efforts to reclaim them, even at catastrophic cost.&lt;br /&gt;
&lt;br /&gt;
=== Stitched Zombies ===&lt;br /&gt;
Stitched Zombies are mindless undead constructs commonly fielded in vast numbers, advancing in slow, erratic hordes accompanied by the stench of decay. Individually weak and devoid of identity, they pose little threat alone, but become dangerous through sheer numbers, as more are constantly raised and thrown into battle to overwhelm the enemy.&lt;br /&gt;
&lt;br /&gt;
Created through crude stitching techniques pioneered by early Corpse Masters, they are animated as disposable puppets rather than perfected undead. Their simplicity allows for rapid production, making them ideal expendable troops, often used to exhaust, surround, and crush opponents under an endless tide of reanimated corpses.&lt;br /&gt;
&lt;br /&gt;
=== Stitched Butchers ===&lt;br /&gt;
Stitched Butchers are massive, grotesque constructs of sewn flesh, far larger and more dangerous than common Stitched. Armed with heavy cleavers and crude prosthetics, they lumber across the battlefield harvesting body parts while crushing anything in their path. Though slow, their sheer strength makes them effective at holding the line and eliminating tougher enemies.&lt;br /&gt;
&lt;br /&gt;
Created with slightly greater skill, they possess limited awareness, enough to distinguish useful remains, sometimes enhanced by fragments of their creator’s mind. Corpse Masters use them both as bodyguards and as labor units, collecting materials for further creations, making them valuable despite their crude nature.&lt;br /&gt;
&lt;br /&gt;
=== Drained Soldiers ===&lt;br /&gt;
Drained Soldiers are the peasant levies of the Vampiric Marches, poorly equipped but numerous and fiercely loyal. Sustained by the Dogozmenye, a ritual that prolongs their lives through the energy of the Curse, they are bound to their Vampire lords through draining collars, marking them as serfs and allowing their masters to feed on them. In return, they are obligated to answer the call to war whenever required.&lt;br /&gt;
&lt;br /&gt;
On the battlefield, they are not meant to excel individually but to overwhelm through numbers and persistence, tying down the enemy while more powerful units strike. Often formed by communities of kin and neighbors, they maintain a grim sense of camaraderie, even singing dark battle hymns that reflect both&lt;br /&gt;
&lt;br /&gt;
== Similar To==&lt;br /&gt;
&lt;br /&gt;
* Warhammer Fantasy: Vampire Counts&lt;br /&gt;
*Age of Sigmar: Soulblight Gravelords&lt;br /&gt;
*Kings of War: Undead&lt;br /&gt;
&lt;br /&gt;
==Miniatures==&lt;br /&gt;
&#039;&#039;Note: This section needs more content. You can help the wiki by expanding it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
See Also: [[Vampiric Undead Miniatures]]&lt;br /&gt;
&lt;br /&gt;
{{Faction-Links&lt;br /&gt;
|Faction = Vampiric Undead&lt;br /&gt;
|Links =  [[Vampiric Undead|Overview]] - [[Vampiric Undead Miniatures|Miniatures]]&lt;br /&gt;
}}&lt;br /&gt;
{{AoF-Factions}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Age of Fantasy Factions]]&lt;br /&gt;
[[Category:Vampiric Undead]]&lt;/div&gt;</summary>
		<author><name>Regem</name></author>
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		<summary type="html">&lt;p&gt;Regem: &lt;/p&gt;
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		<title>Vampiric Undead</title>
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		<summary type="html">&lt;p&gt;Regem: /* Skeleton Champion */&lt;/p&gt;
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|Faction=Vampiric Undead&lt;br /&gt;
|Image = Vampiric Undead.png&lt;br /&gt;
|Setting=Age of Fantasy&lt;br /&gt;
|Games=[[Age of Fantasy]],&amp;lt;br&amp;gt;[[Age of Fantasy Skirmish|Age of Fantasy: Skirmish]],&amp;lt;br&amp;gt;[[Age of Fantasy Regiments|Age of Fantasy: Regiments]],&amp;lt;br&amp;gt;[[Age of Fantasy Quest|Age of Fantasy: Quest]]&lt;br /&gt;
|Species=Vampires&lt;br /&gt;
|Version=3.2.0&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Vampiric Undead&#039;&#039;&#039; are legions of monsters and spirits led by powerful vampire Lords. These lords use their dark magic to raise and control the bodies and spirits of the dead, and lead them to battle. &lt;br /&gt;
&lt;br /&gt;
The Vampire Lords are members of the nobility from the western steppes who embraced necromancy after they were abandoned by the [[Human Empire|Empire]] during the Havoc Wars. Once they understood the secret of immortality, they attempted to betray their patrons and were cursed with undeath. This curse has only made the Vampire Lords more bitter and cruel as they rule brutally over their fearful subjects.&lt;br /&gt;
&lt;br /&gt;
==History ==&lt;br /&gt;
&lt;br /&gt;
=== The Origin of the Marches ===&lt;br /&gt;
The Western Marches emerged as a mountainous and forested region that served as a natural border between the early Human Empire, the southern sea, and the western steppes. Its rugged terrain and dense forests made settlement difficult, turning it into a refuge for displaced peoples, defeated tribes, and exiled communities.&lt;br /&gt;
&lt;br /&gt;
Over the centuries, various groups settled in the area, including the Wurmvelk, Nedzorites, Black Wings, and Danvals, which led to recurring conflicts over territorial occupation. This process gave rise to a fragmented structure of small domains ruled by warlords, whose authority depended on military strength. Continuous territorial disputes consolidated a warlike culture and a reputation for violence.&lt;br /&gt;
&lt;br /&gt;
The warriors of the Marches were distinguished by their use of intimidating symbols and by the spread of tales and songs that exalted the brutality of their leaders, many of whom remain in collective memory. At the same time, the forest assumed a central role: large-scale logging attempts failed due to its vastness, the presence of hostile creatures, and the shortage of labor. This led to a forced coexistence in which peasants avoided entering the woods while nobles patrolled its borders. However, not all adhered to these boundaries, as marginalized communities formed forest tribes known as the Volshoboz, or “Wolfkin”, who used the dense wilderness as both refuge and base of operations for raiding.&lt;br /&gt;
&lt;br /&gt;
=== Establishment of the Viceroyalty ===&lt;br /&gt;
As the Western Marches struggled with internal conflicts, the Human Empire rose into a dominant power whose influence reached the region through trade. Eastern lords prospered from Imperial commerce, while others were left at a disadvantage, fueling raids and reprisals. This unrest provided the Empire with justification to intervene, and annexation soon followed, though local elites retained much of the administration while paying tribute to a distant sovereign.&lt;br /&gt;
&lt;br /&gt;
Two centuries later, resistance emerged under Fevrig Nedzoroz, Margrave of Kamzan Lake. After years of secret preparations, he launched the &amp;quot;Dark Solstice&#039;&#039;&amp;quot;&#039;&#039;, eliminating much of the pro-Imperial nobility and leading a three-year war that unified most of the Marches under his control.&lt;br /&gt;
&lt;br /&gt;
At the same time, the Empire was weakened by rebellions and a massive daemonic invasion. Forced to negotiate, the Emperor granted the Marches autonomy in exchange for Fevrig’s support. Thus, the Western Marches became a self-governing state under Fevrig I, who then marched east with the largest army the Marches had ever assembled, heralding the beginning of the Havoc Wars.&lt;br /&gt;
&lt;br /&gt;
=== The Rise of the Vampiric Marches ===&lt;br /&gt;
[[File:Shradzotezyaban.jpg|right|frameless|280x280px]]&lt;br /&gt;
[[File:Necromantic Ritual.jpg|right|frameless|211x211px]]&lt;br /&gt;
The people of the Western Marches were seasoned warriors, but the Havoc Wars brought unprecedented devastation. Fevrig I and his vassals fought alongside Imperial forces on the northern frontier, retaking cities, ambushing demons, and countering hostile northern tribes. Despite their brutal tactics and fearsome reputation, the Havoc forces continued to advance, leaving provinces in ruins and threatening the Marches further with Ogre invasions from the west.&lt;br /&gt;
&lt;br /&gt;
During the Battle of the Red Road, Fevrig I was killed while leading a desperate charge, and his son assumed the title as Fevrig II. He immediately declared secession from the Empire, consolidating the remaining lords and focusing on eliminating demonic forces, though new threats loomed. At this critical moment, a mysterious wizard known as Shradzotezyaban, or “the Stranger,” arrived, offering his power to raise the dead in defense of the Marches.&lt;br /&gt;
&lt;br /&gt;
With the Stranger’s necromantic army, Fevrig II repelled the Ogre horde in the Mortodzan Hecatomb and temporarily secured the Marches. However, the Stranger’s ultimate goal was to use the Marches in a ritual to grant eternal life for himself and his masters. Fevrig II betrayed him, killing the Stranger and corrupting the ritual, unleashing a curse that transformed nobles into Vampires, forest tribes into Werewolves, and the land itself into a realm of undeath.&lt;br /&gt;
&lt;br /&gt;
This catastrophe marked the beginning of the Vremyasag, the Era of Thirst, during which the Western Marches became known as the Vampiric Marches. Fevrig III later rose to power, mastering the curse, consolidating the undead aristocracy, and stabilizing human populations through the ritual known as Kiralkya, or &amp;quot;the King’s Gift&amp;quot;. He crowned himself King of the Vampiric Marches, establishing a new order while preparing for eventual expansion beyond the Marches.&lt;br /&gt;
&lt;br /&gt;
=== Consolidation of the Undead Aristocracy ===&lt;br /&gt;
[[File:Undead Aristocracy.jpg|right|frameless|200x200px]]&lt;br /&gt;
Fevrig III sought to bring stability to the cursed land and mold it into a formidable state. Protecting the dwindling Human population was crucial, both as subjects and as sustenance for the Vampires.&lt;br /&gt;
&lt;br /&gt;
Together with his Necromancers, he devised the King’s Gift, a ritual allowing Vampires to share a fragment of undeath with mortal servants. The peasants, called Leczapoye, or &amp;quot;the Drained&amp;quot;, wore collars through which their lords drew a blood tax. The annual Dogozmenye ceremony reinforced the bond between Drained and master.&lt;br /&gt;
&lt;br /&gt;
Resistance arose, but most Vampires adopted the system, recognizing its benefits. Fevrig III granted his vassals autonomy, requiring only loyalty and the maintenance of standing armies. Even the Volshoboz fell under the King’s authority, regaining partial consciousness and organizing into packs, though they remained subservient to Vampires in war.&lt;br /&gt;
&lt;br /&gt;
Through fear, force, and diplomacy, Fevrig III achieved unprecedented control over the aristocracy. Open rebellion was rare, but some nobles remained exiled or hidden in lands corrupted by the Curse, where necromantic energies ran unchecked. The King maintained authority by fostering intrigue and division among his vassals.&lt;br /&gt;
&lt;br /&gt;
=== Expansion of the Vampiric Marches ===&lt;br /&gt;
[[File:VU Map Misc.jpg|right|frameless|207x207px]]&lt;br /&gt;
Fevrig III’s ambitions extended beyond ruling the Marches; he aimed to rebuild and expand the Human Empire under his banner. He invested heavily in necromantic research, recruiting scholars and mages across Tyria to Kamzan Castle, which became a vast center of study, laboratories, and libraries dedicated to understanding and harnessing the Curse.&lt;br /&gt;
&lt;br /&gt;
A key focus was the Monoliths established by the Stranger, investigating their role in amplifying undeath and shaping the land. While many experiments failed, destroying villages or creating unstable vortexes, some succeeded, establishing remote Vampiric Undead colonies. Arcane amulets and sarcophagi fashioned from Monolith stone allowed Vampires to channel the Curse in combat or for recovery.&lt;br /&gt;
&lt;br /&gt;
Political realities tempered these ambitions. Vassals remained scheming, requiring the King to maintain a balance of fear, diplomacy, and ritual. Nevertheless, the Vampiric Marches became a land of undeath where Humans, Vampires, and Werewolves were bound by ritual, coercion, and dependence.&lt;br /&gt;
&lt;br /&gt;
The Marches served as both a bastion and a laboratory for Fevrig III’s ultimate goal: a dominion of undeath from which he could extend his influence beyond the cursed borders, shaping Tyria according to his will.&lt;br /&gt;
&lt;br /&gt;
== Notable Conflicts ==&lt;br /&gt;
&lt;br /&gt;
=== The Zhanye Pass Slaughter ===&lt;br /&gt;
The Zhanye Pass Slaughter stands as a defining moment in the annals of the Western Marches, symbolizing the first great triumph achieved by the Marchers themselves after the imposition of the Curse. Beyond its military importance, the battle affirmed that the transformations wrought by the Ritual, though grievous and irrevocable, were also the instruments of the Marchers’ enduring independence.&lt;br /&gt;
&lt;br /&gt;
In the first winter following the Ritual, the [[Ogres]] of the steppes launched a renewed invasion under the command of Master Shaman Mazumeta Idemzi, seeking to claim the necromantic energies that saturated the land. Her campaign met the resistance of Werewolf Champion Gremyir Azetovoz, once a captain in Fevrig I’s service, and Lady Milyazha Imruskoza, the youthful Vampire sovereign of Telen Valley. United by kinship of blood and transformation, they formed a pact that would decide the fate of the region.&lt;br /&gt;
&lt;br /&gt;
The confrontation reached its climax in the treacherous snows of Zhanye Pass, where Gremyir’s pack, guided by instinct and knowledge of the terrain, orchestrated a series of relentless ambushes. During a furious blizzard, the Ogres were driven into chaos, many plunging to their deaths from the cliffs, while their war chief, Atagar Tevitenöy, fell buying his mistress’s escape. Mazumeta herself reached Telen Castle alone, exhausted and wounded, only to meet her end at the hands of Lady Imruskoza, who claimed her life and blood in one final act of vampiric justice.&lt;br /&gt;
&lt;br /&gt;
This victory, known thereafter as the Zhanye Pass Slaughter, was celebrated across the Marches as a moment of self-determination and unity against foreign incursion. Songs such as “Tumbling Down from Zhanye Pass” preserved the tale in popular memory, while Gremyir Azetovoz’s renown spread even among the noble houses that once scorned his kind. His pack grew in number and prestige, and he would later serve as one of the Vampire King’s most trusted generals.&lt;br /&gt;
&lt;br /&gt;
Lady Imruskoza, now a figure of legend, withdrew into her ancestral fortress, ruling from solitude with only skeletal retainers for company. Yet her bond with Gremyir endured, and the valley once known as Telen became Wolf Valley, a realm shared by Vampire and Werewolf alike. Even now, travelers through its frozen heights speak of Ogre skeletons wandering the cliffs, restless echoes of an army that dared to challenge the sovereignty of the Marches.&lt;br /&gt;
&lt;br /&gt;
=== The Temetoz Expedition ===&lt;br /&gt;
The Temetoz Expedition is documented in the annals of the Western Marches as a cautionary episode illustrating the dangers of mortal intrusion into domains bound by the Curse. Around the mid-Vremyasag period, the exiled [[Duchies of Vinci|Vinci]] inventor Satilla Scezzoni led a small expedition into the necropolis of Temetoz, situated along the northern frontier, after detecting fluctuations of necromantic energy. Unbeknownst to her, the site had long been occupied by Latmyir the Mad, a reclusive necromancer and former disciple of the Stranger, whose experiments in skeletal reanimation had persisted for centuries beyond his supposed death.&lt;br /&gt;
&lt;br /&gt;
The Vinci expedition, driven by a blend of scientific curiosity and imperial arrogance, descended into the catacombs in search of the energy source. Their intrusion disrupted Latmyir’s dormant constructs, reawakening skeletal servitors and ghoulish guardians. Confrontations escalated rapidly within the subterranean corridors, culminating in the annihilation of the expedition. Surviving records indicate that Zaigino “Big Zai” Urulli, Scezzoni’s lieutenant, sacrificed himself to delay the undead assault, allowing his mistress to retreat deeper into the ruins. None of the Vinci returned alive, save for a single soldier whose fragmented testimony describes the chaos of collapsing tunnels, extinguished lanterns, and the relentless pursuit of Shetro the Blind, Latmyir’s winged ghoul.&lt;br /&gt;
&lt;br /&gt;
Subsequent reports claim that Latmyir resurfaced a decade later, commanding an army of armored skeletons that briefly threatened the neighboring domains before inexplicably turning against him, an outcome often interpreted as the byproduct of flawed experimentation or premature attempts at sentient animation. Following this event, Latmyir disappeared once more, presumably returning to Temetoz.&lt;br /&gt;
&lt;br /&gt;
Of Satilla Scezzoni, no verifiable trace was ever recovered. However, a fragment of mechanized armor bearing Vinci craftsmanship was later retrieved near the necropolis, suggesting that her fate was sealed within the same halls she sought to study. Among vampiric scholars, the incident is cited as an example of mortal hubris confronting the immutable sovereignty of undeath, a reminder that the necromantic energies of the Marches are not subjects for inquiry, but for reverence.&lt;br /&gt;
&lt;br /&gt;
=== The Gründenite Crusade ===&lt;br /&gt;
The Gründenite Crusade marked one of the most tragic and transformative episodes on the eastern frontier of the Marches. It began in the county of Verdorv, ruled by Count Grevrig Svatovez and his consort Navleva, whose attempts to maintain harmony between the living and the undead were rare examples of coexistence in the aftermath of the Curse. Grevrig’s moderation, drinking only from criminals and preserving trade with the east, was misunderstood by the Human realms, which, in their fear and ignorance, recast him as the monstrous “Blood-Drinker of Verdorv.”&lt;br /&gt;
&lt;br /&gt;
The preacher Father Gründen, claiming divine revelation and promising the rebirth of a “True Emperor,” rallied impoverished peasants and disillusioned soldiers into a fanatical host. Under the banner of purification, his crusade descended upon Verdorv, looting and burning indiscriminately. Despite Grevrig’s efforts to avoid bloodshed, the mob’s fervor forced him to defend his homeland. Guided by Navleva’s resolve, he drew upon the Monolith’s necromantic energies to raise an army of skeletal defenders and confront the invaders beyond the shattered gates of Verdorv.&lt;br /&gt;
&lt;br /&gt;
The ensuing battle was fierce and chaotic. Grevrig led a disciplined counterattack, momentarily turning the tide, but his hesitation before the young zealot Yana of Rakk cost him his life, she struck him down with the crusaders’ banner. Enraged by the fall of her husband, Countess Navleva unleashed the full might of the Monolith, summoning the Winged Terror Ravanez and annihilating the crusader host in a storm of blood and despair. Verdorv was left in ruin, and the valley became a domain of silence and death.&lt;br /&gt;
&lt;br /&gt;
In the aftermath, Navleva Svatoveza, thenceforth known as the Widow of Verdorv, abandoned her former ideals of coexistence. Her grief hardened into doctrine: mortals could no longer be trusted to share the lands of the Curse. She purged her county of the living and later razed the birthplace of Father Gründen himself, extinguishing the last embers of his creed.&lt;br /&gt;
&lt;br /&gt;
Among vampiric scholars, the Gründenite Crusade is remembered not as a holy war, but as a cautionary testament to the volatility of mortal zeal and the futility of human faith before the permanence of undeath. Verdorv endures as a somber reminder that mercy, when extended to the living, often finds its reward in betrayal.&lt;br /&gt;
&lt;br /&gt;
=== Raid on Eltoxato ===&lt;br /&gt;
The so-called Raid on Eltoxato remains one of the most infamous misadventures in the annals of the Marches, illustrating both the audacity and recklessness that marked the age of post-Rift exploration. Its protagonist, Ekvanyik “Blackfang” Tsaveskoz, was a lowborn knight ennobled by Fevrig II after the Battle of the Red Road. Despite his rise, Tsaveskoz never earned the acceptance of his peers; mocked for his ignorance and vulgar tastes, he sought validation through wealth and conquest. When trade collapsed after the Curse, he turned to piracy, preying upon coastal settlements until chance presented him with a fragmentary map said to reveal the location of the fabled Temple City of Eltoxato, a ruin long thought swallowed by time.&lt;br /&gt;
&lt;br /&gt;
Gathering a motley crew of undead sailors and desperate Drained, Blackfang sailed south in search of glory. His fleet eventually reached a verdant island veiled in mist, which he eagerly proclaimed to be the legendary city’s resting place. In truth, the island was home to a reclusive [[Saurians|Saurian]] civilization governed by Klilanatlenaxi, a Frog-Mage charged with safeguarding sacred relics of immense power. Despite warnings and omens, Blackfang’s forces forced entry into what they mistook for the city gates, unknowingly breaching the pens of the Saurians’ colossal beasts. The ensuing stampede decimated his army before the battle had even begun.&lt;br /&gt;
&lt;br /&gt;
The Saurian defenders, led by Téxatl the Angry, mounted a desperate defence of their temple city. The Vampire, undeterred by losses, pressed the attack, wielding necromantic fury against beasts and lizardkin alike. Téxatl fought valiantly until grievously wounded by sorcery, and Blackfang stormed the central pyramid where Klilanatlenaxi awaited him. The Frog-Mage, accepting his prophesied death, offered no resistance as the Vampire’s blade fell. What remained of Blackfang’s army withdrew in chaos, hounded by enraged creatures and collapsing ruins. Of hundreds, only a handful returned to the ships, burdened with gold and a few strange artefacts.&lt;br /&gt;
&lt;br /&gt;
Upon his return to Grazye, Blackfang displayed his plunder as trophies, adorning his hall with relics he neither understood nor respected. When Fevrig III demanded his rightful share, the arrogant knight destroyed the artefacts rather than surrender them. Pursued for this act of defiance, Blackfang fled into exile and embraced full piracy, his name thereafter cursed across the seas. In the centuries since, Saurian scholars have clarified that the temple he sacked was not Eltoxato at all, but a sacred sanctuary meant to contain relics of planetary preservation, now irrevocably lost through his ignorance.&lt;br /&gt;
&lt;br /&gt;
Among Vampiric chroniclers, the Raid on Eltoxato is often cited as a parable of ambition untempered by wisdom. It demonstrates that even the undying are not immune to folly, that eternity magnifies pride as much as power. Today, the ruins of Klilanatlenaxi’s city remain a wound upon the jungle, and Téxatl the Angry, the last survivor of its defenders, is said to haunt the coasts, waging an endless and confused vendetta against the undead.&lt;br /&gt;
&lt;br /&gt;
== Notable Locations ==&lt;br /&gt;
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==Society ==&lt;br /&gt;
&#039;&#039;Note: This section needs more content. You can help the wiki by expanding it.&#039;&#039;&lt;br /&gt;
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==Military Overview ==&lt;br /&gt;
&#039;&#039;Note: This section needs more content. You can help the wiki by expanding it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Vampire Lords ===&lt;br /&gt;
[[File:Vampire Lord Artwork.jpg|thumb]]&lt;br /&gt;
Vampire Lords are extremely dangerous adversaries who, despite their human appearance, are infused with the cursed energy of the Curse, granting them strength, vitality, and arcane powers far beyond those of any mortal, including in some cases mastery of necromancy. Doomed to an insatiable thirst for blood, they unleash their ferocity on the battlefield, becoming relentless fighters, though this brutality is balanced by the cunning and experience gained over decades or even centuries of war. They often fight mounted to increase their impact and better control the battle, summoning reinforcements when needed. What makes them most unsettling is their ability to swiftly shift between bloodthirsty monsters and refined aristocrats, which, combined with their constant struggle against the madness of the Curse, makes them highly unpredictable.&lt;br /&gt;
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==== Vampire Lord on Steed ====&lt;br /&gt;
They exude a sombre elegance and an intimidating presence, whether leading charges, coordinating troops, or challenging enemy leaders, embodying a land of warriors marked by the Curse. Their Undead Steed, carefully crafted by necromancers as an extension of its rider, never tires nor needs to feed, though it can deteriorate without proper care. Tales such as that of the Vampire Lord Donkiyshoz of Mankabrav illustrate the madness brought on by the Curse, while ancient aristocratic traditions like jousts and horsemanship contests still persist, albeit in far more dangerous and extreme forms.&lt;br /&gt;
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==== Vampire Lord on Winged Steed ====&lt;br /&gt;
They inspire terror even before being seen, as the thunder of their approach is often followed by an ominous silence that signals their descent from the skies. Once a symbol of noble status, mounted warfare evolved after the decline of living horses, leading necromancers to create more advanced Undead steeds, culminating in the Winged Steed devised by the necromancer Bodyak Orsmanez, who fused the strength of a stallion with the flight of a bat. This creation was swiftly embraced by the Vampiric aristocracy, preserving tradition while harnessing necromantic innovation. In mountainous regions, they are often seen riding through storms, illuminated by lightning as they cross vast distances with unmatched speed.&lt;br /&gt;
&lt;br /&gt;
==== Vampire Lord on Winged Terror ====&lt;br /&gt;
They descend from the skies as harbingers of destruction, prompting the wise to flee, as these massive creatures can tear apart foes with ease while their Vampire rider fights with deadly mastery and complete control. These fearsome Undead mounts, favored for devastating charges, were early necromantic attempts to recreate ancient dragons by combining remains into smaller but terrifying beasts. Though costly and complex to produce, they are more attainable than full Zombie Dragons and thus commonly used by powerful Vampire Lords. The unstable spirits that animate them make them irritable, difficult to contain, and exceptionally lethal once unleashed.&lt;br /&gt;
&lt;br /&gt;
==== Vampire Lord on Skeletal Dragon ====&lt;br /&gt;
They are among the largest and most powerful beings in the Vampiric Marches, capable of devastating entire towns or destroying castle towers, their arrival heralded by an eerie howl produced by wind passing through their bones. Extremely rare and requiring decades to create, they are assembled from the remains of ancient dragons and bound with powerful enchantments, their spirits ritually subdued into loyal mounts. Unlike the more unstable Zombie Dragons, they are typically calm and obedient, a trait some necromancers attribute to the purity of bone over flesh. Legends even speak of a colossal specimen hidden beneath Kamzan Castle, awaiting the call of the Vampire King.&lt;br /&gt;
&lt;br /&gt;
==== Vampire Lord with Stitched Horde ====&lt;br /&gt;
They emerge atop a literal wave of corpses, a nightmarish spectacle that inspires sheer terror, as enemies fear not only death but becoming part of the Undead mass. Though considered distasteful by many Vampires for relying on the lowest forms of Undead, this tactic is a powerful display of necromantic might. Its origins trace back to the aftermath of the Rift, when the Duke of Vrayodraz, devastated by a plague unleashed by Daemons, appeared to surrender, only to annihilate the invaders by controlling the countless dead as an extension of his own body.&lt;br /&gt;
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=== Skeleton Champion ===&lt;br /&gt;
[[File:Skeleton Champion.jpg|thumb]]&lt;br /&gt;
They stand out among the uniform ranks of Skeletons due to a faint trace of individuality, sometimes turning to face enemies or issuing challenges with unsettling intent. Formed from strong-willed spirits that resist complete domination, they retain fragments of their former personality, making them more powerful and capable of leadership, though less obedient than typical Skeletons. Despite this, they are far from human, driven by fractured remnants of their souls and often bound to a singular purpose, as exemplified by figures like Udrianka the Meagre, who acts only to defend her domain.&lt;br /&gt;
&lt;br /&gt;
==== Skeleton Champion on Steed ====&lt;br /&gt;
When mounted on an Undead Steed, they become ominous harbingers of death, leading legions of the fallen into battle. Often drawn from ancient nobility predating the Ritual, many are ancestors of the Vampires they now serve. Only the noble dead are granted such mounts, while lesser individuals must earn knighthood and symbolic titles to ride. Though bound to undeath, some retain echoes of purpose, as seen in legends like Sir Galazad, who continues his forgotten quest and upholds a warped sense of honor by challenging foes and aiding the mistreated.&lt;br /&gt;
&lt;br /&gt;
=== Skeleton Commander ===&lt;br /&gt;
They represent the pinnacle of their kind, retaining the cunning and martial skill of their former lives alongside unwavering loyalty and determination instilled through necromancy, making them relentless and difficult to destroy. Often serving as trusted lieutenants to Vampire Lords, they are tasked with commanding forces and executing orders with absolute discipline, free from personal ambition. Some, however, operate independently due to broken bonds or unique circumstances, driven by their own goals, as exemplified by figures like Ozhrgir Kryagrazoz, who continues his ancient quest for vengeance after being reawakened.&lt;br /&gt;
&lt;br /&gt;
==== Skeleton Commander on Abyssal Beast ====&lt;br /&gt;
They dwarf even Undead Steeds with their massive, bone-built forms, combining immense resilience with claws powerful enough to tear through heavily armored targets. Rather than a single species, they are necromantic constructs assembled from the remains of large creatures, designed to support Skeleton Champions and hold the center of vampiric armies. Often chosen as mounts by high-ranking commanders, they serve both as symbols of status and as mobile anchors on the battlefield. Their origin traces back to the necromancer Bezhnik the Unwise, who created them from mismatched bones recovered during his obsessive expeditions into the Rift, giving rise to these monstrous amalgamations.&lt;br /&gt;
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== Similar To==&lt;br /&gt;
&lt;br /&gt;
* Warhammer Fantasy: Vampire Counts&lt;br /&gt;
*Age of Sigmar: Soulblight Gravelords&lt;br /&gt;
*Kings of War: Undead&lt;br /&gt;
&lt;br /&gt;
==Miniatures==&lt;br /&gt;
&#039;&#039;Note: This section needs more content. You can help the wiki by expanding it.&#039;&#039;&lt;br /&gt;
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See Also: [[Vampiric Undead Miniatures]]&lt;br /&gt;
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{{Faction-Links&lt;br /&gt;
|Faction = Vampiric Undead&lt;br /&gt;
|Links =  [[Vampiric Undead|Overview]] - [[Vampiric Undead Miniatures|Miniatures]]&lt;br /&gt;
}}&lt;br /&gt;
{{AoF-Factions}}&lt;br /&gt;
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[[Category:Age of Fantasy Factions]]&lt;br /&gt;
[[Category:Vampiric Undead]]&lt;/div&gt;</summary>
		<author><name>Regem</name></author>
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	<entry>
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		<title>File:Skeleton Champion.jpg</title>
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		<updated>2026-03-30T02:26:48Z</updated>

		<summary type="html">&lt;p&gt;Regem: &lt;/p&gt;
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		<author><name>Regem</name></author>
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	<entry>
		<id>https://www.onepagefan.wiki/index.php?title=Vampiric_Undead&amp;diff=4200</id>
		<title>Vampiric Undead</title>
		<link rel="alternate" type="text/html" href="https://www.onepagefan.wiki/index.php?title=Vampiric_Undead&amp;diff=4200"/>
		<updated>2026-03-30T02:21:36Z</updated>

		<summary type="html">&lt;p&gt;Regem: /* Military Overview */&lt;/p&gt;
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&lt;div&gt;{{OPR-Faction&lt;br /&gt;
|Faction=Vampiric Undead&lt;br /&gt;
|Image = Vampiric Undead.png&lt;br /&gt;
|Setting=Age of Fantasy&lt;br /&gt;
|Games=[[Age of Fantasy]],&amp;lt;br&amp;gt;[[Age of Fantasy Skirmish|Age of Fantasy: Skirmish]],&amp;lt;br&amp;gt;[[Age of Fantasy Regiments|Age of Fantasy: Regiments]],&amp;lt;br&amp;gt;[[Age of Fantasy Quest|Age of Fantasy: Quest]]&lt;br /&gt;
|Species=Vampires&lt;br /&gt;
|Version=3.2.0&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Vampiric Undead&#039;&#039;&#039; are legions of monsters and spirits led by powerful vampire Lords. These lords use their dark magic to raise and control the bodies and spirits of the dead, and lead them to battle. &lt;br /&gt;
&lt;br /&gt;
The Vampire Lords are members of the nobility from the western steppes who embraced necromancy after they were abandoned by the [[Human Empire|Empire]] during the Havoc Wars. Once they understood the secret of immortality, they attempted to betray their patrons and were cursed with undeath. This curse has only made the Vampire Lords more bitter and cruel as they rule brutally over their fearful subjects.&lt;br /&gt;
&lt;br /&gt;
==History ==&lt;br /&gt;
&lt;br /&gt;
=== The Origin of the Marches ===&lt;br /&gt;
The Western Marches emerged as a mountainous and forested region that served as a natural border between the early Human Empire, the southern sea, and the western steppes. Its rugged terrain and dense forests made settlement difficult, turning it into a refuge for displaced peoples, defeated tribes, and exiled communities.&lt;br /&gt;
&lt;br /&gt;
Over the centuries, various groups settled in the area, including the Wurmvelk, Nedzorites, Black Wings, and Danvals, which led to recurring conflicts over territorial occupation. This process gave rise to a fragmented structure of small domains ruled by warlords, whose authority depended on military strength. Continuous territorial disputes consolidated a warlike culture and a reputation for violence.&lt;br /&gt;
&lt;br /&gt;
The warriors of the Marches were distinguished by their use of intimidating symbols and by the spread of tales and songs that exalted the brutality of their leaders, many of whom remain in collective memory. At the same time, the forest assumed a central role: large-scale logging attempts failed due to its vastness, the presence of hostile creatures, and the shortage of labor. This led to a forced coexistence in which peasants avoided entering the woods while nobles patrolled its borders. However, not all adhered to these boundaries, as marginalized communities formed forest tribes known as the Volshoboz, or “Wolfkin”, who used the dense wilderness as both refuge and base of operations for raiding.&lt;br /&gt;
&lt;br /&gt;
=== Establishment of the Viceroyalty ===&lt;br /&gt;
As the Western Marches struggled with internal conflicts, the Human Empire rose into a dominant power whose influence reached the region through trade. Eastern lords prospered from Imperial commerce, while others were left at a disadvantage, fueling raids and reprisals. This unrest provided the Empire with justification to intervene, and annexation soon followed, though local elites retained much of the administration while paying tribute to a distant sovereign.&lt;br /&gt;
&lt;br /&gt;
Two centuries later, resistance emerged under Fevrig Nedzoroz, Margrave of Kamzan Lake. After years of secret preparations, he launched the &amp;quot;Dark Solstice&#039;&#039;&amp;quot;&#039;&#039;, eliminating much of the pro-Imperial nobility and leading a three-year war that unified most of the Marches under his control.&lt;br /&gt;
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At the same time, the Empire was weakened by rebellions and a massive daemonic invasion. Forced to negotiate, the Emperor granted the Marches autonomy in exchange for Fevrig’s support. Thus, the Western Marches became a self-governing state under Fevrig I, who then marched east with the largest army the Marches had ever assembled, heralding the beginning of the Havoc Wars.&lt;br /&gt;
&lt;br /&gt;
=== The Rise of the Vampiric Marches ===&lt;br /&gt;
[[File:Shradzotezyaban.jpg|right|frameless|280x280px]]&lt;br /&gt;
[[File:Necromantic Ritual.jpg|right|frameless|211x211px]]&lt;br /&gt;
The people of the Western Marches were seasoned warriors, but the Havoc Wars brought unprecedented devastation. Fevrig I and his vassals fought alongside Imperial forces on the northern frontier, retaking cities, ambushing demons, and countering hostile northern tribes. Despite their brutal tactics and fearsome reputation, the Havoc forces continued to advance, leaving provinces in ruins and threatening the Marches further with Ogre invasions from the west.&lt;br /&gt;
&lt;br /&gt;
During the Battle of the Red Road, Fevrig I was killed while leading a desperate charge, and his son assumed the title as Fevrig II. He immediately declared secession from the Empire, consolidating the remaining lords and focusing on eliminating demonic forces, though new threats loomed. At this critical moment, a mysterious wizard known as Shradzotezyaban, or “the Stranger,” arrived, offering his power to raise the dead in defense of the Marches.&lt;br /&gt;
&lt;br /&gt;
With the Stranger’s necromantic army, Fevrig II repelled the Ogre horde in the Mortodzan Hecatomb and temporarily secured the Marches. However, the Stranger’s ultimate goal was to use the Marches in a ritual to grant eternal life for himself and his masters. Fevrig II betrayed him, killing the Stranger and corrupting the ritual, unleashing a curse that transformed nobles into Vampires, forest tribes into Werewolves, and the land itself into a realm of undeath.&lt;br /&gt;
&lt;br /&gt;
This catastrophe marked the beginning of the Vremyasag, the Era of Thirst, during which the Western Marches became known as the Vampiric Marches. Fevrig III later rose to power, mastering the curse, consolidating the undead aristocracy, and stabilizing human populations through the ritual known as Kiralkya, or &amp;quot;the King’s Gift&amp;quot;. He crowned himself King of the Vampiric Marches, establishing a new order while preparing for eventual expansion beyond the Marches.&lt;br /&gt;
&lt;br /&gt;
=== Consolidation of the Undead Aristocracy ===&lt;br /&gt;
[[File:Undead Aristocracy.jpg|right|frameless|200x200px]]&lt;br /&gt;
Fevrig III sought to bring stability to the cursed land and mold it into a formidable state. Protecting the dwindling Human population was crucial, both as subjects and as sustenance for the Vampires.&lt;br /&gt;
&lt;br /&gt;
Together with his Necromancers, he devised the King’s Gift, a ritual allowing Vampires to share a fragment of undeath with mortal servants. The peasants, called Leczapoye, or &amp;quot;the Drained&amp;quot;, wore collars through which their lords drew a blood tax. The annual Dogozmenye ceremony reinforced the bond between Drained and master.&lt;br /&gt;
&lt;br /&gt;
Resistance arose, but most Vampires adopted the system, recognizing its benefits. Fevrig III granted his vassals autonomy, requiring only loyalty and the maintenance of standing armies. Even the Volshoboz fell under the King’s authority, regaining partial consciousness and organizing into packs, though they remained subservient to Vampires in war.&lt;br /&gt;
&lt;br /&gt;
Through fear, force, and diplomacy, Fevrig III achieved unprecedented control over the aristocracy. Open rebellion was rare, but some nobles remained exiled or hidden in lands corrupted by the Curse, where necromantic energies ran unchecked. The King maintained authority by fostering intrigue and division among his vassals.&lt;br /&gt;
&lt;br /&gt;
=== Expansion of the Vampiric Marches ===&lt;br /&gt;
[[File:VU Map Misc.jpg|right|frameless|207x207px]]&lt;br /&gt;
Fevrig III’s ambitions extended beyond ruling the Marches; he aimed to rebuild and expand the Human Empire under his banner. He invested heavily in necromantic research, recruiting scholars and mages across Tyria to Kamzan Castle, which became a vast center of study, laboratories, and libraries dedicated to understanding and harnessing the Curse.&lt;br /&gt;
&lt;br /&gt;
A key focus was the Monoliths established by the Stranger, investigating their role in amplifying undeath and shaping the land. While many experiments failed, destroying villages or creating unstable vortexes, some succeeded, establishing remote Vampiric Undead colonies. Arcane amulets and sarcophagi fashioned from Monolith stone allowed Vampires to channel the Curse in combat or for recovery.&lt;br /&gt;
&lt;br /&gt;
Political realities tempered these ambitions. Vassals remained scheming, requiring the King to maintain a balance of fear, diplomacy, and ritual. Nevertheless, the Vampiric Marches became a land of undeath where Humans, Vampires, and Werewolves were bound by ritual, coercion, and dependence.&lt;br /&gt;
&lt;br /&gt;
The Marches served as both a bastion and a laboratory for Fevrig III’s ultimate goal: a dominion of undeath from which he could extend his influence beyond the cursed borders, shaping Tyria according to his will.&lt;br /&gt;
&lt;br /&gt;
== Notable Conflicts ==&lt;br /&gt;
&lt;br /&gt;
=== The Zhanye Pass Slaughter ===&lt;br /&gt;
The Zhanye Pass Slaughter stands as a defining moment in the annals of the Western Marches, symbolizing the first great triumph achieved by the Marchers themselves after the imposition of the Curse. Beyond its military importance, the battle affirmed that the transformations wrought by the Ritual, though grievous and irrevocable, were also the instruments of the Marchers’ enduring independence.&lt;br /&gt;
&lt;br /&gt;
In the first winter following the Ritual, the [[Ogres]] of the steppes launched a renewed invasion under the command of Master Shaman Mazumeta Idemzi, seeking to claim the necromantic energies that saturated the land. Her campaign met the resistance of Werewolf Champion Gremyir Azetovoz, once a captain in Fevrig I’s service, and Lady Milyazha Imruskoza, the youthful Vampire sovereign of Telen Valley. United by kinship of blood and transformation, they formed a pact that would decide the fate of the region.&lt;br /&gt;
&lt;br /&gt;
The confrontation reached its climax in the treacherous snows of Zhanye Pass, where Gremyir’s pack, guided by instinct and knowledge of the terrain, orchestrated a series of relentless ambushes. During a furious blizzard, the Ogres were driven into chaos, many plunging to their deaths from the cliffs, while their war chief, Atagar Tevitenöy, fell buying his mistress’s escape. Mazumeta herself reached Telen Castle alone, exhausted and wounded, only to meet her end at the hands of Lady Imruskoza, who claimed her life and blood in one final act of vampiric justice.&lt;br /&gt;
&lt;br /&gt;
This victory, known thereafter as the Zhanye Pass Slaughter, was celebrated across the Marches as a moment of self-determination and unity against foreign incursion. Songs such as “Tumbling Down from Zhanye Pass” preserved the tale in popular memory, while Gremyir Azetovoz’s renown spread even among the noble houses that once scorned his kind. His pack grew in number and prestige, and he would later serve as one of the Vampire King’s most trusted generals.&lt;br /&gt;
&lt;br /&gt;
Lady Imruskoza, now a figure of legend, withdrew into her ancestral fortress, ruling from solitude with only skeletal retainers for company. Yet her bond with Gremyir endured, and the valley once known as Telen became Wolf Valley, a realm shared by Vampire and Werewolf alike. Even now, travelers through its frozen heights speak of Ogre skeletons wandering the cliffs, restless echoes of an army that dared to challenge the sovereignty of the Marches.&lt;br /&gt;
&lt;br /&gt;
=== The Temetoz Expedition ===&lt;br /&gt;
The Temetoz Expedition is documented in the annals of the Western Marches as a cautionary episode illustrating the dangers of mortal intrusion into domains bound by the Curse. Around the mid-Vremyasag period, the exiled [[Duchies of Vinci|Vinci]] inventor Satilla Scezzoni led a small expedition into the necropolis of Temetoz, situated along the northern frontier, after detecting fluctuations of necromantic energy. Unbeknownst to her, the site had long been occupied by Latmyir the Mad, a reclusive necromancer and former disciple of the Stranger, whose experiments in skeletal reanimation had persisted for centuries beyond his supposed death.&lt;br /&gt;
&lt;br /&gt;
The Vinci expedition, driven by a blend of scientific curiosity and imperial arrogance, descended into the catacombs in search of the energy source. Their intrusion disrupted Latmyir’s dormant constructs, reawakening skeletal servitors and ghoulish guardians. Confrontations escalated rapidly within the subterranean corridors, culminating in the annihilation of the expedition. Surviving records indicate that Zaigino “Big Zai” Urulli, Scezzoni’s lieutenant, sacrificed himself to delay the undead assault, allowing his mistress to retreat deeper into the ruins. None of the Vinci returned alive, save for a single soldier whose fragmented testimony describes the chaos of collapsing tunnels, extinguished lanterns, and the relentless pursuit of Shetro the Blind, Latmyir’s winged ghoul.&lt;br /&gt;
&lt;br /&gt;
Subsequent reports claim that Latmyir resurfaced a decade later, commanding an army of armored skeletons that briefly threatened the neighboring domains before inexplicably turning against him, an outcome often interpreted as the byproduct of flawed experimentation or premature attempts at sentient animation. Following this event, Latmyir disappeared once more, presumably returning to Temetoz.&lt;br /&gt;
&lt;br /&gt;
Of Satilla Scezzoni, no verifiable trace was ever recovered. However, a fragment of mechanized armor bearing Vinci craftsmanship was later retrieved near the necropolis, suggesting that her fate was sealed within the same halls she sought to study. Among vampiric scholars, the incident is cited as an example of mortal hubris confronting the immutable sovereignty of undeath, a reminder that the necromantic energies of the Marches are not subjects for inquiry, but for reverence.&lt;br /&gt;
&lt;br /&gt;
=== The Gründenite Crusade ===&lt;br /&gt;
The Gründenite Crusade marked one of the most tragic and transformative episodes on the eastern frontier of the Marches. It began in the county of Verdorv, ruled by Count Grevrig Svatovez and his consort Navleva, whose attempts to maintain harmony between the living and the undead were rare examples of coexistence in the aftermath of the Curse. Grevrig’s moderation, drinking only from criminals and preserving trade with the east, was misunderstood by the Human realms, which, in their fear and ignorance, recast him as the monstrous “Blood-Drinker of Verdorv.”&lt;br /&gt;
&lt;br /&gt;
The preacher Father Gründen, claiming divine revelation and promising the rebirth of a “True Emperor,” rallied impoverished peasants and disillusioned soldiers into a fanatical host. Under the banner of purification, his crusade descended upon Verdorv, looting and burning indiscriminately. Despite Grevrig’s efforts to avoid bloodshed, the mob’s fervor forced him to defend his homeland. Guided by Navleva’s resolve, he drew upon the Monolith’s necromantic energies to raise an army of skeletal defenders and confront the invaders beyond the shattered gates of Verdorv.&lt;br /&gt;
&lt;br /&gt;
The ensuing battle was fierce and chaotic. Grevrig led a disciplined counterattack, momentarily turning the tide, but his hesitation before the young zealot Yana of Rakk cost him his life, she struck him down with the crusaders’ banner. Enraged by the fall of her husband, Countess Navleva unleashed the full might of the Monolith, summoning the Winged Terror Ravanez and annihilating the crusader host in a storm of blood and despair. Verdorv was left in ruin, and the valley became a domain of silence and death.&lt;br /&gt;
&lt;br /&gt;
In the aftermath, Navleva Svatoveza, thenceforth known as the Widow of Verdorv, abandoned her former ideals of coexistence. Her grief hardened into doctrine: mortals could no longer be trusted to share the lands of the Curse. She purged her county of the living and later razed the birthplace of Father Gründen himself, extinguishing the last embers of his creed.&lt;br /&gt;
&lt;br /&gt;
Among vampiric scholars, the Gründenite Crusade is remembered not as a holy war, but as a cautionary testament to the volatility of mortal zeal and the futility of human faith before the permanence of undeath. Verdorv endures as a somber reminder that mercy, when extended to the living, often finds its reward in betrayal.&lt;br /&gt;
&lt;br /&gt;
=== Raid on Eltoxato ===&lt;br /&gt;
The so-called Raid on Eltoxato remains one of the most infamous misadventures in the annals of the Marches, illustrating both the audacity and recklessness that marked the age of post-Rift exploration. Its protagonist, Ekvanyik “Blackfang” Tsaveskoz, was a lowborn knight ennobled by Fevrig II after the Battle of the Red Road. Despite his rise, Tsaveskoz never earned the acceptance of his peers; mocked for his ignorance and vulgar tastes, he sought validation through wealth and conquest. When trade collapsed after the Curse, he turned to piracy, preying upon coastal settlements until chance presented him with a fragmentary map said to reveal the location of the fabled Temple City of Eltoxato, a ruin long thought swallowed by time.&lt;br /&gt;
&lt;br /&gt;
Gathering a motley crew of undead sailors and desperate Drained, Blackfang sailed south in search of glory. His fleet eventually reached a verdant island veiled in mist, which he eagerly proclaimed to be the legendary city’s resting place. In truth, the island was home to a reclusive [[Saurians|Saurian]] civilization governed by Klilanatlenaxi, a Frog-Mage charged with safeguarding sacred relics of immense power. Despite warnings and omens, Blackfang’s forces forced entry into what they mistook for the city gates, unknowingly breaching the pens of the Saurians’ colossal beasts. The ensuing stampede decimated his army before the battle had even begun.&lt;br /&gt;
&lt;br /&gt;
The Saurian defenders, led by Téxatl the Angry, mounted a desperate defence of their temple city. The Vampire, undeterred by losses, pressed the attack, wielding necromantic fury against beasts and lizardkin alike. Téxatl fought valiantly until grievously wounded by sorcery, and Blackfang stormed the central pyramid where Klilanatlenaxi awaited him. The Frog-Mage, accepting his prophesied death, offered no resistance as the Vampire’s blade fell. What remained of Blackfang’s army withdrew in chaos, hounded by enraged creatures and collapsing ruins. Of hundreds, only a handful returned to the ships, burdened with gold and a few strange artefacts.&lt;br /&gt;
&lt;br /&gt;
Upon his return to Grazye, Blackfang displayed his plunder as trophies, adorning his hall with relics he neither understood nor respected. When Fevrig III demanded his rightful share, the arrogant knight destroyed the artefacts rather than surrender them. Pursued for this act of defiance, Blackfang fled into exile and embraced full piracy, his name thereafter cursed across the seas. In the centuries since, Saurian scholars have clarified that the temple he sacked was not Eltoxato at all, but a sacred sanctuary meant to contain relics of planetary preservation, now irrevocably lost through his ignorance.&lt;br /&gt;
&lt;br /&gt;
Among Vampiric chroniclers, the Raid on Eltoxato is often cited as a parable of ambition untempered by wisdom. It demonstrates that even the undying are not immune to folly, that eternity magnifies pride as much as power. Today, the ruins of Klilanatlenaxi’s city remain a wound upon the jungle, and Téxatl the Angry, the last survivor of its defenders, is said to haunt the coasts, waging an endless and confused vendetta against the undead.&lt;br /&gt;
&lt;br /&gt;
== Notable Locations ==&lt;br /&gt;
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==Society ==&lt;br /&gt;
&#039;&#039;Note: This section needs more content. You can help the wiki by expanding it.&#039;&#039;&lt;br /&gt;
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==Military Overview ==&lt;br /&gt;
&#039;&#039;Note: This section needs more content. You can help the wiki by expanding it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Vampire Lords ===&lt;br /&gt;
[[File:Vampire Lord Artwork.jpg|thumb]]&lt;br /&gt;
Vampire Lords are extremely dangerous adversaries who, despite their human appearance, are infused with the cursed energy of the Curse, granting them strength, vitality, and arcane powers far beyond those of any mortal, including in some cases mastery of necromancy. Doomed to an insatiable thirst for blood, they unleash their ferocity on the battlefield, becoming relentless fighters, though this brutality is balanced by the cunning and experience gained over decades or even centuries of war. They often fight mounted to increase their impact and better control the battle, summoning reinforcements when needed. What makes them most unsettling is their ability to swiftly shift between bloodthirsty monsters and refined aristocrats, which, combined with their constant struggle against the madness of the Curse, makes them highly unpredictable.&lt;br /&gt;
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==== Vampire Lord on Steed ====&lt;br /&gt;
They exude a sombre elegance and an intimidating presence, whether leading charges, coordinating troops, or challenging enemy leaders, embodying a land of warriors marked by the Curse. Their Undead Steed, carefully crafted by necromancers as an extension of its rider, never tires nor needs to feed, though it can deteriorate without proper care. Tales such as that of the Vampire Lord Donkiyshoz of Mankabrav illustrate the madness brought on by the Curse, while ancient aristocratic traditions like jousts and horsemanship contests still persist, albeit in far more dangerous and extreme forms.&lt;br /&gt;
&lt;br /&gt;
==== Vampire Lord on Winged Steed ====&lt;br /&gt;
They inspire terror even before being seen, as the thunder of their approach is often followed by an ominous silence that signals their descent from the skies. Once a symbol of noble status, mounted warfare evolved after the decline of living horses, leading necromancers to create more advanced Undead steeds, culminating in the Winged Steed devised by the necromancer Bodyak Orsmanez, who fused the strength of a stallion with the flight of a bat. This creation was swiftly embraced by the Vampiric aristocracy, preserving tradition while harnessing necromantic innovation. In mountainous regions, they are often seen riding through storms, illuminated by lightning as they cross vast distances with unmatched speed.&lt;br /&gt;
&lt;br /&gt;
==== Vampire Lord on Winged Terror ====&lt;br /&gt;
They descend from the skies as harbingers of destruction, prompting the wise to flee, as these massive creatures can tear apart foes with ease while their Vampire rider fights with deadly mastery and complete control. These fearsome Undead mounts, favored for devastating charges, were early necromantic attempts to recreate ancient dragons by combining remains into smaller but terrifying beasts. Though costly and complex to produce, they are more attainable than full Zombie Dragons and thus commonly used by powerful Vampire Lords. The unstable spirits that animate them make them irritable, difficult to contain, and exceptionally lethal once unleashed.&lt;br /&gt;
&lt;br /&gt;
==== Vampire Lord on Skeletal Dragon ====&lt;br /&gt;
They are among the largest and most powerful beings in the Vampiric Marches, capable of devastating entire towns or destroying castle towers, their arrival heralded by an eerie howl produced by wind passing through their bones. Extremely rare and requiring decades to create, they are assembled from the remains of ancient dragons and bound with powerful enchantments, their spirits ritually subdued into loyal mounts. Unlike the more unstable Zombie Dragons, they are typically calm and obedient, a trait some necromancers attribute to the purity of bone over flesh. Legends even speak of a colossal specimen hidden beneath Kamzan Castle, awaiting the call of the Vampire King.&lt;br /&gt;
&lt;br /&gt;
==== Vampire Lord with Stitched Horde ====&lt;br /&gt;
They emerge atop a literal wave of corpses, a nightmarish spectacle that inspires sheer terror, as enemies fear not only death but becoming part of the Undead mass. Though considered distasteful by many Vampires for relying on the lowest forms of Undead, this tactic is a powerful display of necromantic might. Its origins trace back to the aftermath of the Rift, when the Duke of Vrayodraz, devastated by a plague unleashed by Daemons, appeared to surrender, only to annihilate the invaders by controlling the countless dead as an extension of his own body.&lt;br /&gt;
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=== Skeleton Champion ===&lt;br /&gt;
They stand out among the uniform ranks of Skeletons due to a faint trace of individuality, sometimes turning to face enemies or issuing challenges with unsettling intent. Formed from strong-willed spirits that resist complete domination, they retain fragments of their former personality, making them more powerful and capable of leadership, though less obedient than typical Skeletons. Despite this, they are far from human, driven by fractured remnants of their souls and often bound to a singular purpose, as exemplified by figures like Udrianka the Meagre, who acts only to defend her domain.&lt;br /&gt;
&lt;br /&gt;
==== Skeleton Champion on Steed ====&lt;br /&gt;
When mounted on an Undead Steed, they become ominous harbingers of death, leading legions of the fallen into battle. Often drawn from ancient nobility predating the Ritual, many are ancestors of the Vampires they now serve. Only the noble dead are granted such mounts, while lesser individuals must earn knighthood and symbolic titles to ride. Though bound to undeath, some retain echoes of purpose, as seen in legends like Sir Galazad, who continues his forgotten quest and upholds a warped sense of honor by challenging foes and aiding the mistreated.&lt;br /&gt;
&lt;br /&gt;
=== Skeleton Commander ===&lt;br /&gt;
They represent the pinnacle of their kind, retaining the cunning and martial skill of their former lives alongside unwavering loyalty and determination instilled through necromancy, making them relentless and difficult to destroy. Often serving as trusted lieutenants to Vampire Lords, they are tasked with commanding forces and executing orders with absolute discipline, free from personal ambition. Some, however, operate independently due to broken bonds or unique circumstances, driven by their own goals, as exemplified by figures like Ozhrgir Kryagrazoz, who continues his ancient quest for vengeance after being reawakened.&lt;br /&gt;
&lt;br /&gt;
==== Skeleton Commander on Abyssal Beast ====&lt;br /&gt;
They dwarf even Undead Steeds with their massive, bone-built forms, combining immense resilience with claws powerful enough to tear through heavily armored targets. Rather than a single species, they are necromantic constructs assembled from the remains of large creatures, designed to support Skeleton Champions and hold the center of vampiric armies. Often chosen as mounts by high-ranking commanders, they serve both as symbols of status and as mobile anchors on the battlefield. Their origin traces back to the necromancer Bezhnik the Unwise, who created them from mismatched bones recovered during his obsessive expeditions into the Rift, giving rise to these monstrous amalgamations.&lt;br /&gt;
&lt;br /&gt;
== Similar To==&lt;br /&gt;
&lt;br /&gt;
* Warhammer Fantasy: Vampire Counts&lt;br /&gt;
*Age of Sigmar: Soulblight Gravelords&lt;br /&gt;
*Kings of War: Undead&lt;br /&gt;
&lt;br /&gt;
==Miniatures==&lt;br /&gt;
&#039;&#039;Note: This section needs more content. You can help the wiki by expanding it.&#039;&#039;&lt;br /&gt;
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See Also: [[Vampiric Undead Miniatures]]&lt;br /&gt;
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{{Faction-Links&lt;br /&gt;
|Faction = Vampiric Undead&lt;br /&gt;
|Links =  [[Vampiric Undead|Overview]] - [[Vampiric Undead Miniatures|Miniatures]]&lt;br /&gt;
}}&lt;br /&gt;
{{AoF-Factions}}&lt;br /&gt;
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[[Category:Age of Fantasy Factions]]&lt;br /&gt;
[[Category:Vampiric Undead]]&lt;/div&gt;</summary>
		<author><name>Regem</name></author>
	</entry>
	<entry>
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		<title>File:Vampire Lord Artwork.jpg</title>
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		<summary type="html">&lt;p&gt;Regem: &lt;/p&gt;
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		<id>https://www.onepagefan.wiki/index.php?title=Vampiric_Undead&amp;diff=4198</id>
		<title>Vampiric Undead</title>
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		<updated>2026-03-30T02:13:43Z</updated>

		<summary type="html">&lt;p&gt;Regem: /* Military Overview */&lt;/p&gt;
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&lt;div&gt;{{OPR-Faction&lt;br /&gt;
|Faction=Vampiric Undead&lt;br /&gt;
|Image = Vampiric Undead.png&lt;br /&gt;
|Setting=Age of Fantasy&lt;br /&gt;
|Games=[[Age of Fantasy]],&amp;lt;br&amp;gt;[[Age of Fantasy Skirmish|Age of Fantasy: Skirmish]],&amp;lt;br&amp;gt;[[Age of Fantasy Regiments|Age of Fantasy: Regiments]],&amp;lt;br&amp;gt;[[Age of Fantasy Quest|Age of Fantasy: Quest]]&lt;br /&gt;
|Species=Vampires&lt;br /&gt;
|Version=3.2.0&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Vampiric Undead&#039;&#039;&#039; are legions of monsters and spirits led by powerful vampire Lords. These lords use their dark magic to raise and control the bodies and spirits of the dead, and lead them to battle. &lt;br /&gt;
&lt;br /&gt;
The Vampire Lords are members of the nobility from the western steppes who embraced necromancy after they were abandoned by the [[Human Empire|Empire]] during the Havoc Wars. Once they understood the secret of immortality, they attempted to betray their patrons and were cursed with undeath. This curse has only made the Vampire Lords more bitter and cruel as they rule brutally over their fearful subjects.&lt;br /&gt;
&lt;br /&gt;
==History ==&lt;br /&gt;
&lt;br /&gt;
=== The Origin of the Marches ===&lt;br /&gt;
The Western Marches emerged as a mountainous and forested region that served as a natural border between the early Human Empire, the southern sea, and the western steppes. Its rugged terrain and dense forests made settlement difficult, turning it into a refuge for displaced peoples, defeated tribes, and exiled communities.&lt;br /&gt;
&lt;br /&gt;
Over the centuries, various groups settled in the area, including the Wurmvelk, Nedzorites, Black Wings, and Danvals, which led to recurring conflicts over territorial occupation. This process gave rise to a fragmented structure of small domains ruled by warlords, whose authority depended on military strength. Continuous territorial disputes consolidated a warlike culture and a reputation for violence.&lt;br /&gt;
&lt;br /&gt;
The warriors of the Marches were distinguished by their use of intimidating symbols and by the spread of tales and songs that exalted the brutality of their leaders, many of whom remain in collective memory. At the same time, the forest assumed a central role: large-scale logging attempts failed due to its vastness, the presence of hostile creatures, and the shortage of labor. This led to a forced coexistence in which peasants avoided entering the woods while nobles patrolled its borders. However, not all adhered to these boundaries, as marginalized communities formed forest tribes known as the Volshoboz, or “Wolfkin”, who used the dense wilderness as both refuge and base of operations for raiding.&lt;br /&gt;
&lt;br /&gt;
=== Establishment of the Viceroyalty ===&lt;br /&gt;
As the Western Marches struggled with internal conflicts, the Human Empire rose into a dominant power whose influence reached the region through trade. Eastern lords prospered from Imperial commerce, while others were left at a disadvantage, fueling raids and reprisals. This unrest provided the Empire with justification to intervene, and annexation soon followed, though local elites retained much of the administration while paying tribute to a distant sovereign.&lt;br /&gt;
&lt;br /&gt;
Two centuries later, resistance emerged under Fevrig Nedzoroz, Margrave of Kamzan Lake. After years of secret preparations, he launched the &amp;quot;Dark Solstice&#039;&#039;&amp;quot;&#039;&#039;, eliminating much of the pro-Imperial nobility and leading a three-year war that unified most of the Marches under his control.&lt;br /&gt;
&lt;br /&gt;
At the same time, the Empire was weakened by rebellions and a massive daemonic invasion. Forced to negotiate, the Emperor granted the Marches autonomy in exchange for Fevrig’s support. Thus, the Western Marches became a self-governing state under Fevrig I, who then marched east with the largest army the Marches had ever assembled, heralding the beginning of the Havoc Wars.&lt;br /&gt;
&lt;br /&gt;
=== The Rise of the Vampiric Marches ===&lt;br /&gt;
[[File:Shradzotezyaban.jpg|right|frameless|280x280px]]&lt;br /&gt;
[[File:Necromantic Ritual.jpg|right|frameless|211x211px]]&lt;br /&gt;
The people of the Western Marches were seasoned warriors, but the Havoc Wars brought unprecedented devastation. Fevrig I and his vassals fought alongside Imperial forces on the northern frontier, retaking cities, ambushing demons, and countering hostile northern tribes. Despite their brutal tactics and fearsome reputation, the Havoc forces continued to advance, leaving provinces in ruins and threatening the Marches further with Ogre invasions from the west.&lt;br /&gt;
&lt;br /&gt;
During the Battle of the Red Road, Fevrig I was killed while leading a desperate charge, and his son assumed the title as Fevrig II. He immediately declared secession from the Empire, consolidating the remaining lords and focusing on eliminating demonic forces, though new threats loomed. At this critical moment, a mysterious wizard known as Shradzotezyaban, or “the Stranger,” arrived, offering his power to raise the dead in defense of the Marches.&lt;br /&gt;
&lt;br /&gt;
With the Stranger’s necromantic army, Fevrig II repelled the Ogre horde in the Mortodzan Hecatomb and temporarily secured the Marches. However, the Stranger’s ultimate goal was to use the Marches in a ritual to grant eternal life for himself and his masters. Fevrig II betrayed him, killing the Stranger and corrupting the ritual, unleashing a curse that transformed nobles into Vampires, forest tribes into Werewolves, and the land itself into a realm of undeath.&lt;br /&gt;
&lt;br /&gt;
This catastrophe marked the beginning of the Vremyasag, the Era of Thirst, during which the Western Marches became known as the Vampiric Marches. Fevrig III later rose to power, mastering the curse, consolidating the undead aristocracy, and stabilizing human populations through the ritual known as Kiralkya, or &amp;quot;the King’s Gift&amp;quot;. He crowned himself King of the Vampiric Marches, establishing a new order while preparing for eventual expansion beyond the Marches.&lt;br /&gt;
&lt;br /&gt;
=== Consolidation of the Undead Aristocracy ===&lt;br /&gt;
[[File:Undead Aristocracy.jpg|right|frameless|200x200px]]&lt;br /&gt;
Fevrig III sought to bring stability to the cursed land and mold it into a formidable state. Protecting the dwindling Human population was crucial, both as subjects and as sustenance for the Vampires.&lt;br /&gt;
&lt;br /&gt;
Together with his Necromancers, he devised the King’s Gift, a ritual allowing Vampires to share a fragment of undeath with mortal servants. The peasants, called Leczapoye, or &amp;quot;the Drained&amp;quot;, wore collars through which their lords drew a blood tax. The annual Dogozmenye ceremony reinforced the bond between Drained and master.&lt;br /&gt;
&lt;br /&gt;
Resistance arose, but most Vampires adopted the system, recognizing its benefits. Fevrig III granted his vassals autonomy, requiring only loyalty and the maintenance of standing armies. Even the Volshoboz fell under the King’s authority, regaining partial consciousness and organizing into packs, though they remained subservient to Vampires in war.&lt;br /&gt;
&lt;br /&gt;
Through fear, force, and diplomacy, Fevrig III achieved unprecedented control over the aristocracy. Open rebellion was rare, but some nobles remained exiled or hidden in lands corrupted by the Curse, where necromantic energies ran unchecked. The King maintained authority by fostering intrigue and division among his vassals.&lt;br /&gt;
&lt;br /&gt;
=== Expansion of the Vampiric Marches ===&lt;br /&gt;
[[File:VU Map Misc.jpg|right|frameless|207x207px]]&lt;br /&gt;
Fevrig III’s ambitions extended beyond ruling the Marches; he aimed to rebuild and expand the Human Empire under his banner. He invested heavily in necromantic research, recruiting scholars and mages across Tyria to Kamzan Castle, which became a vast center of study, laboratories, and libraries dedicated to understanding and harnessing the Curse.&lt;br /&gt;
&lt;br /&gt;
A key focus was the Monoliths established by the Stranger, investigating their role in amplifying undeath and shaping the land. While many experiments failed, destroying villages or creating unstable vortexes, some succeeded, establishing remote Vampiric Undead colonies. Arcane amulets and sarcophagi fashioned from Monolith stone allowed Vampires to channel the Curse in combat or for recovery.&lt;br /&gt;
&lt;br /&gt;
Political realities tempered these ambitions. Vassals remained scheming, requiring the King to maintain a balance of fear, diplomacy, and ritual. Nevertheless, the Vampiric Marches became a land of undeath where Humans, Vampires, and Werewolves were bound by ritual, coercion, and dependence.&lt;br /&gt;
&lt;br /&gt;
The Marches served as both a bastion and a laboratory for Fevrig III’s ultimate goal: a dominion of undeath from which he could extend his influence beyond the cursed borders, shaping Tyria according to his will.&lt;br /&gt;
&lt;br /&gt;
== Notable Conflicts ==&lt;br /&gt;
&lt;br /&gt;
=== The Zhanye Pass Slaughter ===&lt;br /&gt;
The Zhanye Pass Slaughter stands as a defining moment in the annals of the Western Marches, symbolizing the first great triumph achieved by the Marchers themselves after the imposition of the Curse. Beyond its military importance, the battle affirmed that the transformations wrought by the Ritual, though grievous and irrevocable, were also the instruments of the Marchers’ enduring independence.&lt;br /&gt;
&lt;br /&gt;
In the first winter following the Ritual, the [[Ogres]] of the steppes launched a renewed invasion under the command of Master Shaman Mazumeta Idemzi, seeking to claim the necromantic energies that saturated the land. Her campaign met the resistance of Werewolf Champion Gremyir Azetovoz, once a captain in Fevrig I’s service, and Lady Milyazha Imruskoza, the youthful Vampire sovereign of Telen Valley. United by kinship of blood and transformation, they formed a pact that would decide the fate of the region.&lt;br /&gt;
&lt;br /&gt;
The confrontation reached its climax in the treacherous snows of Zhanye Pass, where Gremyir’s pack, guided by instinct and knowledge of the terrain, orchestrated a series of relentless ambushes. During a furious blizzard, the Ogres were driven into chaos, many plunging to their deaths from the cliffs, while their war chief, Atagar Tevitenöy, fell buying his mistress’s escape. Mazumeta herself reached Telen Castle alone, exhausted and wounded, only to meet her end at the hands of Lady Imruskoza, who claimed her life and blood in one final act of vampiric justice.&lt;br /&gt;
&lt;br /&gt;
This victory, known thereafter as the Zhanye Pass Slaughter, was celebrated across the Marches as a moment of self-determination and unity against foreign incursion. Songs such as “Tumbling Down from Zhanye Pass” preserved the tale in popular memory, while Gremyir Azetovoz’s renown spread even among the noble houses that once scorned his kind. His pack grew in number and prestige, and he would later serve as one of the Vampire King’s most trusted generals.&lt;br /&gt;
&lt;br /&gt;
Lady Imruskoza, now a figure of legend, withdrew into her ancestral fortress, ruling from solitude with only skeletal retainers for company. Yet her bond with Gremyir endured, and the valley once known as Telen became Wolf Valley, a realm shared by Vampire and Werewolf alike. Even now, travelers through its frozen heights speak of Ogre skeletons wandering the cliffs, restless echoes of an army that dared to challenge the sovereignty of the Marches.&lt;br /&gt;
&lt;br /&gt;
=== The Temetoz Expedition ===&lt;br /&gt;
The Temetoz Expedition is documented in the annals of the Western Marches as a cautionary episode illustrating the dangers of mortal intrusion into domains bound by the Curse. Around the mid-Vremyasag period, the exiled [[Duchies of Vinci|Vinci]] inventor Satilla Scezzoni led a small expedition into the necropolis of Temetoz, situated along the northern frontier, after detecting fluctuations of necromantic energy. Unbeknownst to her, the site had long been occupied by Latmyir the Mad, a reclusive necromancer and former disciple of the Stranger, whose experiments in skeletal reanimation had persisted for centuries beyond his supposed death.&lt;br /&gt;
&lt;br /&gt;
The Vinci expedition, driven by a blend of scientific curiosity and imperial arrogance, descended into the catacombs in search of the energy source. Their intrusion disrupted Latmyir’s dormant constructs, reawakening skeletal servitors and ghoulish guardians. Confrontations escalated rapidly within the subterranean corridors, culminating in the annihilation of the expedition. Surviving records indicate that Zaigino “Big Zai” Urulli, Scezzoni’s lieutenant, sacrificed himself to delay the undead assault, allowing his mistress to retreat deeper into the ruins. None of the Vinci returned alive, save for a single soldier whose fragmented testimony describes the chaos of collapsing tunnels, extinguished lanterns, and the relentless pursuit of Shetro the Blind, Latmyir’s winged ghoul.&lt;br /&gt;
&lt;br /&gt;
Subsequent reports claim that Latmyir resurfaced a decade later, commanding an army of armored skeletons that briefly threatened the neighboring domains before inexplicably turning against him, an outcome often interpreted as the byproduct of flawed experimentation or premature attempts at sentient animation. Following this event, Latmyir disappeared once more, presumably returning to Temetoz.&lt;br /&gt;
&lt;br /&gt;
Of Satilla Scezzoni, no verifiable trace was ever recovered. However, a fragment of mechanized armor bearing Vinci craftsmanship was later retrieved near the necropolis, suggesting that her fate was sealed within the same halls she sought to study. Among vampiric scholars, the incident is cited as an example of mortal hubris confronting the immutable sovereignty of undeath, a reminder that the necromantic energies of the Marches are not subjects for inquiry, but for reverence.&lt;br /&gt;
&lt;br /&gt;
=== The Gründenite Crusade ===&lt;br /&gt;
The Gründenite Crusade marked one of the most tragic and transformative episodes on the eastern frontier of the Marches. It began in the county of Verdorv, ruled by Count Grevrig Svatovez and his consort Navleva, whose attempts to maintain harmony between the living and the undead were rare examples of coexistence in the aftermath of the Curse. Grevrig’s moderation, drinking only from criminals and preserving trade with the east, was misunderstood by the Human realms, which, in their fear and ignorance, recast him as the monstrous “Blood-Drinker of Verdorv.”&lt;br /&gt;
&lt;br /&gt;
The preacher Father Gründen, claiming divine revelation and promising the rebirth of a “True Emperor,” rallied impoverished peasants and disillusioned soldiers into a fanatical host. Under the banner of purification, his crusade descended upon Verdorv, looting and burning indiscriminately. Despite Grevrig’s efforts to avoid bloodshed, the mob’s fervor forced him to defend his homeland. Guided by Navleva’s resolve, he drew upon the Monolith’s necromantic energies to raise an army of skeletal defenders and confront the invaders beyond the shattered gates of Verdorv.&lt;br /&gt;
&lt;br /&gt;
The ensuing battle was fierce and chaotic. Grevrig led a disciplined counterattack, momentarily turning the tide, but his hesitation before the young zealot Yana of Rakk cost him his life, she struck him down with the crusaders’ banner. Enraged by the fall of her husband, Countess Navleva unleashed the full might of the Monolith, summoning the Winged Terror Ravanez and annihilating the crusader host in a storm of blood and despair. Verdorv was left in ruin, and the valley became a domain of silence and death.&lt;br /&gt;
&lt;br /&gt;
In the aftermath, Navleva Svatoveza, thenceforth known as the Widow of Verdorv, abandoned her former ideals of coexistence. Her grief hardened into doctrine: mortals could no longer be trusted to share the lands of the Curse. She purged her county of the living and later razed the birthplace of Father Gründen himself, extinguishing the last embers of his creed.&lt;br /&gt;
&lt;br /&gt;
Among vampiric scholars, the Gründenite Crusade is remembered not as a holy war, but as a cautionary testament to the volatility of mortal zeal and the futility of human faith before the permanence of undeath. Verdorv endures as a somber reminder that mercy, when extended to the living, often finds its reward in betrayal.&lt;br /&gt;
&lt;br /&gt;
=== Raid on Eltoxato ===&lt;br /&gt;
The so-called Raid on Eltoxato remains one of the most infamous misadventures in the annals of the Marches, illustrating both the audacity and recklessness that marked the age of post-Rift exploration. Its protagonist, Ekvanyik “Blackfang” Tsaveskoz, was a lowborn knight ennobled by Fevrig II after the Battle of the Red Road. Despite his rise, Tsaveskoz never earned the acceptance of his peers; mocked for his ignorance and vulgar tastes, he sought validation through wealth and conquest. When trade collapsed after the Curse, he turned to piracy, preying upon coastal settlements until chance presented him with a fragmentary map said to reveal the location of the fabled Temple City of Eltoxato, a ruin long thought swallowed by time.&lt;br /&gt;
&lt;br /&gt;
Gathering a motley crew of undead sailors and desperate Drained, Blackfang sailed south in search of glory. His fleet eventually reached a verdant island veiled in mist, which he eagerly proclaimed to be the legendary city’s resting place. In truth, the island was home to a reclusive [[Saurians|Saurian]] civilization governed by Klilanatlenaxi, a Frog-Mage charged with safeguarding sacred relics of immense power. Despite warnings and omens, Blackfang’s forces forced entry into what they mistook for the city gates, unknowingly breaching the pens of the Saurians’ colossal beasts. The ensuing stampede decimated his army before the battle had even begun.&lt;br /&gt;
&lt;br /&gt;
The Saurian defenders, led by Téxatl the Angry, mounted a desperate defence of their temple city. The Vampire, undeterred by losses, pressed the attack, wielding necromantic fury against beasts and lizardkin alike. Téxatl fought valiantly until grievously wounded by sorcery, and Blackfang stormed the central pyramid where Klilanatlenaxi awaited him. The Frog-Mage, accepting his prophesied death, offered no resistance as the Vampire’s blade fell. What remained of Blackfang’s army withdrew in chaos, hounded by enraged creatures and collapsing ruins. Of hundreds, only a handful returned to the ships, burdened with gold and a few strange artefacts.&lt;br /&gt;
&lt;br /&gt;
Upon his return to Grazye, Blackfang displayed his plunder as trophies, adorning his hall with relics he neither understood nor respected. When Fevrig III demanded his rightful share, the arrogant knight destroyed the artefacts rather than surrender them. Pursued for this act of defiance, Blackfang fled into exile and embraced full piracy, his name thereafter cursed across the seas. In the centuries since, Saurian scholars have clarified that the temple he sacked was not Eltoxato at all, but a sacred sanctuary meant to contain relics of planetary preservation, now irrevocably lost through his ignorance.&lt;br /&gt;
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Among Vampiric chroniclers, the Raid on Eltoxato is often cited as a parable of ambition untempered by wisdom. It demonstrates that even the undying are not immune to folly, that eternity magnifies pride as much as power. Today, the ruins of Klilanatlenaxi’s city remain a wound upon the jungle, and Téxatl the Angry, the last survivor of its defenders, is said to haunt the coasts, waging an endless and confused vendetta against the undead.&lt;br /&gt;
&lt;br /&gt;
== Notable Locations ==&lt;br /&gt;
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==Society ==&lt;br /&gt;
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==Military Overview ==&lt;br /&gt;
&#039;&#039;Note: This section needs more content. You can help the wiki by expanding it.&#039;&#039;&lt;br /&gt;
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=== Vampire Lords ===&lt;br /&gt;
Vampire Lords are extremely dangerous adversaries who, despite their human appearance, are infused with the cursed energy of the Curse, granting them strength, vitality, and arcane powers far beyond those of any mortal, including in some cases mastery of necromancy. Doomed to an insatiable thirst for blood, they unleash their ferocity on the battlefield, becoming relentless fighters, though this brutality is balanced by the cunning and experience gained over decades or even centuries of war. They often fight mounted to increase their impact and better control the battle, summoning reinforcements when needed. What makes them most unsettling is their ability to swiftly shift between bloodthirsty monsters and refined aristocrats, which, combined with their constant struggle against the madness of the Curse, makes them highly unpredictable.&lt;br /&gt;
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==== Vampire Lord on Steed ====&lt;br /&gt;
They exude a sombre elegance and an intimidating presence, whether leading charges, coordinating troops, or challenging enemy leaders, embodying a land of warriors marked by the Curse. Their Undead Steed, carefully crafted by necromancers as an extension of its rider, never tires nor needs to feed, though it can deteriorate without proper care. Tales such as that of the Vampire Lord Donkiyshoz of Mankabrav illustrate the madness brought on by the Curse, while ancient aristocratic traditions like jousts and horsemanship contests still persist, albeit in far more dangerous and extreme forms.&lt;br /&gt;
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==== Vampire Lord on Winged Steed ====&lt;br /&gt;
They inspire terror even before being seen, as the thunder of their approach is often followed by an ominous silence that signals their descent from the skies. Once a symbol of noble status, mounted warfare evolved after the decline of living horses, leading necromancers to create more advanced Undead steeds, culminating in the Winged Steed devised by the necromancer Bodyak Orsmanez, who fused the strength of a stallion with the flight of a bat. This creation was swiftly embraced by the Vampiric aristocracy, preserving tradition while harnessing necromantic innovation. In mountainous regions, they are often seen riding through storms, illuminated by lightning as they cross vast distances with unmatched speed.&lt;br /&gt;
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==== Vampire Lord on Winged Terror ====&lt;br /&gt;
They descend from the skies as harbingers of destruction, prompting the wise to flee, as these massive creatures can tear apart foes with ease while their Vampire rider fights with deadly mastery and complete control. These fearsome Undead mounts, favored for devastating charges, were early necromantic attempts to recreate ancient dragons by combining remains into smaller but terrifying beasts. Though costly and complex to produce, they are more attainable than full Zombie Dragons and thus commonly used by powerful Vampire Lords. The unstable spirits that animate them make them irritable, difficult to contain, and exceptionally lethal once unleashed.&lt;br /&gt;
&lt;br /&gt;
==== Vampire Lord on Skeletal Dragon ====&lt;br /&gt;
They are among the largest and most powerful beings in the Vampiric Marches, capable of devastating entire towns or destroying castle towers, their arrival heralded by an eerie howl produced by wind passing through their bones. Extremely rare and requiring decades to create, they are assembled from the remains of ancient dragons and bound with powerful enchantments, their spirits ritually subdued into loyal mounts. Unlike the more unstable Zombie Dragons, they are typically calm and obedient, a trait some necromancers attribute to the purity of bone over flesh. Legends even speak of a colossal specimen hidden beneath Kamzan Castle, awaiting the call of the Vampire King.&lt;br /&gt;
&lt;br /&gt;
==== Vampire Lord with Stitched Horde ====&lt;br /&gt;
They emerge atop a literal wave of corpses, a nightmarish spectacle that inspires sheer terror, as enemies fear not only death but becoming part of the Undead mass. Though considered distasteful by many Vampires for relying on the lowest forms of Undead, this tactic is a powerful display of necromantic might. Its origins trace back to the aftermath of the Rift, when the Duke of Vrayodraz, devastated by a plague unleashed by Daemons, appeared to surrender, only to annihilate the invaders by controlling the countless dead as an extension of his own body.&lt;br /&gt;
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=== Skeleton Champion ===&lt;br /&gt;
They stand out among the uniform ranks of Skeletons due to a faint trace of individuality, sometimes turning to face enemies or issuing challenges with unsettling intent. Formed from strong-willed spirits that resist complete domination, they retain fragments of their former personality, making them more powerful and capable of leadership, though less obedient than typical Skeletons. Despite this, they are far from human, driven by fractured remnants of their souls and often bound to a singular purpose, as exemplified by figures like Udrianka the Meagre, who acts only to defend her domain.&lt;br /&gt;
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==== Skeleton Champion on Steed ====&lt;br /&gt;
When mounted on an Undead Steed, they become ominous harbingers of death, leading legions of the fallen into battle. Often drawn from ancient nobility predating the Ritual, many are ancestors of the Vampires they now serve. Only the noble dead are granted such mounts, while lesser individuals must earn knighthood and symbolic titles to ride. Though bound to undeath, some retain echoes of purpose, as seen in legends like Sir Galazad, who continues his forgotten quest and upholds a warped sense of honor by challenging foes and aiding the mistreated.&lt;br /&gt;
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=== Skeleton Commander ===&lt;br /&gt;
They represent the pinnacle of their kind, retaining the cunning and martial skill of their former lives alongside unwavering loyalty and determination instilled through necromancy, making them relentless and difficult to destroy. Often serving as trusted lieutenants to Vampire Lords, they are tasked with commanding forces and executing orders with absolute discipline, free from personal ambition. Some, however, operate independently due to broken bonds or unique circumstances, driven by their own goals, as exemplified by figures like Ozhrgir Kryagrazoz, who continues his ancient quest for vengeance after being reawakened.&lt;br /&gt;
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==== Skeleton Commander on Abyssal Beast ====&lt;br /&gt;
They dwarf even Undead Steeds with their massive, bone-built forms, combining immense resilience with claws powerful enough to tear through heavily armored targets. Rather than a single species, they are necromantic constructs assembled from the remains of large creatures, designed to support Skeleton Champions and hold the center of vampiric armies. Often chosen as mounts by high-ranking commanders, they serve both as symbols of status and as mobile anchors on the battlefield. Their origin traces back to the necromancer Bezhnik the Unwise, who created them from mismatched bones recovered during his obsessive expeditions into the Rift, giving rise to these monstrous amalgamations.&lt;br /&gt;
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== Similar To==&lt;br /&gt;
&lt;br /&gt;
* Warhammer Fantasy: Vampire Counts&lt;br /&gt;
*Age of Sigmar: Soulblight Gravelords&lt;br /&gt;
*Kings of War: Undead&lt;br /&gt;
&lt;br /&gt;
==Miniatures==&lt;br /&gt;
&#039;&#039;Note: This section needs more content. You can help the wiki by expanding it.&#039;&#039;&lt;br /&gt;
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See Also: [[Vampiric Undead Miniatures]]&lt;br /&gt;
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{{Faction-Links&lt;br /&gt;
|Faction = Vampiric Undead&lt;br /&gt;
|Links =  [[Vampiric Undead|Overview]] - [[Vampiric Undead Miniatures|Miniatures]]&lt;br /&gt;
}}&lt;br /&gt;
{{AoF-Factions}}&lt;br /&gt;
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[[Category:Age of Fantasy Factions]]&lt;br /&gt;
[[Category:Vampiric Undead]]&lt;/div&gt;</summary>
		<author><name>Regem</name></author>
	</entry>
	<entry>
		<id>https://www.onepagefan.wiki/index.php?title=Vampiric_Undead&amp;diff=3853</id>
		<title>Vampiric Undead</title>
		<link rel="alternate" type="text/html" href="https://www.onepagefan.wiki/index.php?title=Vampiric_Undead&amp;diff=3853"/>
		<updated>2025-11-03T19:48:56Z</updated>

		<summary type="html">&lt;p&gt;Regem: /* Notable Conflicts */&lt;/p&gt;
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&lt;div&gt;{{OPR-Faction&lt;br /&gt;
|Faction=Vampiric Undead&lt;br /&gt;
|Image = Vampiric Undead.png&lt;br /&gt;
|Setting=Age of Fantasy&lt;br /&gt;
|Games=[[Age of Fantasy]],&amp;lt;br&amp;gt;[[Age of Fantasy Skirmish|Age of Fantasy: Skirmish]],&amp;lt;br&amp;gt;[[Age of Fantasy Regiments|Age of Fantasy: Regiments]],&amp;lt;br&amp;gt;[[Age of Fantasy Quest|Age of Fantasy: Quest]]&lt;br /&gt;
|Species=Vampires&lt;br /&gt;
|Version=3.2.0&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Vampiric Undead&#039;&#039;&#039; are legions of monsters and spirits led by powerful vampire Lords. These lords use their dark magic to raise and control the bodies and spirits of the dead, and lead them to battle. &lt;br /&gt;
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The Vampire Lords are members of the nobility from the western steppes who embraced necromancy after they were abandoned by the [[Human Empire|Empire]] during the Havoc Wars. Once they understood the secret of immortality, they attempted to betray their patrons and were cursed with undeath. This curse has only made the Vampire Lords more bitter and cruel as they rule brutally over their fearful subjects.&lt;br /&gt;
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==History ==&lt;br /&gt;
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=== The Origin of the Marches ===&lt;br /&gt;
The Western Marches emerged as a mountainous and forested region that served as a natural border between the early Human Empire, the southern sea, and the western steppes. Its rugged terrain and dense forests made settlement difficult, turning it into a refuge for displaced peoples, defeated tribes, and exiled communities.&lt;br /&gt;
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Over the centuries, various groups settled in the area, including the Wurmvelk, Nedzorites, Black Wings, and Danvals, which led to recurring conflicts over territorial occupation. This process gave rise to a fragmented structure of small domains ruled by warlords, whose authority depended on military strength. Continuous territorial disputes consolidated a warlike culture and a reputation for violence.&lt;br /&gt;
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The warriors of the Marches were distinguished by their use of intimidating symbols and by the spread of tales and songs that exalted the brutality of their leaders, many of whom remain in collective memory. At the same time, the forest assumed a central role: large-scale logging attempts failed due to its vastness, the presence of hostile creatures, and the shortage of labor. This led to a forced coexistence in which peasants avoided entering the woods while nobles patrolled its borders. However, not all adhered to these boundaries, as marginalized communities formed forest tribes known as the Volshoboz, or “Wolfkin”, who used the dense wilderness as both refuge and base of operations for raiding.&lt;br /&gt;
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=== Establishment of the Viceroyalty ===&lt;br /&gt;
As the Western Marches struggled with internal conflicts, the Human Empire rose into a dominant power whose influence reached the region through trade. Eastern lords prospered from Imperial commerce, while others were left at a disadvantage, fueling raids and reprisals. This unrest provided the Empire with justification to intervene, and annexation soon followed, though local elites retained much of the administration while paying tribute to a distant sovereign.&lt;br /&gt;
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Two centuries later, resistance emerged under Fevrig Nedzoroz, Margrave of Kamzan Lake. After years of secret preparations, he launched the &amp;quot;Dark Solstice&#039;&#039;&amp;quot;&#039;&#039;, eliminating much of the pro-Imperial nobility and leading a three-year war that unified most of the Marches under his control.&lt;br /&gt;
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At the same time, the Empire was weakened by rebellions and a massive daemonic invasion. Forced to negotiate, the Emperor granted the Marches autonomy in exchange for Fevrig’s support. Thus, the Western Marches became a self-governing state under Fevrig I, who then marched east with the largest army the Marches had ever assembled, heralding the beginning of the Havoc Wars.&lt;br /&gt;
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=== The Rise of the Vampiric Marches ===&lt;br /&gt;
[[File:Shradzotezyaban.jpg|right|frameless|280x280px]]&lt;br /&gt;
[[File:Necromantic Ritual.jpg|right|frameless|211x211px]]&lt;br /&gt;
The people of the Western Marches were seasoned warriors, but the Havoc Wars brought unprecedented devastation. Fevrig I and his vassals fought alongside Imperial forces on the northern frontier, retaking cities, ambushing demons, and countering hostile northern tribes. Despite their brutal tactics and fearsome reputation, the Havoc forces continued to advance, leaving provinces in ruins and threatening the Marches further with Ogre invasions from the west.&lt;br /&gt;
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During the Battle of the Red Road, Fevrig I was killed while leading a desperate charge, and his son assumed the title as Fevrig II. He immediately declared secession from the Empire, consolidating the remaining lords and focusing on eliminating demonic forces, though new threats loomed. At this critical moment, a mysterious wizard known as Shradzotezyaban, or “the Stranger,” arrived, offering his power to raise the dead in defense of the Marches.&lt;br /&gt;
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With the Stranger’s necromantic army, Fevrig II repelled the Ogre horde in the Mortodzan Hecatomb and temporarily secured the Marches. However, the Stranger’s ultimate goal was to use the Marches in a ritual to grant eternal life for himself and his masters. Fevrig II betrayed him, killing the Stranger and corrupting the ritual, unleashing a curse that transformed nobles into Vampires, forest tribes into Werewolves, and the land itself into a realm of undeath.&lt;br /&gt;
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This catastrophe marked the beginning of the Vremyasag, the Era of Thirst, during which the Western Marches became known as the Vampiric Marches. Fevrig III later rose to power, mastering the curse, consolidating the undead aristocracy, and stabilizing human populations through the ritual known as Kiralkya, or &amp;quot;the King’s Gift&amp;quot;. He crowned himself King of the Vampiric Marches, establishing a new order while preparing for eventual expansion beyond the Marches.&lt;br /&gt;
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=== Consolidation of the Undead Aristocracy ===&lt;br /&gt;
[[File:Undead Aristocracy.jpg|right|frameless|200x200px]]&lt;br /&gt;
Fevrig III sought to bring stability to the cursed land and mold it into a formidable state. Protecting the dwindling Human population was crucial, both as subjects and as sustenance for the Vampires.&lt;br /&gt;
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Together with his Necromancers, he devised the King’s Gift, a ritual allowing Vampires to share a fragment of undeath with mortal servants. The peasants, called Leczapoye, or &amp;quot;the Drained&amp;quot;, wore collars through which their lords drew a blood tax. The annual Dogozmenye ceremony reinforced the bond between Drained and master.&lt;br /&gt;
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Resistance arose, but most Vampires adopted the system, recognizing its benefits. Fevrig III granted his vassals autonomy, requiring only loyalty and the maintenance of standing armies. Even the Volshoboz fell under the King’s authority, regaining partial consciousness and organizing into packs, though they remained subservient to Vampires in war.&lt;br /&gt;
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Through fear, force, and diplomacy, Fevrig III achieved unprecedented control over the aristocracy. Open rebellion was rare, but some nobles remained exiled or hidden in lands corrupted by the Curse, where necromantic energies ran unchecked. The King maintained authority by fostering intrigue and division among his vassals.&lt;br /&gt;
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=== Expansion of the Vampiric Marches ===&lt;br /&gt;
[[File:VU Map Misc.jpg|right|frameless|207x207px]]&lt;br /&gt;
Fevrig III’s ambitions extended beyond ruling the Marches; he aimed to rebuild and expand the Human Empire under his banner. He invested heavily in necromantic research, recruiting scholars and mages across Tyria to Kamzan Castle, which became a vast center of study, laboratories, and libraries dedicated to understanding and harnessing the Curse.&lt;br /&gt;
&lt;br /&gt;
A key focus was the Monoliths established by the Stranger, investigating their role in amplifying undeath and shaping the land. While many experiments failed, destroying villages or creating unstable vortexes, some succeeded, establishing remote Vampiric Undead colonies. Arcane amulets and sarcophagi fashioned from Monolith stone allowed Vampires to channel the Curse in combat or for recovery.&lt;br /&gt;
&lt;br /&gt;
Political realities tempered these ambitions. Vassals remained scheming, requiring the King to maintain a balance of fear, diplomacy, and ritual. Nevertheless, the Vampiric Marches became a land of undeath where Humans, Vampires, and Werewolves were bound by ritual, coercion, and dependence.&lt;br /&gt;
&lt;br /&gt;
The Marches served as both a bastion and a laboratory for Fevrig III’s ultimate goal: a dominion of undeath from which he could extend his influence beyond the cursed borders, shaping Tyria according to his will.&lt;br /&gt;
&lt;br /&gt;
== Notable Conflicts ==&lt;br /&gt;
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=== The Zhanye Pass Slaughter ===&lt;br /&gt;
The Zhanye Pass Slaughter stands as a defining moment in the annals of the Western Marches, symbolizing the first great triumph achieved by the Marchers themselves after the imposition of the Curse. Beyond its military importance, the battle affirmed that the transformations wrought by the Ritual, though grievous and irrevocable, were also the instruments of the Marchers’ enduring independence.&lt;br /&gt;
&lt;br /&gt;
In the first winter following the Ritual, the [[Ogres]] of the steppes launched a renewed invasion under the command of Master Shaman Mazumeta Idemzi, seeking to claim the necromantic energies that saturated the land. Her campaign met the resistance of Werewolf Champion Gremyir Azetovoz, once a captain in Fevrig I’s service, and Lady Milyazha Imruskoza, the youthful Vampire sovereign of Telen Valley. United by kinship of blood and transformation, they formed a pact that would decide the fate of the region.&lt;br /&gt;
&lt;br /&gt;
The confrontation reached its climax in the treacherous snows of Zhanye Pass, where Gremyir’s pack, guided by instinct and knowledge of the terrain, orchestrated a series of relentless ambushes. During a furious blizzard, the Ogres were driven into chaos, many plunging to their deaths from the cliffs, while their war chief, Atagar Tevitenöy, fell buying his mistress’s escape. Mazumeta herself reached Telen Castle alone, exhausted and wounded, only to meet her end at the hands of Lady Imruskoza, who claimed her life and blood in one final act of vampiric justice.&lt;br /&gt;
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This victory, known thereafter as the Zhanye Pass Slaughter, was celebrated across the Marches as a moment of self-determination and unity against foreign incursion. Songs such as “Tumbling Down from Zhanye Pass” preserved the tale in popular memory, while Gremyir Azetovoz’s renown spread even among the noble houses that once scorned his kind. His pack grew in number and prestige, and he would later serve as one of the Vampire King’s most trusted generals.&lt;br /&gt;
&lt;br /&gt;
Lady Imruskoza, now a figure of legend, withdrew into her ancestral fortress, ruling from solitude with only skeletal retainers for company. Yet her bond with Gremyir endured, and the valley once known as Telen became Wolf Valley, a realm shared by Vampire and Werewolf alike. Even now, travelers through its frozen heights speak of Ogre skeletons wandering the cliffs, restless echoes of an army that dared to challenge the sovereignty of the Marches.&lt;br /&gt;
&lt;br /&gt;
=== The Temetoz Expedition ===&lt;br /&gt;
The Temetoz Expedition is documented in the annals of the Western Marches as a cautionary episode illustrating the dangers of mortal intrusion into domains bound by the Curse. Around the mid-Vremyasag period, the exiled [[Duchies of Vinci|Vinci]] inventor Satilla Scezzoni led a small expedition into the necropolis of Temetoz, situated along the northern frontier, after detecting fluctuations of necromantic energy. Unbeknownst to her, the site had long been occupied by Latmyir the Mad, a reclusive necromancer and former disciple of the Stranger, whose experiments in skeletal reanimation had persisted for centuries beyond his supposed death.&lt;br /&gt;
&lt;br /&gt;
The Vinci expedition, driven by a blend of scientific curiosity and imperial arrogance, descended into the catacombs in search of the energy source. Their intrusion disrupted Latmyir’s dormant constructs, reawakening skeletal servitors and ghoulish guardians. Confrontations escalated rapidly within the subterranean corridors, culminating in the annihilation of the expedition. Surviving records indicate that Zaigino “Big Zai” Urulli, Scezzoni’s lieutenant, sacrificed himself to delay the undead assault, allowing his mistress to retreat deeper into the ruins. None of the Vinci returned alive, save for a single soldier whose fragmented testimony describes the chaos of collapsing tunnels, extinguished lanterns, and the relentless pursuit of Shetro the Blind, Latmyir’s winged ghoul.&lt;br /&gt;
&lt;br /&gt;
Subsequent reports claim that Latmyir resurfaced a decade later, commanding an army of armored skeletons that briefly threatened the neighboring domains before inexplicably turning against him, an outcome often interpreted as the byproduct of flawed experimentation or premature attempts at sentient animation. Following this event, Latmyir disappeared once more, presumably returning to Temetoz.&lt;br /&gt;
&lt;br /&gt;
Of Satilla Scezzoni, no verifiable trace was ever recovered. However, a fragment of mechanized armor bearing Vinci craftsmanship was later retrieved near the necropolis, suggesting that her fate was sealed within the same halls she sought to study. Among vampiric scholars, the incident is cited as an example of mortal hubris confronting the immutable sovereignty of undeath, a reminder that the necromantic energies of the Marches are not subjects for inquiry, but for reverence.&lt;br /&gt;
&lt;br /&gt;
=== The Gründenite Crusade ===&lt;br /&gt;
The Gründenite Crusade marked one of the most tragic and transformative episodes on the eastern frontier of the Marches. It began in the county of Verdorv, ruled by Count Grevrig Svatovez and his consort Navleva, whose attempts to maintain harmony between the living and the undead were rare examples of coexistence in the aftermath of the Curse. Grevrig’s moderation, drinking only from criminals and preserving trade with the east, was misunderstood by the Human realms, which, in their fear and ignorance, recast him as the monstrous “Blood-Drinker of Verdorv.”&lt;br /&gt;
&lt;br /&gt;
The preacher Father Gründen, claiming divine revelation and promising the rebirth of a “True Emperor,” rallied impoverished peasants and disillusioned soldiers into a fanatical host. Under the banner of purification, his crusade descended upon Verdorv, looting and burning indiscriminately. Despite Grevrig’s efforts to avoid bloodshed, the mob’s fervor forced him to defend his homeland. Guided by Navleva’s resolve, he drew upon the Monolith’s necromantic energies to raise an army of skeletal defenders and confront the invaders beyond the shattered gates of Verdorv.&lt;br /&gt;
&lt;br /&gt;
The ensuing battle was fierce and chaotic. Grevrig led a disciplined counterattack, momentarily turning the tide, but his hesitation before the young zealot Yana of Rakk cost him his life, she struck him down with the crusaders’ banner. Enraged by the fall of her husband, Countess Navleva unleashed the full might of the Monolith, summoning the Winged Terror Ravanez and annihilating the crusader host in a storm of blood and despair. Verdorv was left in ruin, and the valley became a domain of silence and death.&lt;br /&gt;
&lt;br /&gt;
In the aftermath, Navleva Svatoveza, thenceforth known as the Widow of Verdorv, abandoned her former ideals of coexistence. Her grief hardened into doctrine: mortals could no longer be trusted to share the lands of the Curse. She purged her county of the living and later razed the birthplace of Father Gründen himself, extinguishing the last embers of his creed.&lt;br /&gt;
&lt;br /&gt;
Among vampiric scholars, the Gründenite Crusade is remembered not as a holy war, but as a cautionary testament to the volatility of mortal zeal and the futility of human faith before the permanence of undeath. Verdorv endures as a somber reminder that mercy, when extended to the living, often finds its reward in betrayal.&lt;br /&gt;
&lt;br /&gt;
=== Raid on Eltoxato ===&lt;br /&gt;
The so-called Raid on Eltoxato remains one of the most infamous misadventures in the annals of the Marches, illustrating both the audacity and recklessness that marked the age of post-Rift exploration. Its protagonist, Ekvanyik “Blackfang” Tsaveskoz, was a lowborn knight ennobled by Fevrig II after the Battle of the Red Road. Despite his rise, Tsaveskoz never earned the acceptance of his peers; mocked for his ignorance and vulgar tastes, he sought validation through wealth and conquest. When trade collapsed after the Curse, he turned to piracy, preying upon coastal settlements until chance presented him with a fragmentary map said to reveal the location of the fabled Temple City of Eltoxato, a ruin long thought swallowed by time.&lt;br /&gt;
&lt;br /&gt;
Gathering a motley crew of undead sailors and desperate Drained, Blackfang sailed south in search of glory. His fleet eventually reached a verdant island veiled in mist, which he eagerly proclaimed to be the legendary city’s resting place. In truth, the island was home to a reclusive [[Saurians|Saurian]] civilization governed by Klilanatlenaxi, a Frog-Mage charged with safeguarding sacred relics of immense power. Despite warnings and omens, Blackfang’s forces forced entry into what they mistook for the city gates, unknowingly breaching the pens of the Saurians’ colossal beasts. The ensuing stampede decimated his army before the battle had even begun.&lt;br /&gt;
&lt;br /&gt;
The Saurian defenders, led by Téxatl the Angry, mounted a desperate defence of their temple city. The Vampire, undeterred by losses, pressed the attack, wielding necromantic fury against beasts and lizardkin alike. Téxatl fought valiantly until grievously wounded by sorcery, and Blackfang stormed the central pyramid where Klilanatlenaxi awaited him. The Frog-Mage, accepting his prophesied death, offered no resistance as the Vampire’s blade fell. What remained of Blackfang’s army withdrew in chaos, hounded by enraged creatures and collapsing ruins. Of hundreds, only a handful returned to the ships, burdened with gold and a few strange artefacts.&lt;br /&gt;
&lt;br /&gt;
Upon his return to Grazye, Blackfang displayed his plunder as trophies, adorning his hall with relics he neither understood nor respected. When Fevrig III demanded his rightful share, the arrogant knight destroyed the artefacts rather than surrender them. Pursued for this act of defiance, Blackfang fled into exile and embraced full piracy, his name thereafter cursed across the seas. In the centuries since, Saurian scholars have clarified that the temple he sacked was not Eltoxato at all, but a sacred sanctuary meant to contain relics of planetary preservation, now irrevocably lost through his ignorance.&lt;br /&gt;
&lt;br /&gt;
Among Vampiric chroniclers, the Raid on Eltoxato is often cited as a parable of ambition untempered by wisdom. It demonstrates that even the undying are not immune to folly, that eternity magnifies pride as much as power. Today, the ruins of Klilanatlenaxi’s city remain a wound upon the jungle, and Téxatl the Angry, the last survivor of its defenders, is said to haunt the coasts, waging an endless and confused vendetta against the undead.&lt;br /&gt;
&lt;br /&gt;
== Notable Locations ==&lt;br /&gt;
&#039;&#039;Note: This section needs more content. You can help the wiki by expanding it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Society ==&lt;br /&gt;
&#039;&#039;Note: This section needs more content. You can help the wiki by expanding it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Military Overview ==&lt;br /&gt;
&#039;&#039;Note: This section needs more content. You can help the wiki by expanding it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Similar To==&lt;br /&gt;
&lt;br /&gt;
* Warhammer Fantasy: Vampire Counts&lt;br /&gt;
*Age of Sigmar: Soulblight Gravelords&lt;br /&gt;
*Kings of War: Undead&lt;br /&gt;
&lt;br /&gt;
==Miniatures==&lt;br /&gt;
&#039;&#039;Note: This section needs more content. You can help the wiki by expanding it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
See Also: [[Vampiric Undead Miniatures]]&lt;br /&gt;
&lt;br /&gt;
{{Faction-Links&lt;br /&gt;
|Faction = Vampiric Undead&lt;br /&gt;
|Links =  [[Vampiric Undead|Overview]] - [[Vampiric Undead Miniatures|Miniatures]]&lt;br /&gt;
}}&lt;br /&gt;
{{AoF-Factions}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Age of Fantasy Factions]]&lt;br /&gt;
[[Category:Vampiric Undead]]&lt;/div&gt;</summary>
		<author><name>Regem</name></author>
	</entry>
	<entry>
		<id>https://www.onepagefan.wiki/index.php?title=Vampiric_Undead&amp;diff=3850</id>
		<title>Vampiric Undead</title>
		<link rel="alternate" type="text/html" href="https://www.onepagefan.wiki/index.php?title=Vampiric_Undead&amp;diff=3850"/>
		<updated>2025-11-03T19:24:33Z</updated>

		<summary type="html">&lt;p&gt;Regem: /* The Rise of the Vampiric Marches */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{OPR-Faction&lt;br /&gt;
|Faction=Vampiric Undead&lt;br /&gt;
|Image = Vampiric Undead.png&lt;br /&gt;
|Setting=Age of Fantasy&lt;br /&gt;
|Games=[[Age of Fantasy]],&amp;lt;br&amp;gt;[[Age of Fantasy Skirmish|Age of Fantasy: Skirmish]],&amp;lt;br&amp;gt;[[Age of Fantasy Regiments|Age of Fantasy: Regiments]],&amp;lt;br&amp;gt;[[Age of Fantasy Quest|Age of Fantasy: Quest]]&lt;br /&gt;
|Species=Vampires&lt;br /&gt;
|Version=3.2.0&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Vampiric Undead&#039;&#039;&#039; are legions of monsters and spirits led by powerful vampire Lords. These lords use their dark magic to raise and control the bodies and spirits of the dead, and lead them to battle. &lt;br /&gt;
&lt;br /&gt;
The Vampire Lords are members of the nobility from the western steppes who embraced necromancy after they were abandoned by the [[Human Empire|Empire]] during the Havoc Wars. Once they understood the secret of immortality, they attempted to betray their patrons and were cursed with undeath. This curse has only made the Vampire Lords more bitter and cruel as they rule brutally over their fearful subjects.&lt;br /&gt;
&lt;br /&gt;
==History ==&lt;br /&gt;
&lt;br /&gt;
=== The Origin of the Marches ===&lt;br /&gt;
The Western Marches emerged as a mountainous and forested region that served as a natural border between the early Human Empire, the southern sea, and the western steppes. Its rugged terrain and dense forests made settlement difficult, turning it into a refuge for displaced peoples, defeated tribes, and exiled communities.&lt;br /&gt;
&lt;br /&gt;
Over the centuries, various groups settled in the area, including the Wurmvelk, Nedzorites, Black Wings, and Danvals, which led to recurring conflicts over territorial occupation. This process gave rise to a fragmented structure of small domains ruled by warlords, whose authority depended on military strength. Continuous territorial disputes consolidated a warlike culture and a reputation for violence.&lt;br /&gt;
&lt;br /&gt;
The warriors of the Marches were distinguished by their use of intimidating symbols and by the spread of tales and songs that exalted the brutality of their leaders, many of whom remain in collective memory. At the same time, the forest assumed a central role: large-scale logging attempts failed due to its vastness, the presence of hostile creatures, and the shortage of labor. This led to a forced coexistence in which peasants avoided entering the woods while nobles patrolled its borders. However, not all adhered to these boundaries, as marginalized communities formed forest tribes known as the Volshoboz, or “Wolfkin”, who used the dense wilderness as both refuge and base of operations for raiding.&lt;br /&gt;
&lt;br /&gt;
=== Establishment of the Viceroyalty ===&lt;br /&gt;
As the Western Marches struggled with internal conflicts, the Human Empire rose into a dominant power whose influence reached the region through trade. Eastern lords prospered from Imperial commerce, while others were left at a disadvantage, fueling raids and reprisals. This unrest provided the Empire with justification to intervene, and annexation soon followed, though local elites retained much of the administration while paying tribute to a distant sovereign.&lt;br /&gt;
&lt;br /&gt;
Two centuries later, resistance emerged under Fevrig Nedzoroz, Margrave of Kamzan Lake. After years of secret preparations, he launched the &amp;quot;Dark Solstice&#039;&#039;&amp;quot;&#039;&#039;, eliminating much of the pro-Imperial nobility and leading a three-year war that unified most of the Marches under his control.&lt;br /&gt;
&lt;br /&gt;
At the same time, the Empire was weakened by rebellions and a massive daemonic invasion. Forced to negotiate, the Emperor granted the Marches autonomy in exchange for Fevrig’s support. Thus, the Western Marches became a self-governing state under Fevrig I, who then marched east with the largest army the Marches had ever assembled, heralding the beginning of the Havoc Wars.&lt;br /&gt;
&lt;br /&gt;
=== The Rise of the Vampiric Marches ===&lt;br /&gt;
[[File:Shradzotezyaban.jpg|right|frameless|280x280px]]&lt;br /&gt;
[[File:Necromantic Ritual.jpg|right|frameless|211x211px]]&lt;br /&gt;
The people of the Western Marches were seasoned warriors, but the Havoc Wars brought unprecedented devastation. Fevrig I and his vassals fought alongside Imperial forces on the northern frontier, retaking cities, ambushing demons, and countering hostile northern tribes. Despite their brutal tactics and fearsome reputation, the Havoc forces continued to advance, leaving provinces in ruins and threatening the Marches further with Ogre invasions from the west.&lt;br /&gt;
&lt;br /&gt;
During the Battle of the Red Road, Fevrig I was killed while leading a desperate charge, and his son assumed the title as Fevrig II. He immediately declared secession from the Empire, consolidating the remaining lords and focusing on eliminating demonic forces, though new threats loomed. At this critical moment, a mysterious wizard known as Shradzotezyaban, or “the Stranger,” arrived, offering his power to raise the dead in defense of the Marches.&lt;br /&gt;
&lt;br /&gt;
With the Stranger’s necromantic army, Fevrig II repelled the Ogre horde in the Mortodzan Hecatomb and temporarily secured the Marches. However, the Stranger’s ultimate goal was to use the Marches in a ritual to grant eternal life for himself and his masters. Fevrig II betrayed him, killing the Stranger and corrupting the ritual, unleashing a curse that transformed nobles into Vampires, forest tribes into Werewolves, and the land itself into a realm of undeath.&lt;br /&gt;
&lt;br /&gt;
This catastrophe marked the beginning of the Vremyasag, the Era of Thirst, during which the Western Marches became known as the Vampiric Marches. Fevrig III later rose to power, mastering the curse, consolidating the undead aristocracy, and stabilizing human populations through the ritual known as Kiralkya, or &amp;quot;the King’s Gift&amp;quot;. He crowned himself King of the Vampiric Marches, establishing a new order while preparing for eventual expansion beyond the Marches.&lt;br /&gt;
&lt;br /&gt;
=== Consolidation of the Undead Aristocracy ===&lt;br /&gt;
[[File:Undead Aristocracy.jpg|right|frameless|200x200px]]&lt;br /&gt;
Fevrig III sought to bring stability to the cursed land and mold it into a formidable state. Protecting the dwindling Human population was crucial, both as subjects and as sustenance for the Vampires.&lt;br /&gt;
&lt;br /&gt;
Together with his Necromancers, he devised the King’s Gift, a ritual allowing Vampires to share a fragment of undeath with mortal servants. The peasants, called Leczapoye, or &amp;quot;the Drained&amp;quot;, wore collars through which their lords drew a blood tax. The annual Dogozmenye ceremony reinforced the bond between Drained and master.&lt;br /&gt;
&lt;br /&gt;
Resistance arose, but most Vampires adopted the system, recognizing its benefits. Fevrig III granted his vassals autonomy, requiring only loyalty and the maintenance of standing armies. Even the Volshoboz fell under the King’s authority, regaining partial consciousness and organizing into packs, though they remained subservient to Vampires in war.&lt;br /&gt;
&lt;br /&gt;
Through fear, force, and diplomacy, Fevrig III achieved unprecedented control over the aristocracy. Open rebellion was rare, but some nobles remained exiled or hidden in lands corrupted by the Curse, where necromantic energies ran unchecked. The King maintained authority by fostering intrigue and division among his vassals.&lt;br /&gt;
&lt;br /&gt;
=== Expansion of the Vampiric Marches ===&lt;br /&gt;
[[File:VU Map Misc.jpg|right|frameless|207x207px]]&lt;br /&gt;
Fevrig III’s ambitions extended beyond ruling the Marches; he aimed to rebuild and expand the Human Empire under his banner. He invested heavily in necromantic research, recruiting scholars and mages across Tyria to Kamzan Castle, which became a vast center of study, laboratories, and libraries dedicated to understanding and harnessing the Curse.&lt;br /&gt;
&lt;br /&gt;
A key focus was the Monoliths established by the Stranger, investigating their role in amplifying undeath and shaping the land. While many experiments failed, destroying villages or creating unstable vortexes, some succeeded, establishing remote Vampiric Undead colonies. Arcane amulets and sarcophagi fashioned from Monolith stone allowed Vampires to channel the Curse in combat or for recovery.&lt;br /&gt;
&lt;br /&gt;
Political realities tempered these ambitions. Vassals remained scheming, requiring the King to maintain a balance of fear, diplomacy, and ritual. Nevertheless, the Vampiric Marches became a land of undeath where Humans, Vampires, and Werewolves were bound by ritual, coercion, and dependence.&lt;br /&gt;
&lt;br /&gt;
The Marches served as both a bastion and a laboratory for Fevrig III’s ultimate goal: a dominion of undeath from which he could extend his influence beyond the cursed borders, shaping Tyria according to his will.&lt;br /&gt;
&lt;br /&gt;
== Notable Conflicts ==&lt;br /&gt;
&#039;&#039;Note: This section needs more content. You can help the wiki by expanding it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Notable Locations ==&lt;br /&gt;
&#039;&#039;Note: This section needs more content. You can help the wiki by expanding it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Society ==&lt;br /&gt;
&#039;&#039;Note: This section needs more content. You can help the wiki by expanding it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Military Overview ==&lt;br /&gt;
&#039;&#039;Note: This section needs more content. You can help the wiki by expanding it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Similar To==&lt;br /&gt;
&lt;br /&gt;
* Warhammer Fantasy: Vampire Counts&lt;br /&gt;
*Age of Sigmar: Soulblight Gravelords&lt;br /&gt;
*Kings of War: Undead&lt;br /&gt;
&lt;br /&gt;
==Miniatures==&lt;br /&gt;
&#039;&#039;Note: This section needs more content. You can help the wiki by expanding it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
See Also: [[Vampiric Undead Miniatures]]&lt;br /&gt;
&lt;br /&gt;
{{Faction-Links&lt;br /&gt;
|Faction = Vampiric Undead&lt;br /&gt;
|Links =  [[Vampiric Undead|Overview]] - [[Vampiric Undead Miniatures|Miniatures]]&lt;br /&gt;
}}&lt;br /&gt;
{{AoF-Factions}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Age of Fantasy Factions]]&lt;br /&gt;
[[Category:Vampiric Undead]]&lt;/div&gt;</summary>
		<author><name>Regem</name></author>
	</entry>
	<entry>
		<id>https://www.onepagefan.wiki/index.php?title=File:VU_Map_Misc.jpg&amp;diff=3849</id>
		<title>File:VU Map Misc.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.onepagefan.wiki/index.php?title=File:VU_Map_Misc.jpg&amp;diff=3849"/>
		<updated>2025-11-03T19:23:54Z</updated>

		<summary type="html">&lt;p&gt;Regem: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;VU Map Misc&lt;/div&gt;</summary>
		<author><name>Regem</name></author>
	</entry>
	<entry>
		<id>https://www.onepagefan.wiki/index.php?title=File:Undead_Aristocracy.jpg&amp;diff=3848</id>
		<title>File:Undead Aristocracy.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.onepagefan.wiki/index.php?title=File:Undead_Aristocracy.jpg&amp;diff=3848"/>
		<updated>2025-11-03T19:19:00Z</updated>

		<summary type="html">&lt;p&gt;Regem: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Undead Aristocracy&lt;/div&gt;</summary>
		<author><name>Regem</name></author>
	</entry>
	<entry>
		<id>https://www.onepagefan.wiki/index.php?title=File:Necromantic_Ritual.jpg&amp;diff=3847</id>
		<title>File:Necromantic Ritual.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.onepagefan.wiki/index.php?title=File:Necromantic_Ritual.jpg&amp;diff=3847"/>
		<updated>2025-11-03T19:16:25Z</updated>

		<summary type="html">&lt;p&gt;Regem: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Necromantic Ritual&lt;/div&gt;</summary>
		<author><name>Regem</name></author>
	</entry>
	<entry>
		<id>https://www.onepagefan.wiki/index.php?title=File:Shradzotezyaban.jpg&amp;diff=3846</id>
		<title>File:Shradzotezyaban.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.onepagefan.wiki/index.php?title=File:Shradzotezyaban.jpg&amp;diff=3846"/>
		<updated>2025-11-03T19:01:16Z</updated>

		<summary type="html">&lt;p&gt;Regem: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Shradzotezyaban &amp;quot;The Stranger&amp;quot;&lt;/div&gt;</summary>
		<author><name>Regem</name></author>
	</entry>
	<entry>
		<id>https://www.onepagefan.wiki/index.php?title=Vampiric_Undead&amp;diff=3741</id>
		<title>Vampiric Undead</title>
		<link rel="alternate" type="text/html" href="https://www.onepagefan.wiki/index.php?title=Vampiric_Undead&amp;diff=3741"/>
		<updated>2025-08-28T01:24:29Z</updated>

		<summary type="html">&lt;p&gt;Regem: /* History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{OPR-Faction&lt;br /&gt;
|Faction=Vampiric Undead&lt;br /&gt;
|Image = Vampiric Undead.png&lt;br /&gt;
|Setting=Age of Fantasy&lt;br /&gt;
|Games=[[Age of Fantasy]],&amp;lt;br&amp;gt;[[Age of Fantasy Skirmish|Age of Fantasy: Skirmish]],&amp;lt;br&amp;gt;[[Age of Fantasy Regiments|Age of Fantasy: Regiments]],&amp;lt;br&amp;gt;[[Age of Fantasy Quest|Age of Fantasy: Quest]]&lt;br /&gt;
|Species=Vampires&lt;br /&gt;
|Version=3.2.0&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Vampiric Undead&#039;&#039;&#039; are legions of monsters and spirits led by powerful vampire Lords. These lords use their dark magic to raise and control the bodies and spirits of the dead, and lead them to battle. &lt;br /&gt;
&lt;br /&gt;
The Vampire Lords are members of the nobility from the western steppes who embraced necromancy after they were abandoned by the [[Human Empire|Empire]] during the Havoc Wars. Once they understood the secret of immortality, they attempted to betray their patrons and were cursed with undeath. This curse has only made the Vampire Lords more bitter and cruel as they rule brutally over their fearful subjects.&lt;br /&gt;
&lt;br /&gt;
==History ==&lt;br /&gt;
&lt;br /&gt;
=== The Origin of the Marches ===&lt;br /&gt;
The Western Marches emerged as a mountainous and forested region that served as a natural border between the early Human Empire, the southern sea, and the western steppes. Its rugged terrain and dense forests made settlement difficult, turning it into a refuge for displaced peoples, defeated tribes, and exiled communities.&lt;br /&gt;
&lt;br /&gt;
Over the centuries, various groups settled in the area, including the Wurmvelk, Nedzorites, Black Wings, and Danvals, which led to recurring conflicts over territorial occupation. This process gave rise to a fragmented structure of small domains ruled by warlords, whose authority depended on military strength. Continuous territorial disputes consolidated a warlike culture and a reputation for violence.&lt;br /&gt;
&lt;br /&gt;
The warriors of the Marches were distinguished by their use of intimidating symbols and by the spread of tales and songs that exalted the brutality of their leaders, many of whom remain in collective memory. At the same time, the forest assumed a central role: large-scale logging attempts failed due to its vastness, the presence of hostile creatures, and the shortage of labor. This led to a forced coexistence in which peasants avoided entering the woods while nobles patrolled its borders. However, not all adhered to these boundaries, as marginalized communities formed forest tribes known as the Volshoboz, or “Wolfkin”, who used the dense wilderness as both refuge and base of operations for raiding.&lt;br /&gt;
&lt;br /&gt;
=== Establishment of the Viceroyalty ===&lt;br /&gt;
As the Western Marches struggled with internal conflicts, the Human Empire rose into a dominant power whose influence reached the region through trade. Eastern lords prospered from Imperial commerce, while others were left at a disadvantage, fueling raids and reprisals. This unrest provided the Empire with justification to intervene, and annexation soon followed, though local elites retained much of the administration while paying tribute to a distant sovereign.&lt;br /&gt;
&lt;br /&gt;
Two centuries later, resistance emerged under Fevrig Nedzoroz, Margrave of Kamzan Lake. After years of secret preparations, he launched the &amp;quot;Dark Solstice&#039;&#039;&amp;quot;&#039;&#039;, eliminating much of the pro-Imperial nobility and leading a three-year war that unified most of the Marches under his control.&lt;br /&gt;
&lt;br /&gt;
At the same time, the Empire was weakened by rebellions and a massive daemonic invasion. Forced to negotiate, the Emperor granted the Marches autonomy in exchange for Fevrig’s support. Thus, the Western Marches became a self-governing state under Fevrig I, who then marched east with the largest army the Marches had ever assembled, heralding the beginning of the Havoc Wars.&lt;br /&gt;
&lt;br /&gt;
=== The Rise of the Vampiric Marches ===&lt;br /&gt;
The people of the Western Marches were seasoned warriors, but the Havoc Wars brought unprecedented devastation. Fevrig I and his vassals fought alongside Imperial forces on the northern frontier, retaking cities, ambushing demons, and countering hostile northern tribes. Despite their brutal tactics and fearsome reputation, the Havoc forces continued to advance, leaving provinces in ruins and threatening the Marches further with Ogre invasions from the west.&lt;br /&gt;
&lt;br /&gt;
During the Battle of the Red Road, Fevrig I was killed while leading a desperate charge, and his son assumed the title as Fevrig II. He immediately declared secession from the Empire, consolidating the remaining lords and focusing on eliminating demonic forces, though new threats loomed. At this critical moment, a mysterious wizard known as Shradzotezyaban, or “the Stranger,” arrived, offering his power to raise the dead in defense of the Marches.&lt;br /&gt;
&lt;br /&gt;
With the Stranger’s necromantic army, Fevrig II repelled the Ogre horde in the Mortodzan Hecatomb and temporarily secured the Marches. However, the Stranger’s ultimate goal was to use the Marches in a ritual to grant eternal life for himself and his masters. Fevrig II betrayed him, killing the Stranger and corrupting the ritual, unleashing a curse that transformed nobles into Vampires, forest tribes into Werewolves, and the land itself into a realm of undeath.&lt;br /&gt;
&lt;br /&gt;
This catastrophe marked the beginning of the Vremyasag, the Era of Thirst, during which the Western Marches became known as the Vampiric Marches. Fevrig III later rose to power, mastering the curse, consolidating the undead aristocracy, and stabilizing human populations through the ritual known as Kiralkya, or &amp;quot;the King’s Gift&amp;quot;. He crowned himself King of the Vampiric Marches, establishing a new order while preparing for eventual expansion beyond the Marches.&lt;br /&gt;
&lt;br /&gt;
=== Consolidation of the Undead Aristocracy ===&lt;br /&gt;
Fevrig III sought to bring stability to the cursed land and mold it into a formidable state. Protecting the dwindling Human population was crucial, both as subjects and as sustenance for the Vampires.&lt;br /&gt;
&lt;br /&gt;
Together with his Necromancers, he devised the King’s Gift, a ritual allowing Vampires to share a fragment of undeath with mortal servants. The peasants, called Leczapoye, or &amp;quot;the Drained&amp;quot;, wore collars through which their lords drew a blood tax. The annual Dogozmenye ceremony reinforced the bond between Drained and master.&lt;br /&gt;
&lt;br /&gt;
Resistance arose, but most Vampires adopted the system, recognizing its benefits. Fevrig III granted his vassals autonomy, requiring only loyalty and the maintenance of standing armies. Even the Volshoboz fell under the King’s authority, regaining partial consciousness and organizing into packs, though they remained subservient to Vampires in war.&lt;br /&gt;
&lt;br /&gt;
Through fear, force, and diplomacy, Fevrig III achieved unprecedented control over the aristocracy. Open rebellion was rare, but some nobles remained exiled or hidden in lands corrupted by the Curse, where necromantic energies ran unchecked. The King maintained authority by fostering intrigue and division among his vassals.&lt;br /&gt;
&lt;br /&gt;
=== Expansion of the Vampiric Marches ===&lt;br /&gt;
Fevrig III’s ambitions extended beyond ruling the Marches; he aimed to rebuild and expand the Human Empire under his banner. He invested heavily in necromantic research, recruiting scholars and mages across Tyria to Kamzan Castle, which became a vast center of study, laboratories, and libraries dedicated to understanding and harnessing the Curse.&lt;br /&gt;
&lt;br /&gt;
A key focus was the Monoliths established by the Stranger, investigating their role in amplifying undeath and shaping the land. While many experiments failed, destroying villages or creating unstable vortexes, some succeeded, establishing remote Vampiric Undead colonies. Arcane amulets and sarcophagi fashioned from Monolith stone allowed Vampires to channel the Curse in combat or for recovery.&lt;br /&gt;
&lt;br /&gt;
Political realities tempered these ambitions. Vassals remained scheming, requiring the King to maintain a balance of fear, diplomacy, and ritual. Nevertheless, the Vampiric Marches became a land of undeath where Humans, Vampires, and Werewolves were bound by ritual, coercion, and dependence.&lt;br /&gt;
&lt;br /&gt;
The Marches served as both a bastion and a laboratory for Fevrig III’s ultimate goal: a dominion of undeath from which he could extend his influence beyond the cursed borders, shaping Tyria according to his will.&lt;br /&gt;
&lt;br /&gt;
== Notable Conflicts ==&lt;br /&gt;
&#039;&#039;Note: This section needs more content. You can help the wiki by expanding it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Notable Locations ==&lt;br /&gt;
&#039;&#039;Note: This section needs more content. You can help the wiki by expanding it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Society ==&lt;br /&gt;
&#039;&#039;Note: This section needs more content. You can help the wiki by expanding it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Military Overview ==&lt;br /&gt;
&#039;&#039;Note: This section needs more content. You can help the wiki by expanding it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Similar To==&lt;br /&gt;
&lt;br /&gt;
* Warhammer Fantasy: Vampire Counts&lt;br /&gt;
*Age of Sigmar: Soulblight Gravelords&lt;br /&gt;
*Kings of War: Undead&lt;br /&gt;
&lt;br /&gt;
==Miniatures==&lt;br /&gt;
&#039;&#039;Note: This section needs more content. You can help the wiki by expanding it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
See Also: [[Vampiric Undead Miniatures]]&lt;br /&gt;
&lt;br /&gt;
{{Faction-Links&lt;br /&gt;
|Faction = Vampiric Undead&lt;br /&gt;
|Links =  [[Vampiric Undead|Overview]] - [[Vampiric Undead Miniatures|Miniatures]]&lt;br /&gt;
}}&lt;br /&gt;
{{AoF-Factions}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Age of Fantasy Factions]]&lt;br /&gt;
[[Category:Vampiric Undead]]&lt;/div&gt;</summary>
		<author><name>Regem</name></author>
	</entry>
	<entry>
		<id>https://www.onepagefan.wiki/index.php?title=Vampiric_Undead&amp;diff=3740</id>
		<title>Vampiric Undead</title>
		<link rel="alternate" type="text/html" href="https://www.onepagefan.wiki/index.php?title=Vampiric_Undead&amp;diff=3740"/>
		<updated>2025-08-28T01:15:42Z</updated>

		<summary type="html">&lt;p&gt;Regem: /* History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{OPR-Faction&lt;br /&gt;
|Faction=Vampiric Undead&lt;br /&gt;
|Image = Vampiric Undead.png&lt;br /&gt;
|Setting=Age of Fantasy&lt;br /&gt;
|Games=[[Age of Fantasy]],&amp;lt;br&amp;gt;[[Age of Fantasy Skirmish|Age of Fantasy: Skirmish]],&amp;lt;br&amp;gt;[[Age of Fantasy Regiments|Age of Fantasy: Regiments]],&amp;lt;br&amp;gt;[[Age of Fantasy Quest|Age of Fantasy: Quest]]&lt;br /&gt;
|Species=Vampires&lt;br /&gt;
|Version=3.2.0&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Vampiric Undead&#039;&#039;&#039; are legions of monsters and spirits led by powerful vampire Lords. These lords use their dark magic to raise and control the bodies and spirits of the dead, and lead them to battle. &lt;br /&gt;
&lt;br /&gt;
The Vampire Lords are members of the nobility from the western steppes who embraced necromancy after they were abandoned by the [[Human Empire|Empire]] during the Havoc Wars. Once they understood the secret of immortality, they attempted to betray their patrons and were cursed with undeath. This curse has only made the Vampire Lords more bitter and cruel as they rule brutally over their fearful subjects.&lt;br /&gt;
&lt;br /&gt;
==History ==&lt;br /&gt;
&lt;br /&gt;
=== The Origin of the Marches ===&lt;br /&gt;
The Western Marches emerged as a mountainous and forested region that served as a natural border between the early Human Empire, the southern sea, and the western steppes. Its rugged terrain and dense forests made settlement difficult, turning it into a refuge for displaced peoples, defeated tribes, and exiled communities.&lt;br /&gt;
&lt;br /&gt;
Over the centuries, various groups settled in the area, including the Wurmvelk, Nedzorites, Black Wings, and Danvals, which led to recurring conflicts over territorial occupation. This process gave rise to a fragmented structure of small domains ruled by warlords, whose authority depended on military strength. Continuous territorial disputes consolidated a warlike culture and a reputation for violence.&lt;br /&gt;
&lt;br /&gt;
The warriors of the Marches were distinguished by their use of intimidating symbols and by the spread of tales and songs that exalted the brutality of their leaders, many of whom remain in collective memory. At the same time, the forest assumed a central role: large-scale logging attempts failed due to its vastness, the presence of hostile creatures, and the shortage of labor. This led to a forced coexistence in which peasants avoided entering the woods while nobles patrolled its borders. However, not all adhered to these boundaries, as marginalized communities formed forest tribes known as the Volshoboz, or “Wolfkin” who used the dense wilderness as both refuge and base of operations for raiding.&lt;br /&gt;
&lt;br /&gt;
=== Establishment of the Viceroyalty ===&lt;br /&gt;
As the Western Marches struggled with internal conflicts, the Human Empire rose into a dominant power whose influence reached the region through trade. Eastern lords prospered from Imperial commerce, while others were left at a disadvantage, fueling raids and reprisals. This unrest provided the Empire with justification to intervene, and annexation soon followed, though local elites retained much of the administration while paying tribute to a distant sovereign.&lt;br /&gt;
&lt;br /&gt;
Two centuries later, resistance emerged under Fevrig Nedzoroz, Margrave of Kamzan Lake. After years of secret preparations, he launched the &amp;quot;Dark Solstice&#039;&#039;&amp;quot;&#039;&#039;, eliminating much of the pro-Imperial nobility and leading a three-year war that unified most of the Marches under his control.&lt;br /&gt;
&lt;br /&gt;
At the same time, the Empire was weakened by rebellions and a massive daemonic invasion. Forced to negotiate, the Emperor granted the Marches autonomy in exchange for Fevrig’s support. Thus, the Western Marches became a self-governing state under Fevrig I, who then marched east with the largest army the Marches had ever assembled, heralding the beginning of the Havoc Wars.&lt;br /&gt;
&lt;br /&gt;
=== The Rise of the Vampiric Marches ===&lt;br /&gt;
The people of the Western Marches were seasoned warriors, but the Havoc Wars brought unprecedented devastation. Fevrig I and his vassals fought alongside Imperial forces on the northern frontier, retaking cities, ambushing demons, and countering hostile northern tribes. Despite their brutal tactics and fearsome reputation, the Havoc forces continued to advance, leaving provinces in ruins and threatening the Marches further with Ogre invasions from the west.&lt;br /&gt;
&lt;br /&gt;
During the Battle of the Red Road, Fevrig I was killed while leading a desperate charge, and his son assumed the title as Fevrig II. He immediately declared secession from the Empire, consolidating the remaining lords and focusing on eliminating demonic forces, though new threats loomed. At this critical moment, a mysterious wizard known as Shradzotezyaban, or “the Stranger,” arrived, offering his power to raise the dead in defense of the Marches.&lt;br /&gt;
&lt;br /&gt;
With the Stranger’s necromantic army, Fevrig II repelled the Ogre horde in the Mortodzan Hecatomb and temporarily secured the Marches. However, the Stranger’s ultimate goal was to use the Marches in a ritual to grant eternal life for himself and his masters. Fevrig II betrayed him, killing the Stranger and corrupting the ritual, unleashing a curse that transformed nobles into Vampires, forest tribes into Werewolves, and the land itself into a realm of undeath.&lt;br /&gt;
&lt;br /&gt;
This catastrophe marked the beginning of the Vremyasag, the Era of Thirst, during which the Western Marches became known as the Vampiric Marches. Fevrig III later rose to power, mastering the curse, consolidating the undead aristocracy, and stabilizing human populations through the ritual known as the King’s Gift (Kiralkya). He crowned himself King of the Vampiric Marches, establishing a new order while preparing for eventual expansion beyond the Marches.&lt;br /&gt;
&lt;br /&gt;
=== Consolidation of the Undead Aristocracy ===&lt;br /&gt;
Fevrig III sought to bring stability to the cursed land and mold it into a formidable state. Protecting the dwindling Human population was crucial, both as subjects and as sustenance for the Vampires.&lt;br /&gt;
&lt;br /&gt;
Together with his Necromancers, he devised the &#039;&#039;&#039;King’s Gift&#039;&#039;&#039;, a ritual allowing Vampires to share a fragment of undeath with mortal servants. The peasants, called Leczapoye or the Drained, wore collars through which their lords drew a “reasonable” blood tax. The annual &#039;&#039;&#039;Dogozmenye&#039;&#039;&#039; ceremony reinforced the bond between Drained and master.&lt;br /&gt;
&lt;br /&gt;
Resistance arose, but most Vampires adopted the system, recognizing its benefits. Fevrig III granted his vassals autonomy, requiring only loyalty and the maintenance of standing armies. Even the Volshoboz—Werewolves—fell under the King’s authority, regaining partial consciousness and organizing into packs, though they remained subservient to Vampires in war.&lt;br /&gt;
&lt;br /&gt;
Through fear, force, and diplomacy, Fevrig III achieved unprecedented control over the aristocracy. Open rebellion was rare, but some nobles remained exiled or hidden in lands corrupted by the Curse, where necromantic energies ran unchecked. The King maintained authority by fostering intrigue and division among his vassals.&lt;br /&gt;
&lt;br /&gt;
=== Expansion of the Vampiric Marches ===&lt;br /&gt;
Fevrig III’s ambitions extended beyond ruling the Marches; he aimed to rebuild and expand the Human Empire under his banner. He invested heavily in necromantic research, recruiting scholars and mages across Tyria to Kamzan Castle, which became a vast center of study, laboratories, and libraries dedicated to understanding and harnessing the Curse.&lt;br /&gt;
&lt;br /&gt;
A key focus was the Monoliths established by the Stranger, investigating their role in amplifying undeath and shaping the land. While many experiments failed—destroying villages or creating unstable vortexes—some succeeded, establishing remote Vampiric Undead colonies. Arcane amulets and sarcophagi fashioned from Monolith stone allowed Vampires to channel the Curse in combat or for recovery.&lt;br /&gt;
&lt;br /&gt;
Political realities tempered these ambitions. Vassals remained scheming, requiring the King to maintain a balance of fear, diplomacy, and ritual. Nevertheless, the Vampiric Marches became a land of undeath where Humans, Vampires, and Werewolves were bound by ritual, coercion, and dependence.&lt;br /&gt;
&lt;br /&gt;
The Marches served as both a bastion and a laboratory for Fevrig III’s ultimate goal: a dominion of undeath from which he could extend his influence beyond the cursed borders, shaping Tyria according to his will.&lt;br /&gt;
&lt;br /&gt;
== Notable Conflicts ==&lt;br /&gt;
&#039;&#039;Note: This section needs more content. You can help the wiki by expanding it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Notable Locations ==&lt;br /&gt;
&#039;&#039;Note: This section needs more content. You can help the wiki by expanding it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Society ==&lt;br /&gt;
&#039;&#039;Note: This section needs more content. You can help the wiki by expanding it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Military Overview ==&lt;br /&gt;
&#039;&#039;Note: This section needs more content. You can help the wiki by expanding it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Similar To==&lt;br /&gt;
&lt;br /&gt;
* Warhammer Fantasy: Vampire Counts&lt;br /&gt;
*Age of Sigmar: Soulblight Gravelords&lt;br /&gt;
*Kings of War: Undead&lt;br /&gt;
&lt;br /&gt;
==Miniatures==&lt;br /&gt;
&#039;&#039;Note: This section needs more content. You can help the wiki by expanding it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
See Also: [[Vampiric Undead Miniatures]]&lt;br /&gt;
&lt;br /&gt;
{{Faction-Links&lt;br /&gt;
|Faction = Vampiric Undead&lt;br /&gt;
|Links =  [[Vampiric Undead|Overview]] - [[Vampiric Undead Miniatures|Miniatures]]&lt;br /&gt;
}}&lt;br /&gt;
{{AoF-Factions}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Age of Fantasy Factions]]&lt;br /&gt;
[[Category:Vampiric Undead]]&lt;/div&gt;</summary>
		<author><name>Regem</name></author>
	</entry>
	<entry>
		<id>https://www.onepagefan.wiki/index.php?title=Vampiric_Undead&amp;diff=3739</id>
		<title>Vampiric Undead</title>
		<link rel="alternate" type="text/html" href="https://www.onepagefan.wiki/index.php?title=Vampiric_Undead&amp;diff=3739"/>
		<updated>2025-08-27T23:19:56Z</updated>

		<summary type="html">&lt;p&gt;Regem: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{OPR-Faction&lt;br /&gt;
|Faction=Vampiric Undead&lt;br /&gt;
|Image = Vampiric Undead.png&lt;br /&gt;
|Setting=Age of Fantasy&lt;br /&gt;
|Games=[[Age of Fantasy]],&amp;lt;br&amp;gt;[[Age of Fantasy Skirmish|Age of Fantasy: Skirmish]],&amp;lt;br&amp;gt;[[Age of Fantasy Regiments|Age of Fantasy: Regiments]],&amp;lt;br&amp;gt;[[Age of Fantasy Quest|Age of Fantasy: Quest]]&lt;br /&gt;
|Species=Vampires&lt;br /&gt;
|Version=3.2.0&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Vampiric Undead&#039;&#039;&#039; are legions of monsters and spirits led by powerful vampire Lords. These lords use their dark magic to raise and control the bodies and spirits of the dead, and lead them to battle. &lt;br /&gt;
&lt;br /&gt;
The Vampire Lords are members of the nobility from the western steppes who embraced necromancy after they were abandoned by the [[Human Empire|Empire]] during the Havoc Wars. Once they understood the secret of immortality, they attempted to betray their patrons and were cursed with undeath. This curse has only made the Vampire Lords more bitter and cruel as they rule brutally over their fearful subjects.&lt;br /&gt;
&lt;br /&gt;
==History ==&lt;br /&gt;
&#039;&#039;Note: This section needs more content. You can help the wiki by expanding it.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
== Notable Conflicts ==&lt;br /&gt;
&#039;&#039;Note: This section needs more content. You can help the wiki by expanding it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Notable Locations ==&lt;br /&gt;
&#039;&#039;Note: This section needs more content. You can help the wiki by expanding it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Society ==&lt;br /&gt;
&#039;&#039;Note: This section needs more content. You can help the wiki by expanding it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Military Overview ==&lt;br /&gt;
&#039;&#039;Note: This section needs more content. You can help the wiki by expanding it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Similar To==&lt;br /&gt;
&lt;br /&gt;
* Warhammer Fantasy: Vampire Counts&lt;br /&gt;
*Age of Sigmar: Soulblight Gravelords&lt;br /&gt;
*Kings of War: Undead&lt;br /&gt;
&lt;br /&gt;
==Miniatures==&lt;br /&gt;
&#039;&#039;Note: This section needs more content. You can help the wiki by expanding it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
See Also: [[Vampiric Undead Miniatures]]&lt;br /&gt;
&lt;br /&gt;
{{Faction-Links&lt;br /&gt;
|Faction = Vampiric Undead&lt;br /&gt;
|Links =  [[Vampiric Undead|Overview]] - [[Vampiric Undead Miniatures|Miniatures]]&lt;br /&gt;
}}&lt;br /&gt;
{{AoF-Factions}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Age of Fantasy Factions]]&lt;br /&gt;
[[Category:Vampiric Undead]]&lt;/div&gt;</summary>
		<author><name>Regem</name></author>
	</entry>
	<entry>
		<id>https://www.onepagefan.wiki/index.php?title=Prime_Brothers_Miniatures&amp;diff=3738</id>
		<title>Prime Brothers Miniatures</title>
		<link rel="alternate" type="text/html" href="https://www.onepagefan.wiki/index.php?title=Prime_Brothers_Miniatures&amp;diff=3738"/>
		<updated>2025-08-25T20:50:43Z</updated>

		<summary type="html">&lt;p&gt;Regem: /* Heroes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MiniUpdate}}&lt;br /&gt;
Miniature guide for the Grimdark Future faction [[Prime Brothers]]. They are mainly based on the [https://www.warhammer.com/en-US/shop/warhammer-40000/space-marines Primaris Space Marines].&lt;br /&gt;
&lt;br /&gt;
== Official Miniatures ==&lt;br /&gt;
There are no miniatures currently released by &#039;&#039;&#039;OnePageRules&#039;&#039;&#039;.&lt;br /&gt;
== Unit Equivalences ==&lt;br /&gt;
&#039;&#039;Prime Brothers cover units in the modern day Primaris line of SMs**&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Heroes ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!OPR&lt;br /&gt;
!GW&lt;br /&gt;
!Station Forge&lt;br /&gt;
|-&lt;br /&gt;
|Grave Prime Master&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/Space-Marines-Ultramarines-Marneus%20Calgar-2020?queryID=2fe83cd04583136e70b94bb1a22db007 Marneus Calgar] (Fist-Pistol + 2x Energy Fist)&amp;lt;br&amp;gt;[https://www.warhammer.com/en-GB/shop/space-marines-captain-in-gravis-armour-2022?queryID=08fc8de9987eb4a1ecab49af0237b6b2 Primaris Captain in Gravis Armour] (Captain + Fist-Pistol + Energy Fist)&amp;lt;br&amp;gt;[https://www.warhammer.com/en-GB/shop/Roboute-Guilliman-Ultramarines-Primarch-2020?queryID=08fc8de9987eb4a1ecab49af0237b6b2 Robute Gulliman] (Fist-Pistol + Energy Fist + Energy Sword)&lt;br /&gt;
|[https://www.myminifactory.com/object/3d-print-socratis-archon-287814 Socratis Archon] (Captain + Fist-Pistol + Energy Fist + Energy Sword)&amp;lt;br&amp;gt;[https://www.myminifactory.com/object/3d-print-socratis-grand-master-284819 Socratis Grand Master]  (Engineer + Fist-Pistol + Energy Fist + Energy Sword)&amp;lt;br&amp;gt;[https://www.myminifactory.com/object/3d-print-socratis-archon-sir-thalion-396170 Sir Thalion]&lt;br /&gt;
|-&lt;br /&gt;
|Veteran Prime Master&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Prime Master&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/Ultramarines-Chief-Librarian-Tigurius-2020?queryID=6dfaae0ef35c6fdf27e2bc4bd7db3503 Chief Librarian Tigurius] (Master Archivist)&amp;lt;br&amp;gt;[https://www.warhammer.com/en-GB/shop/Space-Marines-Honoured-Of-The-Chapter-2021?queryID=08fc8de9987eb4a1ecab49af0237b6b2 Judiciar] (Judge + Relic Sword)&amp;lt;br&amp;gt;[https://www.warhammer.com/en-GB/shop/space-marines-primaris-ancient-2022?queryID=08fc8de9987eb4a1ecab49af0237b6b2 Primaris Ancient] (Ancient Banner + Energy Sword)&amp;lt;br&amp;gt;[https://www.warhammer.com/en-GB/shop/Space-Marines-Primaris-Apothecary-2020?queryID=d8ae2d3ef66f4dd3d89e1cebdb72fe66 Primaris Apothecary] (Engineer)&amp;lt;br&amp;gt;[https://www.warhammer.com/en-GB/shop/Space-Marine-Primaris-Captain-2020?queryID=08fc8de9987eb4a1ecab49af0237b6b2 Primaris Captain] (Captain)&amp;lt;br&amp;gt;[https://www.warhammer.com/en-GB/shop/space-marines-captain-with-jump-pack-2023?queryID=e66049f35d42f7396645641768320db4 Primaris Captain with Jump Pack] (Captain + Jetpack)&amp;lt;br&amp;gt;[https://www.warhammer.com/en-GB/shop/space-marines-captain-with-storm-shield-2023?queryID=e66049f35d42f7396645641768320db4 Primaris Captain with Relic Shield] (Captain + Energy Sword + Combat Shield)&amp;lt;br&amp;gt;[https://www.warhammer.com/en-GB/shop/Space-Marines-Primaris-Chaplain-2020?queryID=08fc8de9987eb4a1ecab49af0237b6b2 Primaris Chaplain] (Judge)&amp;lt;br&amp;gt;[https://www.warhammer.com/en-GB/shop/Primaris-Chaplain-on-Bike-2020?queryID=1e9938827d6d2145d317c471e4823093 Primaris Chaplain on Bike] (Combat Bike)&amp;lt;br&amp;gt;[https://www.warhammer.com/en-GB/shop/Space-Marines-Primaris-Librarian-2020?queryID=08fc8de9987eb4a1ecab49af0237b6b2 Primaris Librarian] (Archivist)&amp;lt;br&amp;gt;[https://www.warhammer.com/en-GB/shop/space-marines-lieutenant-2023?queryID=e66049f35d42f7396645641768320db4 Primaris Lieutenant] (Lieutenant)&amp;lt;br&amp;gt;[https://www.warhammer.com/en-GB/shop/Space-Marine-Primaris-Lieutenant-With-Power-Sword-2020?queryID=e66049f35d42f7396645641768320db4 Primaris Lieutenant with Power Sword] (Lieutenant + Energy Sword)&amp;lt;br&amp;gt;[https://www.warhammer.com/en-GB/shop/space-marines-lieutenant-with-storm-shield-2023?queryID=ece9b3980230153daca0971b769ada80 Primaris Lieutenant with Storm Shield] (Lieutenant + Energy Sword + Combat Shield)&amp;lt;br&amp;gt;[https://www.warhammer.com/en-GB/shop/Primaris-Techmarine-2020?queryID=08fc8de9987eb4a1ecab49af0237b6b2 Primaris Techmarine] (Engineer + Master Gravity Pistol)&lt;br /&gt;
|[https://www.myminifactory.com/object/3d-print-socratis-crusaders-290866 Socratis Crusaders]&amp;lt;br&amp;gt;[https://www.myminifactory.com/object/3d-print-socratis-elites-373361 Socratis Elites] (Ancient Banner)&amp;lt;br&amp;gt;[https://www.myminifactory.com/object/3d-print-socratis-knights-272134 Socratis Knights] (Archivist)&amp;lt;br&amp;gt;[https://www.myminifactory.com/object/3d-print-socratis-melee-infantry-265874 Socratis Melee Infantry] (Judge)&amp;lt;br&amp;gt;[https://www.myminifactory.com/object/3d-print-socratis-reinforcers-280579 Socratis Reinforcers] (Engineer)&lt;br /&gt;
|-&lt;br /&gt;
|Elite Raider&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/Primaris-Captain-In-Phobos-Armour-2020?queryID=6dfaae0ef35c6fdf27e2bc4bd7db3503 Primaris Captain in Phobos Armour] (Captain)&amp;lt;br&amp;gt;[https://www.warhammer.com/en-GB/shop/Primaris-Librarian-In-Phobos-Armour-2020?queryID=e66049f35d42f7396645641768320db4 Primaris Librarian in Phobos Armour] (Archivist)&amp;lt;br&amp;gt;[https://www.warhammer.com/en-GB/shop/Primaris-Lieutenant-In-Phobos-Armour-2020?queryID=6dfaae0ef35c6fdf27e2bc4bd7db3503 Primaris Lieutenant in Phobos Armour] (Lieutenant)&lt;br /&gt;
|[https://www.myminifactory.com/object/3d-print-socratis-guardmen-323305 Socratis Guardmen]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Core ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!OPR&lt;br /&gt;
!GW&lt;br /&gt;
!Station Forge &lt;br /&gt;
|-&lt;br /&gt;
|Raider Squad&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/Space-Marines-Primaris-Reivers-2020 Primaris Reivers]&lt;br /&gt;
|[https://www.myminifactory.com/object/3d-print-socratis-melee-infantry-265874 Socratis Melee Infantry]&lt;br /&gt;
|-&lt;br /&gt;
|Infiltration Squad&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/Space-Marines-Primaris-Infiltrators-2020 Primaris Infiltrators]&amp;lt;br&amp;gt;[https://www.warhammer.com/en-GB/shop/Space-Marines-Primaris-Incursors-2020 Primaris Incursors]&amp;lt;br&amp;gt;[https://www.warhammer.com/en-GB/shop/kill-team-phobos-strike-team-2024 Phobos Strike Team]&lt;br /&gt;
|[https://www.myminifactory.com/object/3d-print-socratis-light-infantry-304563 Socratis Light Infantry]&lt;br /&gt;
|-&lt;br /&gt;
|Prime Brothers&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/Space-Marines-Primaris-Intercessors-2020 Intercessors]&lt;br /&gt;
|[https://www.myminifactory.com/object/3d-print-socratis-legion-infantry-262189 Socratis Legion Infrantry]&lt;br /&gt;
|-&lt;br /&gt;
|Assault Squad&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/Assault-Intercessors-2020 Assault Intercessors]&amp;lt;br&amp;gt;[https://www.warhammer.com/en-GB/shop/space-marines-jump-pack-intercessors-2023 Jump Pack Intercessors] (Jetpack)&lt;br /&gt;
|[https://www.myminifactory.com/object/3d-print-socratis-reinforcers-280579 Socratis Reinforcers]&lt;br /&gt;
|-&lt;br /&gt;
|Veteran Prime Brothers&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/space-marines-sternguard-veteran-squad-2023 Sternguard Veterans]&lt;br /&gt;
|[https://www.myminifactory.com/object/3d-print-socratis-crusaders-290866 Socratic Crusaders]&lt;br /&gt;
|-&lt;br /&gt;
|Veteran Assault Squad&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Blaster Squad&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/Space-Marines-Primaris-Hellblasters-2020 Primaris Hellblasters]&lt;br /&gt;
|[https://www.myminifactory.com/object/3d-print-socratis-exterminators-272135 Socratis Exterminators]&lt;br /&gt;
|-&lt;br /&gt;
|Desolator Squad&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/space-marines-desolation-squad-2023 Desolation Squad]&lt;br /&gt;
|[https://www.myminifactory.com/object/3d-print-socratis-ravagers-298843 Socratis Ravagers (Rocket Options)]&lt;br /&gt;
|-&lt;br /&gt;
|Infernal Squad&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/space-marines-infernus-squad-2023 Infernus Squad]&lt;br /&gt;
|[https://www.myminifactory.com/object/3d-print-socratis-ravagers-298843 Socratis Ravagers (Flamethrower Options)]&lt;br /&gt;
|-&lt;br /&gt;
|Elimination Squad&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/Space-Marines-Primaris-Eliminators-2020 Eliminators]&lt;br /&gt;
|[https://www.myminifactory.com/object/3d-print-socratis-snipers-624345 Socratis Snipers]&lt;br /&gt;
|-&lt;br /&gt;
|Guard Squad&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/Space-Marines-Bladeguard-Veterans-2020 Bladeguard Veterans]&lt;br /&gt;
|[https://www.myminifactory.com/object/3d-print-socratis-knights-272134 Socratis Knights]&lt;br /&gt;
|-&lt;br /&gt;
|Eradication Squad&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/Space-Marines-Primaris-Eradicators-2020 Primaris Eradicators]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Prime Brothers&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/Space-Marines-Heavy-Intercessors-2021 Heavy Intercessors]&lt;br /&gt;
|[https://www.myminifactory.com/object/3d-print-socratis-vanguard-305675 Socratis Vanguard][https://www.myminifactory.com/object/3d-print-socratis-vanguard-melee-unit-324639 Socratis Vanguard Melee Unit]&lt;br /&gt;
|-&lt;br /&gt;
|Jetpack Squad&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/Space-Marines-Primaris-Inceptors-2020 Primaris Inceptors]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Aggro Squad&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/Space-Marines-Primaris-Aggressors-2020 Primaris Aggressors]&lt;br /&gt;
|[https://www.myminifactory.com/object/3d-print-socratis-support-vanguard-356528 Socratis Support Vanguard]&lt;br /&gt;
|-&lt;br /&gt;
|Hover Squad&lt;br /&gt;
|Suppressors&#039;&#039;*&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Prime Bikers&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/Outriders-2020 Outriders]&lt;br /&gt;
|[https://www.myminifactory.com/object/3d-print-socratis-bikers-356410 Socratis Bikers]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;note: Supressors are available as part of the [https://www.warhammer.com/en-GB/shop/space-marines-vanguard-task-force-2023 Vanguard Task Force Box].&lt;br /&gt;
&lt;br /&gt;
==== Vehicles ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!OPR&lt;br /&gt;
!GW&lt;br /&gt;
!Station Forge&lt;br /&gt;
|-&lt;br /&gt;
|Prime ATV&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/Primaris-Invader-ATV-2020 Primaris Invader ATV]&lt;br /&gt;
|[https://www.myminifactory.com/object/3d-print-socratis-stormrider-313490 Socratis Stormrider]&lt;br /&gt;
|-&lt;br /&gt;
|Anti-Grav APC&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/Space-Marines-Primaris-Impulsor-2020 Primaris Impulsor]&lt;br /&gt;
|[https://www.myminifactory.com/object/3d-print-socratis-vanguard-tank-314006 Socratis Vanguard Tank]&lt;br /&gt;
|-&lt;br /&gt;
|Anti-Grav Tank&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/Gladiator-Lancer-2020 Gladiator Lancer] (Twin Laser Cannon)&amp;lt;br&amp;gt;[https://www.warhammer.com/en-GB/shop/Gladiator-Reaper-2020 Gladiator Reaper] (Twin Light Gatling Gun)&amp;lt;br&amp;gt;[https://www.warhammer.com/en-GB/shop/Gladiator-2020 Gladiator Valiant] (Twin Laser Talon)&lt;br /&gt;
|[https://www.myminifactory.com/object/3d-print-socratis-predator-tank-320239 Socratis Predator]&lt;br /&gt;
|-&lt;br /&gt;
|Attack Speeder&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/Space-Marines-Storm-Speeder-2020 Storm Speeder Hailstrike]&amp;lt;br&amp;gt;[https://www.warhammer.com/en-GB/shop/Space-Marines-Storm-Speeder-Hammerstrike Storm Speeder Hammerstrike]&amp;lt;br&amp;gt;[https://www.warhammer.com/en-GB/shop/Space-Marines-Storm-Speeder-Thunderstrike Strom Speeder Thunderstrike]&lt;br /&gt;
|[https://www.myminifactory.com/object/3d-print-socratis-speeder-324426 Socratis Speeder]&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Anti-Grav Transport Tank&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/Space-Marines-Primaris-Repulsor-2020 Primaris Repulsor]&lt;br /&gt;
|[https://www.myminifactory.com/object/3d-print-socratis-dominator-tank-297270 Socratis Dominator]&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Anti-Grav Destroyer Tank&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/Space-Marines-Primaris-Repulsor-Executioner-2020 Repulsor Executioner]&lt;br /&gt;
|[https://www.myminifactory.com/object/3d-print-socratis-dominator-tank-297270 Socratis Dominator]&lt;br /&gt;
|-&lt;br /&gt;
|Light Walker&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/Space-Marine-Primaris-Invictor-Tactical-Warsuit-2020 Invictor Tactical Warsuit]&lt;br /&gt;
|[https://www.myminifactory.com/object/3d-print-vaskar-walker-388537 Vaskar Walker]&lt;br /&gt;
|-&lt;br /&gt;
|Attack Walker&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/space-marines-brutalis-dreadnought-2023 Brutalis Dreadnought] (Walker Claws / Twin Heavy Rifles, Walker Fists)&amp;lt;br&amp;gt;Ballistus Dreadnought (Twin Laser Cannon + Missile Array)&amp;lt;br&amp;gt;[https://www.warhammer.com/en-GB/shop/Space-Marines-Primaris-Redemptor-Dreadnought-2020 Primaris Redemptor Dreadnought] (Light Gatling Cannon / Heavy Plasma Cannon + Twin Heavy Rifle, Walker Fist)&lt;br /&gt;
|[https://www.myminifactory.com/object/3d-print-socratis-dreadstorm-285932 Socratis Dreadstorm]&lt;br /&gt;
|-&lt;br /&gt;
|Support Turret&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/Primaris-Firestrike-Servo-turret-2020 Primaris Firestrike Servo Turret]&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt;note: The following GW models can be found in the [[Battle Brothers Miniatures#Battle Brothers|Battle Brothers Model Equivalences Chart:]] &lt;br /&gt;
&lt;br /&gt;
Primaris Scouts, Terminators, Rhino, Razorback, Drop Pod, Dreadnoughts, Predator, Whirlwind, Vindicator, Hunter, Stalker, Sicarian, Kratos, Scorpius, Cerberus, Typhon, Land Raider, Spartan, Land Speeder, Storm Talon, Stormraven&lt;br /&gt;
&lt;br /&gt;
If you wish to include these in your OPR army add the battle brothers Army book when editing your list&lt;br /&gt;
&lt;br /&gt;
== Sub-Factions ==&lt;br /&gt;
&lt;br /&gt;
=== Blood Brothers ===&lt;br /&gt;
&lt;br /&gt;
==== Heroes ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!OPR&lt;br /&gt;
!GW&lt;br /&gt;
|-&lt;br /&gt;
|Veteran Blood Prime Master &lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/blood-angels-astorath-the-grim-2024 Astorath the Grim] (Jetpack)&amp;lt;br&amp;gt;[https://www.warhammer.com/en-GB/shop/blood-angels-commander-dante-2023?queryID=09e374f50e7809b650676ed7b50a30fa Commander Dante] (Jetpack)&amp;lt;br&amp;gt;[https://www.warhammer.com/en-GB/shop/blood-angels-lemartes-2024 Lemartes] (Jetpack + Master Heavy Pistol)&amp;lt;br&amp;gt;[https://www.warhammer.com/en-GB/shop/Mephiston-Lord-of-Death-2020 Mephiston] (Master Archivist + Master Plasma Pistol + Energy Sword)&amp;lt;br&amp;gt;[https://www.warhammer.com/en-GB/shop/blood-angels-the-sanguinor-2024 The Sanguinor] (Jetpack + Energy Sword)&lt;br /&gt;
|-&lt;br /&gt;
|Blood Prime Master&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/blood-angels-captain-2024?queryID=7e089edd41625daae20606299df8a0b1 Blood Angel Captain] (Captain)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt;note: The following GW models can be found in the [[Battle Brothers Miniatures#Battle Brothers|Battle Brothers Model Equivalences Chart:]]&lt;br /&gt;
&lt;br /&gt;
Sanguinary Priest, Death Company, Sanguinary Guard, Baal Predator&lt;br /&gt;
&lt;br /&gt;
If you wish to include these in your OPR army add the battle brothers Army book when editing your list&lt;br /&gt;
&lt;br /&gt;
=== Dark Brothers ===&lt;br /&gt;
&lt;br /&gt;
==== Heroes ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!OPR&lt;br /&gt;
!GW&lt;br /&gt;
|-&lt;br /&gt;
|Dark Grave Prime Master&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/dark-angels-lion-el-johnson-2023 Lion El&#039;Jonson] (Energy Greatsword + Combat Shield)&lt;br /&gt;
|-&lt;br /&gt;
|Veteran Dark Prime Master&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/dark-angels-azrael-2023 Azrael, Supreme Grand Master]&lt;br /&gt;
|-&lt;br /&gt;
|Dark Prime Master&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/dark-angels-inner-circle-companions-2024 Master Lazarus]&amp;lt;br&amp;gt;&#039;&#039;Lieutenant Zakariah&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Infantry ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!OPR&lt;br /&gt;
!GW&lt;br /&gt;
|-&lt;br /&gt;
|Veteran Dark Assault Squad&lt;br /&gt;
|[https://www.warhammer.com/en-WW/shop/dark-angels-inner-circle-companions-2024?queryID=004020b88038d1f3756e760b9207e52b Inner Circle Companions] (Relic Swords)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt;note: The following GW models can be found in the [[Battle Brothers Miniatures#Battle Brothers|Battle Brothers Model Equivalences Chart:]]&lt;br /&gt;
&lt;br /&gt;
Grand Master Belial, Deathwing Terminators, Deathwing Command Squad, Deathwing Knigths&lt;br /&gt;
&lt;br /&gt;
If you wish to include these in your OPR army add the battle brothers Army book when editing your list&lt;br /&gt;
&lt;br /&gt;
=== Knight Brothers ===&lt;br /&gt;
&lt;br /&gt;
==== Heroes ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!OPR&lt;br /&gt;
!GW&lt;br /&gt;
|-&lt;br /&gt;
|Veteran Knight Prime Master&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/Grey-Knights-Grand-Master-Voldus-2017?queryID=38d9627937e34e6d2b9e163dfd9838b9 Grand Master Voldus] (Energy Hammer)&amp;lt;br&amp;gt;[https://www.warhammer.com/en-GB/shop/grey-knights-castellan-crowe-2022 Castellan Crowe] (Relic Sword)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt;note: The following GW models can be found in the [[Battle Brothers Miniatures#Battle Brothers|Battle Brothers Model Equivalences Chart:]]&lt;br /&gt;
&lt;br /&gt;
Kaldor Draigo, Paladins Squad, Grey Knight Terminators, Strike Squad, Interceptor Squad, Purgation Squad, Purifier Squad, Dreadknight&lt;br /&gt;
&lt;br /&gt;
If you wish to include these in your OPR army add the battle brothers Army book when editing your list&lt;br /&gt;
&lt;br /&gt;
=== Watch Brothers ===&lt;br /&gt;
&lt;br /&gt;
==== Heroes ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!OPR&lt;br /&gt;
!GW&lt;br /&gt;
|-&lt;br /&gt;
|Watch Grave Prime Master&lt;br /&gt;
|Watch Captain&lt;br /&gt;
|-&lt;br /&gt;
|Veteran Watch Prime Master&lt;br /&gt;
|Watch Master&lt;br /&gt;
|-&lt;br /&gt;
|Watch Prime Master&lt;br /&gt;
|Artemis&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Infantry ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!OPR&lt;br /&gt;
!GW&lt;br /&gt;
|-&lt;br /&gt;
|Veteran Watch Prime Brothers &lt;br /&gt;
|Death Watch Veterans&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt;note: The following GW models can be found in the [[Battle Brothers Miniatures#Battle Brothers|Battle Brothers Model Equivalences Chart:]]&lt;br /&gt;
&lt;br /&gt;
Corvus Blackstar&lt;br /&gt;
&lt;br /&gt;
If you wish to include these in your OPR army add the battle brothers Army book when editing your list&lt;br /&gt;
&lt;br /&gt;
=== Wolf Brothers ===&lt;br /&gt;
&lt;br /&gt;
==== Heroes ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!OPR&lt;br /&gt;
!GW&lt;br /&gt;
|-&lt;br /&gt;
|Veteran Wolf Prime Master&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/space-wolves-njal-stormcaller-2025?queryID=82145008a01d01e39164ed5ba216af95 Njal Stormcaller] (Master Archivist)&amp;lt;br&amp;gt;[https://www.warhammer.com/en-GB/shop/Ragnar-Blackmane-2020?queryID=82145008a01d01e39164ed5ba216af95 Ragnar Blackmane]&lt;br /&gt;
|-&lt;br /&gt;
|Wolf Prime Master&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/space-wolves-wolf-guard-battle-leader-2025?queryID=82145008a01d01e39164ed5ba216af95 Wolf Guard Battle Leader] (Energy Sword + Combat Shield)&amp;lt;br&amp;gt;[https://www.warhammer.com/en-GB/shop/space-wolves-wolf-priest-2025?queryID=82145008a01d01e39164ed5ba216af95 Wolf Priest]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Infantry ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!OPR&lt;br /&gt;
!GW&lt;br /&gt;
|-&lt;br /&gt;
|Wolf Raider Squad&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/Hounds-of-Morkai-2020?queryID=1f11c4e23d949da2da1452dcf184fa4d Hounds of Morkai]&lt;br /&gt;
|-&lt;br /&gt;
|Wolf Guard Squad&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/space-wolves-wolf-guard-headtakers-2025?queryID=82145008a01d01e39164ed5ba216af95 Wolf Guard Headtakers]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt;note: The following GW models can be found in the [[Battle Brothers Miniatures#Battle Brothers|Battle Brothers Model Equivalences Chart:]]&lt;br /&gt;
&lt;br /&gt;
Logan Grimnar, Stormfang, Stormwolf, Company Ancient, Wolf Lord, Cyber Wolf, Fenrisian Wolves, Thunderwold Cavalry, Wolf Guard with Lightning Claws, Arjack Rockfist, Lukas, Canis Wolfborn, Wolf Guard Terminators, Blood Claws, Grey Hunters. Wolf Guard, Space Wolves Venerable Dreadnought&lt;br /&gt;
&lt;br /&gt;
If you wish to include these in your OPR army add the battle brothers Army book when editing your list&lt;br /&gt;
&lt;br /&gt;
== Other Manufacturers (Physical Minis) ==&lt;br /&gt;
&#039;&#039;Note: This section needs more content. You can help the wiki by expanding it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Other Manufacturers (3D Printing) ==&lt;br /&gt;
&lt;br /&gt;
* [https://www.myminifactory.com/users/Puppetswar_Miniatures/collection/strikers Strikers from Puppetswar]&lt;br /&gt;
* [https://www.myminifactory.com/search/?query=%40stationforge%20socratis Socratis from Stationforge]&lt;br /&gt;
&lt;br /&gt;
== Other Manufacturers (2D Minis) ==&lt;br /&gt;
&#039;&#039;Note: This section needs more content. You can help the wiki by expanding it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Faction-Links&lt;br /&gt;
|Faction = Prime Brothers&lt;br /&gt;
|Links =  [[Prime Brothers|Overview]] - [[Prime Brothers Miniatures|Miniatures]]&lt;br /&gt;
}}&lt;br /&gt;
{{GDF-Miniatures}}&lt;br /&gt;
[[Category:Grimdark Future Miniatures]]&lt;br /&gt;
[[Category:Prime Brothers]]&lt;/div&gt;</summary>
		<author><name>Regem</name></author>
	</entry>
	<entry>
		<id>https://www.onepagefan.wiki/index.php?title=Prime_Brothers_Miniatures&amp;diff=3737</id>
		<title>Prime Brothers Miniatures</title>
		<link rel="alternate" type="text/html" href="https://www.onepagefan.wiki/index.php?title=Prime_Brothers_Miniatures&amp;diff=3737"/>
		<updated>2025-08-25T20:47:30Z</updated>

		<summary type="html">&lt;p&gt;Regem: /* Heroes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MiniUpdate}}&lt;br /&gt;
Miniature guide for the Grimdark Future faction [[Prime Brothers]]. They are mainly based on the [https://www.warhammer.com/en-US/shop/warhammer-40000/space-marines Primaris Space Marines].&lt;br /&gt;
&lt;br /&gt;
== Official Miniatures ==&lt;br /&gt;
There are no miniatures currently released by &#039;&#039;&#039;OnePageRules&#039;&#039;&#039;.&lt;br /&gt;
== Unit Equivalences ==&lt;br /&gt;
&#039;&#039;Prime Brothers cover units in the modern day Primaris line of SMs**&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Heroes ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!OPR&lt;br /&gt;
!GW&lt;br /&gt;
!Station Forge&lt;br /&gt;
|-&lt;br /&gt;
|Grave Prime Master&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/Space-Marines-Ultramarines-Marneus%20Calgar-2020?queryID=2fe83cd04583136e70b94bb1a22db007 Marneus Calgar] (Fist-Pistol + 2x Energy Fist)&amp;lt;br&amp;gt;[https://www.warhammer.com/en-GB/shop/space-marines-captain-in-gravis-armour-2022?queryID=08fc8de9987eb4a1ecab49af0237b6b2 Primaris Captain in Gravis Armour] (Captain + Fist-Pistol + Energy Fist)&amp;lt;br&amp;gt;[https://www.warhammer.com/en-GB/shop/Roboute-Guilliman-Ultramarines-Primarch-2020?queryID=08fc8de9987eb4a1ecab49af0237b6b2 Robute Gulliman] (Fist-Pistol + Energy Fist + Energy Sword)&lt;br /&gt;
|[https://www.myminifactory.com/object/3d-print-socratis-archon-287814 Socratis Archon] (Captain + Fist-Pistol + Energy Fist + Energy Sword)&amp;lt;br&amp;gt;[https://www.myminifactory.com/object/3d-print-socratis-grand-master-284819 Socratis Grand Master]  (Engineer + Fist-Pistol + Energy Fist + Energy Sword)&amp;lt;br&amp;gt;[https://www.myminifactory.com/object/3d-print-socratis-archon-sir-thalion-396170 Sir Thalion]&lt;br /&gt;
|-&lt;br /&gt;
|Veteran Prime Master&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Prime Master&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/Ultramarines-Chief-Librarian-Tigurius-2020?queryID=6dfaae0ef35c6fdf27e2bc4bd7db3503 Chief Librarian Tigurius] (Master Archivist)&amp;lt;br&amp;gt;[https://www.warhammer.com/en-GB/shop/Space-Marines-Honoured-Of-The-Chapter-2021?queryID=08fc8de9987eb4a1ecab49af0237b6b2 Judiciar] (Judge + Relic Sword)&amp;lt;br&amp;gt;[https://www.warhammer.com/en-GB/shop/space-marines-primaris-ancient-2022?queryID=08fc8de9987eb4a1ecab49af0237b6b2 Primaris Ancient] (Ancient Banner + Energy Sword)&amp;lt;br&amp;gt;[https://www.warhammer.com/en-GB/shop/Space-Marines-Primaris-Apothecary-2020?queryID=d8ae2d3ef66f4dd3d89e1cebdb72fe66 Primaris Apothecary] (Engineer)&amp;lt;br&amp;gt;[https://www.warhammer.com/en-GB/shop/Space-Marine-Primaris-Captain-2020?queryID=08fc8de9987eb4a1ecab49af0237b6b2 Primaris Captain] (Captain)&amp;lt;br&amp;gt;[https://www.warhammer.com/en-GB/shop/space-marines-captain-with-jump-pack-2023?queryID=e66049f35d42f7396645641768320db4 Primaris Captain with Jump Pack] (Captain + Jetpack)&amp;lt;br&amp;gt;[https://www.warhammer.com/en-GB/shop/space-marines-captain-with-storm-shield-2023?queryID=e66049f35d42f7396645641768320db4 Primaris Captain with Relic Shield] (Captain + Energy Sword + Combat Shield)&amp;lt;br&amp;gt;[https://www.warhammer.com/en-GB/shop/Space-Marines-Primaris-Chaplain-2020?queryID=08fc8de9987eb4a1ecab49af0237b6b2 Primaris Chaplain] (Judge)&amp;lt;br&amp;gt;[https://www.warhammer.com/en-GB/shop/Primaris-Chaplain-on-Bike-2020?queryID=1e9938827d6d2145d317c471e4823093 Primaris Chaplain on Bike] (Combat Bike)&amp;lt;br&amp;gt;[https://www.warhammer.com/en-GB/shop/Space-Marines-Primaris-Librarian-2020?queryID=08fc8de9987eb4a1ecab49af0237b6b2 Primaris Librarian] (Archivist)&amp;lt;br&amp;gt;[https://www.warhammer.com/en-GB/shop/space-marines-lieutenant-2023?queryID=e66049f35d42f7396645641768320db4 Primaris Lieutenant] (Lieutenant)&amp;lt;br&amp;gt;[https://www.warhammer.com/en-GB/shop/Space-Marine-Primaris-Lieutenant-With-Power-Sword-2020?queryID=e66049f35d42f7396645641768320db4 Primaris Lieutenant with Power Sword] (Lieutenant + Energy Sword)&amp;lt;br&amp;gt;[https://www.warhammer.com/en-GB/shop/space-marines-lieutenant-with-storm-shield-2023?queryID=ece9b3980230153daca0971b769ada80 Primaris Lieutenant with Storm Shield] (Lieutenant + Energy Sword + Combat Shield)&amp;lt;br&amp;gt;[https://www.warhammer.com/en-GB/shop/Primaris-Techmarine-2020?queryID=08fc8de9987eb4a1ecab49af0237b6b2 Primaris Techmarine] (Engineer + Master Gravity Pistol)&lt;br /&gt;
|[https://www.myminifactory.com/object/3d-print-socratis-crusaders-290866 Socratis Crusaders]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://www.myminifactory.com/object/3d-print-socratis-elites-373361 Socratis Elites] (Ancient Banner)&amp;lt;br&amp;gt;[https://www.myminifactory.com/object/3d-print-socratis-knights-272134 Socratis Knights] (Archivist)&amp;lt;br&amp;gt;[https://www.myminifactory.com/object/3d-print-socratis-melee-infantry-265874 Socratis Melee Infantry] (Judge)&amp;lt;br&amp;gt;[https://www.myminifactory.com/object/3d-print-socratis-reinforcers-280579 Socratis Reinforcers] (Engineer)&lt;br /&gt;
|-&lt;br /&gt;
|Elite Raider&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/Primaris-Captain-In-Phobos-Armour-2020?queryID=6dfaae0ef35c6fdf27e2bc4bd7db3503 Primaris Captain in Phobos Armour] (Captain)&amp;lt;br&amp;gt;[https://www.warhammer.com/en-GB/shop/Primaris-Librarian-In-Phobos-Armour-2020?queryID=e66049f35d42f7396645641768320db4 Primaris Librarian in Phobos Armour] (Archivist)&amp;lt;br&amp;gt;[https://www.warhammer.com/en-GB/shop/Primaris-Lieutenant-In-Phobos-Armour-2020?queryID=6dfaae0ef35c6fdf27e2bc4bd7db3503 Primaris Lieutenant in Phobos Armour] (Lieutenant)&lt;br /&gt;
|[https://www.myminifactory.com/object/3d-print-socratis-guardmen-323305 Socratis Guardmen]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Core ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!OPR&lt;br /&gt;
!GW&lt;br /&gt;
!Station Forge &lt;br /&gt;
|-&lt;br /&gt;
|Raider Squad&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/Space-Marines-Primaris-Reivers-2020 Primaris Reivers]&lt;br /&gt;
|[https://www.myminifactory.com/object/3d-print-socratis-melee-infantry-265874 Socratis Melee Infantry]&lt;br /&gt;
|-&lt;br /&gt;
|Infiltration Squad&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/Space-Marines-Primaris-Infiltrators-2020 Primaris Infiltrators]&amp;lt;br&amp;gt;[https://www.warhammer.com/en-GB/shop/Space-Marines-Primaris-Incursors-2020 Primaris Incursors]&amp;lt;br&amp;gt;[https://www.warhammer.com/en-GB/shop/kill-team-phobos-strike-team-2024 Phobos Strike Team]&lt;br /&gt;
|[https://www.myminifactory.com/object/3d-print-socratis-light-infantry-304563 Socratis Light Infantry]&lt;br /&gt;
|-&lt;br /&gt;
|Prime Brothers&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/Space-Marines-Primaris-Intercessors-2020 Intercessors]&lt;br /&gt;
|[https://www.myminifactory.com/object/3d-print-socratis-legion-infantry-262189 Socratis Legion Infrantry]&lt;br /&gt;
|-&lt;br /&gt;
|Assault Squad&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/Assault-Intercessors-2020 Assault Intercessors]&amp;lt;br&amp;gt;[https://www.warhammer.com/en-GB/shop/space-marines-jump-pack-intercessors-2023 Jump Pack Intercessors] (Jetpack)&lt;br /&gt;
|[https://www.myminifactory.com/object/3d-print-socratis-reinforcers-280579 Socratis Reinforcers]&lt;br /&gt;
|-&lt;br /&gt;
|Veteran Prime Brothers&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/space-marines-sternguard-veteran-squad-2023 Sternguard Veterans]&lt;br /&gt;
|[https://www.myminifactory.com/object/3d-print-socratis-crusaders-290866 Socratic Crusaders]&lt;br /&gt;
|-&lt;br /&gt;
|Veteran Assault Squad&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Blaster Squad&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/Space-Marines-Primaris-Hellblasters-2020 Primaris Hellblasters]&lt;br /&gt;
|[https://www.myminifactory.com/object/3d-print-socratis-exterminators-272135 Socratis Exterminators]&lt;br /&gt;
|-&lt;br /&gt;
|Desolator Squad&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/space-marines-desolation-squad-2023 Desolation Squad]&lt;br /&gt;
|[https://www.myminifactory.com/object/3d-print-socratis-ravagers-298843 Socratis Ravagers (Rocket Options)]&lt;br /&gt;
|-&lt;br /&gt;
|Infernal Squad&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/space-marines-infernus-squad-2023 Infernus Squad]&lt;br /&gt;
|[https://www.myminifactory.com/object/3d-print-socratis-ravagers-298843 Socratis Ravagers (Flamethrower Options)]&lt;br /&gt;
|-&lt;br /&gt;
|Elimination Squad&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/Space-Marines-Primaris-Eliminators-2020 Eliminators]&lt;br /&gt;
|[https://www.myminifactory.com/object/3d-print-socratis-snipers-624345 Socratis Snipers]&lt;br /&gt;
|-&lt;br /&gt;
|Guard Squad&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/Space-Marines-Bladeguard-Veterans-2020 Bladeguard Veterans]&lt;br /&gt;
|[https://www.myminifactory.com/object/3d-print-socratis-knights-272134 Socratis Knights]&lt;br /&gt;
|-&lt;br /&gt;
|Eradication Squad&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/Space-Marines-Primaris-Eradicators-2020 Primaris Eradicators]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Prime Brothers&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/Space-Marines-Heavy-Intercessors-2021 Heavy Intercessors]&lt;br /&gt;
|[https://www.myminifactory.com/object/3d-print-socratis-vanguard-305675 Socratis Vanguard][https://www.myminifactory.com/object/3d-print-socratis-vanguard-melee-unit-324639 Socratis Vanguard Melee Unit]&lt;br /&gt;
|-&lt;br /&gt;
|Jetpack Squad&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/Space-Marines-Primaris-Inceptors-2020 Primaris Inceptors]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Aggro Squad&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/Space-Marines-Primaris-Aggressors-2020 Primaris Aggressors]&lt;br /&gt;
|[https://www.myminifactory.com/object/3d-print-socratis-support-vanguard-356528 Socratis Support Vanguard]&lt;br /&gt;
|-&lt;br /&gt;
|Hover Squad&lt;br /&gt;
|Suppressors&#039;&#039;*&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Prime Bikers&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/Outriders-2020 Outriders]&lt;br /&gt;
|[https://www.myminifactory.com/object/3d-print-socratis-bikers-356410 Socratis Bikers]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;note: Supressors are available as part of the [https://www.warhammer.com/en-GB/shop/space-marines-vanguard-task-force-2023 Vanguard Task Force Box].&lt;br /&gt;
&lt;br /&gt;
==== Vehicles ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!OPR&lt;br /&gt;
!GW&lt;br /&gt;
!Station Forge&lt;br /&gt;
|-&lt;br /&gt;
|Prime ATV&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/Primaris-Invader-ATV-2020 Primaris Invader ATV]&lt;br /&gt;
|[https://www.myminifactory.com/object/3d-print-socratis-stormrider-313490 Socratis Stormrider]&lt;br /&gt;
|-&lt;br /&gt;
|Anti-Grav APC&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/Space-Marines-Primaris-Impulsor-2020 Primaris Impulsor]&lt;br /&gt;
|[https://www.myminifactory.com/object/3d-print-socratis-vanguard-tank-314006 Socratis Vanguard Tank]&lt;br /&gt;
|-&lt;br /&gt;
|Anti-Grav Tank&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/Gladiator-Lancer-2020 Gladiator Lancer] (Twin Laser Cannon)&amp;lt;br&amp;gt;[https://www.warhammer.com/en-GB/shop/Gladiator-Reaper-2020 Gladiator Reaper] (Twin Light Gatling Gun)&amp;lt;br&amp;gt;[https://www.warhammer.com/en-GB/shop/Gladiator-2020 Gladiator Valiant] (Twin Laser Talon)&lt;br /&gt;
|[https://www.myminifactory.com/object/3d-print-socratis-predator-tank-320239 Socratis Predator]&lt;br /&gt;
|-&lt;br /&gt;
|Attack Speeder&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/Space-Marines-Storm-Speeder-2020 Storm Speeder Hailstrike]&amp;lt;br&amp;gt;[https://www.warhammer.com/en-GB/shop/Space-Marines-Storm-Speeder-Hammerstrike Storm Speeder Hammerstrike]&amp;lt;br&amp;gt;[https://www.warhammer.com/en-GB/shop/Space-Marines-Storm-Speeder-Thunderstrike Strom Speeder Thunderstrike]&lt;br /&gt;
|[https://www.myminifactory.com/object/3d-print-socratis-speeder-324426 Socratis Speeder]&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Anti-Grav Transport Tank&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/Space-Marines-Primaris-Repulsor-2020 Primaris Repulsor]&lt;br /&gt;
|[https://www.myminifactory.com/object/3d-print-socratis-dominator-tank-297270 Socratis Dominator]&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Anti-Grav Destroyer Tank&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/Space-Marines-Primaris-Repulsor-Executioner-2020 Repulsor Executioner]&lt;br /&gt;
|[https://www.myminifactory.com/object/3d-print-socratis-dominator-tank-297270 Socratis Dominator]&lt;br /&gt;
|-&lt;br /&gt;
|Light Walker&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/Space-Marine-Primaris-Invictor-Tactical-Warsuit-2020 Invictor Tactical Warsuit]&lt;br /&gt;
|[https://www.myminifactory.com/object/3d-print-vaskar-walker-388537 Vaskar Walker]&lt;br /&gt;
|-&lt;br /&gt;
|Attack Walker&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/space-marines-brutalis-dreadnought-2023 Brutalis Dreadnought] (Walker Claws / Twin Heavy Rifles, Walker Fists)&amp;lt;br&amp;gt;Ballistus Dreadnought (Twin Laser Cannon + Missile Array)&amp;lt;br&amp;gt;[https://www.warhammer.com/en-GB/shop/Space-Marines-Primaris-Redemptor-Dreadnought-2020 Primaris Redemptor Dreadnought] (Light Gatling Cannon / Heavy Plasma Cannon + Twin Heavy Rifle, Walker Fist)&lt;br /&gt;
|[https://www.myminifactory.com/object/3d-print-socratis-dreadstorm-285932 Socratis Dreadstorm]&lt;br /&gt;
|-&lt;br /&gt;
|Support Turret&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/Primaris-Firestrike-Servo-turret-2020 Primaris Firestrike Servo Turret]&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt;note: The following GW models can be found in the [[Battle Brothers Miniatures#Battle Brothers|Battle Brothers Model Equivalences Chart:]] &lt;br /&gt;
&lt;br /&gt;
Primaris Scouts, Terminators, Rhino, Razorback, Drop Pod, Dreadnoughts, Predator, Whirlwind, Vindicator, Hunter, Stalker, Sicarian, Kratos, Scorpius, Cerberus, Typhon, Land Raider, Spartan, Land Speeder, Storm Talon, Stormraven&lt;br /&gt;
&lt;br /&gt;
If you wish to include these in your OPR army add the battle brothers Army book when editing your list&lt;br /&gt;
&lt;br /&gt;
== Sub-Factions ==&lt;br /&gt;
&lt;br /&gt;
=== Blood Brothers ===&lt;br /&gt;
&lt;br /&gt;
==== Heroes ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!OPR&lt;br /&gt;
!GW&lt;br /&gt;
|-&lt;br /&gt;
|Veteran Blood Prime Master &lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/blood-angels-astorath-the-grim-2024 Astorath the Grim] (Jetpack)&amp;lt;br&amp;gt;[https://www.warhammer.com/en-GB/shop/blood-angels-commander-dante-2023?queryID=09e374f50e7809b650676ed7b50a30fa Commander Dante] (Jetpack)&amp;lt;br&amp;gt;[https://www.warhammer.com/en-GB/shop/blood-angels-lemartes-2024 Lemartes] (Jetpack + Master Heavy Pistol)&amp;lt;br&amp;gt;[https://www.warhammer.com/en-GB/shop/Mephiston-Lord-of-Death-2020 Mephiston] (Master Archivist + Master Plasma Pistol + Energy Sword)&amp;lt;br&amp;gt;[https://www.warhammer.com/en-GB/shop/blood-angels-the-sanguinor-2024 The Sanguinor] (Jetpack + Energy Sword)&lt;br /&gt;
|-&lt;br /&gt;
|Blood Prime Master&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/blood-angels-captain-2024?queryID=7e089edd41625daae20606299df8a0b1 Blood Angel Captain] (Captain)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt;note: The following GW models can be found in the [[Battle Brothers Miniatures#Battle Brothers|Battle Brothers Model Equivalences Chart:]]&lt;br /&gt;
&lt;br /&gt;
Sanguinary Priest, Death Company, Sanguinary Guard, Baal Predator&lt;br /&gt;
&lt;br /&gt;
If you wish to include these in your OPR army add the battle brothers Army book when editing your list&lt;br /&gt;
&lt;br /&gt;
=== Dark Brothers ===&lt;br /&gt;
&lt;br /&gt;
==== Heroes ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!OPR&lt;br /&gt;
!GW&lt;br /&gt;
|-&lt;br /&gt;
|Dark Grave Prime Master&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/dark-angels-lion-el-johnson-2023 Lion El&#039;Jonson] (Energy Greatsword + Combat Shield)&lt;br /&gt;
|-&lt;br /&gt;
|Veteran Dark Prime Master&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/dark-angels-azrael-2023 Azrael, Supreme Grand Master]&lt;br /&gt;
|-&lt;br /&gt;
|Dark Prime Master&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/dark-angels-inner-circle-companions-2024 Master Lazarus]&amp;lt;br&amp;gt;&#039;&#039;Lieutenant Zakariah&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Infantry ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!OPR&lt;br /&gt;
!GW&lt;br /&gt;
|-&lt;br /&gt;
|Veteran Dark Assault Squad&lt;br /&gt;
|[https://www.warhammer.com/en-WW/shop/dark-angels-inner-circle-companions-2024?queryID=004020b88038d1f3756e760b9207e52b Inner Circle Companions] (Relic Swords)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt;note: The following GW models can be found in the [[Battle Brothers Miniatures#Battle Brothers|Battle Brothers Model Equivalences Chart:]]&lt;br /&gt;
&lt;br /&gt;
Grand Master Belial, Deathwing Terminators, Deathwing Command Squad, Deathwing Knigths&lt;br /&gt;
&lt;br /&gt;
If you wish to include these in your OPR army add the battle brothers Army book when editing your list&lt;br /&gt;
&lt;br /&gt;
=== Knight Brothers ===&lt;br /&gt;
&lt;br /&gt;
==== Heroes ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!OPR&lt;br /&gt;
!GW&lt;br /&gt;
|-&lt;br /&gt;
|Veteran Knight Prime Master&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/Grey-Knights-Grand-Master-Voldus-2017?queryID=38d9627937e34e6d2b9e163dfd9838b9 Grand Master Voldus] (Energy Hammer)&amp;lt;br&amp;gt;[https://www.warhammer.com/en-GB/shop/grey-knights-castellan-crowe-2022 Castellan Crowe] (Relic Sword)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt;note: The following GW models can be found in the [[Battle Brothers Miniatures#Battle Brothers|Battle Brothers Model Equivalences Chart:]]&lt;br /&gt;
&lt;br /&gt;
Kaldor Draigo, Paladins Squad, Grey Knight Terminators, Strike Squad, Interceptor Squad, Purgation Squad, Purifier Squad, Dreadknight&lt;br /&gt;
&lt;br /&gt;
If you wish to include these in your OPR army add the battle brothers Army book when editing your list&lt;br /&gt;
&lt;br /&gt;
=== Watch Brothers ===&lt;br /&gt;
&lt;br /&gt;
==== Heroes ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!OPR&lt;br /&gt;
!GW&lt;br /&gt;
|-&lt;br /&gt;
|Watch Grave Prime Master&lt;br /&gt;
|Watch Captain&lt;br /&gt;
|-&lt;br /&gt;
|Veteran Watch Prime Master&lt;br /&gt;
|Watch Master&lt;br /&gt;
|-&lt;br /&gt;
|Watch Prime Master&lt;br /&gt;
|Artemis&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Infantry ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!OPR&lt;br /&gt;
!GW&lt;br /&gt;
|-&lt;br /&gt;
|Veteran Watch Prime Brothers &lt;br /&gt;
|Death Watch Veterans&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt;note: The following GW models can be found in the [[Battle Brothers Miniatures#Battle Brothers|Battle Brothers Model Equivalences Chart:]]&lt;br /&gt;
&lt;br /&gt;
Corvus Blackstar&lt;br /&gt;
&lt;br /&gt;
If you wish to include these in your OPR army add the battle brothers Army book when editing your list&lt;br /&gt;
&lt;br /&gt;
=== Wolf Brothers ===&lt;br /&gt;
&lt;br /&gt;
==== Heroes ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!OPR&lt;br /&gt;
!GW&lt;br /&gt;
|-&lt;br /&gt;
|Veteran Wolf Prime Master&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/space-wolves-njal-stormcaller-2025?queryID=82145008a01d01e39164ed5ba216af95 Njal Stormcaller] (Master Archivist)&amp;lt;br&amp;gt;[https://www.warhammer.com/en-GB/shop/Ragnar-Blackmane-2020?queryID=82145008a01d01e39164ed5ba216af95 Ragnar Blackmane]&lt;br /&gt;
|-&lt;br /&gt;
|Wolf Prime Master&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/space-wolves-wolf-guard-battle-leader-2025?queryID=82145008a01d01e39164ed5ba216af95 Wolf Guard Battle Leader] (Energy Sword + Combat Shield)&amp;lt;br&amp;gt;[https://www.warhammer.com/en-GB/shop/space-wolves-wolf-priest-2025?queryID=82145008a01d01e39164ed5ba216af95 Wolf Priest]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Infantry ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!OPR&lt;br /&gt;
!GW&lt;br /&gt;
|-&lt;br /&gt;
|Wolf Raider Squad&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/Hounds-of-Morkai-2020?queryID=1f11c4e23d949da2da1452dcf184fa4d Hounds of Morkai]&lt;br /&gt;
|-&lt;br /&gt;
|Wolf Guard Squad&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/space-wolves-wolf-guard-headtakers-2025?queryID=82145008a01d01e39164ed5ba216af95 Wolf Guard Headtakers]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt;note: The following GW models can be found in the [[Battle Brothers Miniatures#Battle Brothers|Battle Brothers Model Equivalences Chart:]]&lt;br /&gt;
&lt;br /&gt;
Logan Grimnar, Stormfang, Stormwolf, Company Ancient, Wolf Lord, Cyber Wolf, Fenrisian Wolves, Thunderwold Cavalry, Wolf Guard with Lightning Claws, Arjack Rockfist, Lukas, Canis Wolfborn, Wolf Guard Terminators, Blood Claws, Grey Hunters. Wolf Guard, Space Wolves Venerable Dreadnought&lt;br /&gt;
&lt;br /&gt;
If you wish to include these in your OPR army add the battle brothers Army book when editing your list&lt;br /&gt;
&lt;br /&gt;
== Other Manufacturers (Physical Minis) ==&lt;br /&gt;
&#039;&#039;Note: This section needs more content. You can help the wiki by expanding it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Other Manufacturers (3D Printing) ==&lt;br /&gt;
&lt;br /&gt;
* [https://www.myminifactory.com/users/Puppetswar_Miniatures/collection/strikers Strikers from Puppetswar]&lt;br /&gt;
* [https://www.myminifactory.com/search/?query=%40stationforge%20socratis Socratis from Stationforge]&lt;br /&gt;
&lt;br /&gt;
== Other Manufacturers (2D Minis) ==&lt;br /&gt;
&#039;&#039;Note: This section needs more content. You can help the wiki by expanding it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Faction-Links&lt;br /&gt;
|Faction = Prime Brothers&lt;br /&gt;
|Links =  [[Prime Brothers|Overview]] - [[Prime Brothers Miniatures|Miniatures]]&lt;br /&gt;
}}&lt;br /&gt;
{{GDF-Miniatures}}&lt;br /&gt;
[[Category:Grimdark Future Miniatures]]&lt;br /&gt;
[[Category:Prime Brothers]]&lt;/div&gt;</summary>
		<author><name>Regem</name></author>
	</entry>
	<entry>
		<id>https://www.onepagefan.wiki/index.php?title=Prime_Brothers_Miniatures&amp;diff=3736</id>
		<title>Prime Brothers Miniatures</title>
		<link rel="alternate" type="text/html" href="https://www.onepagefan.wiki/index.php?title=Prime_Brothers_Miniatures&amp;diff=3736"/>
		<updated>2025-08-25T20:44:56Z</updated>

		<summary type="html">&lt;p&gt;Regem: /* Heroes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MiniUpdate}}&lt;br /&gt;
Miniature guide for the Grimdark Future faction [[Prime Brothers]]. They are mainly based on the [https://www.warhammer.com/en-US/shop/warhammer-40000/space-marines Primaris Space Marines].&lt;br /&gt;
&lt;br /&gt;
== Official Miniatures ==&lt;br /&gt;
There are no miniatures currently released by &#039;&#039;&#039;OnePageRules&#039;&#039;&#039;.&lt;br /&gt;
== Unit Equivalences ==&lt;br /&gt;
&#039;&#039;Prime Brothers cover units in the modern day Primaris line of SMs**&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Heroes ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!OPR&lt;br /&gt;
!GW&lt;br /&gt;
!Station Forge&lt;br /&gt;
|-&lt;br /&gt;
|Grave Prime Master&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/Space-Marines-Ultramarines-Marneus%20Calgar-2020?queryID=2fe83cd04583136e70b94bb1a22db007 Marneus Calgar] (Fist-Pistol + 2x Energy Fist)&amp;lt;br&amp;gt;[https://www.warhammer.com/en-GB/shop/space-marines-captain-in-gravis-armour-2022?queryID=08fc8de9987eb4a1ecab49af0237b6b2 Primaris Captain in Gravis Armour] (Captain + Fist-Pistol + Energy Fist)&amp;lt;br&amp;gt;[https://www.warhammer.com/en-GB/shop/Roboute-Guilliman-Ultramarines-Primarch-2020?queryID=08fc8de9987eb4a1ecab49af0237b6b2 Robute Gulliman] (Fist-Pistol + Energy Fist + Energy Sword)&lt;br /&gt;
|[https://www.myminifactory.com/object/3d-print-socratis-archon-287814 Socratis Archon] (Captain + Fist-Pistol + Energy Fist + Energy Sword)&amp;lt;br&amp;gt;[https://www.myminifactory.com/object/3d-print-socratis-grand-master-284819 Socratis Grand Master]  (Engineer + Fist-Pistol + Energy Fist + Energy Sword)&amp;lt;br&amp;gt;[https://www.myminifactory.com/object/3d-print-socratis-archon-sir-thalion-396170 Sir Thalion]&lt;br /&gt;
|-&lt;br /&gt;
|Veteran Prime Master&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Prime Master&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/Ultramarines-Chief-Librarian-Tigurius-2020?queryID=6dfaae0ef35c6fdf27e2bc4bd7db3503 Chief Librarian Tigurius] (Master Archivist)&amp;lt;br&amp;gt;[https://www.warhammer.com/en-GB/shop/Space-Marines-Honoured-Of-The-Chapter-2021?queryID=08fc8de9987eb4a1ecab49af0237b6b2 Judiciar] (Judge + Relic Sword)&amp;lt;br&amp;gt;[https://www.warhammer.com/en-GB/shop/space-marines-primaris-ancient-2022?queryID=08fc8de9987eb4a1ecab49af0237b6b2 Primaris Ancient] (Ancient Banner + Energy Sword)&amp;lt;br&amp;gt;[https://www.warhammer.com/en-GB/shop/Space-Marines-Primaris-Apothecary-2020?queryID=d8ae2d3ef66f4dd3d89e1cebdb72fe66 Primaris Apothecary] (Engineer)&amp;lt;br&amp;gt;[https://www.warhammer.com/en-GB/shop/Space-Marine-Primaris-Captain-2020?queryID=08fc8de9987eb4a1ecab49af0237b6b2 Primaris Captain] (Captain)&amp;lt;br&amp;gt;[https://www.warhammer.com/en-GB/shop/space-marines-captain-with-jump-pack-2023?queryID=e66049f35d42f7396645641768320db4 Primaris Captain with Jump Pack] (Captain + Jetpack)&amp;lt;br&amp;gt;[https://www.warhammer.com/en-GB/shop/space-marines-captain-with-storm-shield-2023?queryID=e66049f35d42f7396645641768320db4 Primaris Captain with Relic Shield] (Captain + Energy Sword + Combat Shield)&amp;lt;br&amp;gt;[https://www.warhammer.com/en-GB/shop/Space-Marines-Primaris-Chaplain-2020?queryID=08fc8de9987eb4a1ecab49af0237b6b2 Primaris Chaplain] (Judge)&amp;lt;br&amp;gt;[https://www.warhammer.com/en-GB/shop/Primaris-Chaplain-on-Bike-2020?queryID=1e9938827d6d2145d317c471e4823093 Primaris Chaplain on Bike] (Combat Bike)&amp;lt;br&amp;gt;[https://www.warhammer.com/en-GB/shop/Space-Marines-Primaris-Librarian-2020?queryID=08fc8de9987eb4a1ecab49af0237b6b2 Primaris Librarian] (Archivist)&amp;lt;br&amp;gt;[https://www.warhammer.com/en-GB/shop/space-marines-lieutenant-2023?queryID=e66049f35d42f7396645641768320db4 Primaris Lieutenant] (Lieutenant)&amp;lt;br&amp;gt;[https://www.warhammer.com/en-GB/shop/Space-Marine-Primaris-Lieutenant-With-Power-Sword-2020?queryID=e66049f35d42f7396645641768320db4 Primaris Lieutenant with Power Sword] (Lieutenant + Energy Sword)&amp;lt;br&amp;gt;[https://www.warhammer.com/en-GB/shop/space-marines-lieutenant-with-storm-shield-2023?queryID=ece9b3980230153daca0971b769ada80 Primaris Lieutenant with Storm Shield] (Lieutenant + Energy Sword + Combat Shield)&amp;lt;br&amp;gt;[https://www.warhammer.com/en-GB/shop/Primaris-Techmarine-2020?queryID=08fc8de9987eb4a1ecab49af0237b6b2 Primaris Techmarine] (Engineer + Master Gravity Pistol)&lt;br /&gt;
|[https://www.myminifactory.com/object/3d-print-socratis-crusaders-290866 Socratis Crusaders]&lt;br /&gt;
[https://www.myminifactory.com/object/3d-print-socratis-elites-373361 Socratis Elites] (Ancient Banner)&lt;br /&gt;
[https://www.myminifactory.com/object/3d-print-socratis-knights-272134 Socratis Knights] (Archivist)&lt;br /&gt;
[https://www.myminifactory.com/object/3d-print-socratis-melee-infantry-265874 Socratis Melee Infantry] (Judge)&lt;br /&gt;
[https://www.myminifactory.com/object/3d-print-socratis-reinforcers-280579 Socratis Reinforcers] (Engineer)&lt;br /&gt;
|-&lt;br /&gt;
|Elite Raider&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/Primaris-Captain-In-Phobos-Armour-2020?queryID=6dfaae0ef35c6fdf27e2bc4bd7db3503 Primaris Captain in Phobos Armour] (Captain)&amp;lt;br&amp;gt;[https://www.warhammer.com/en-GB/shop/Primaris-Librarian-In-Phobos-Armour-2020?queryID=e66049f35d42f7396645641768320db4 Primaris Librarian in Phobos Armour] (Archivist)&amp;lt;br&amp;gt;[https://www.warhammer.com/en-GB/shop/Primaris-Lieutenant-In-Phobos-Armour-2020?queryID=6dfaae0ef35c6fdf27e2bc4bd7db3503 Primaris Lieutenant in Phobos Armour] (Lieutenant)&lt;br /&gt;
|[https://www.myminifactory.com/object/3d-print-socratis-guardmen-323305 Socratis Guardmen]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Core ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!OPR&lt;br /&gt;
!GW&lt;br /&gt;
!Station Forge &lt;br /&gt;
|-&lt;br /&gt;
|Raider Squad&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/Space-Marines-Primaris-Reivers-2020 Primaris Reivers]&lt;br /&gt;
|[https://www.myminifactory.com/object/3d-print-socratis-melee-infantry-265874 Socratis Melee Infantry]&lt;br /&gt;
|-&lt;br /&gt;
|Infiltration Squad&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/Space-Marines-Primaris-Infiltrators-2020 Primaris Infiltrators]&amp;lt;br&amp;gt;[https://www.warhammer.com/en-GB/shop/Space-Marines-Primaris-Incursors-2020 Primaris Incursors]&amp;lt;br&amp;gt;[https://www.warhammer.com/en-GB/shop/kill-team-phobos-strike-team-2024 Phobos Strike Team]&lt;br /&gt;
|[https://www.myminifactory.com/object/3d-print-socratis-light-infantry-304563 Socratis Light Infantry]&lt;br /&gt;
|-&lt;br /&gt;
|Prime Brothers&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/Space-Marines-Primaris-Intercessors-2020 Intercessors]&lt;br /&gt;
|[https://www.myminifactory.com/object/3d-print-socratis-legion-infantry-262189 Socratis Legion Infrantry]&lt;br /&gt;
|-&lt;br /&gt;
|Assault Squad&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/Assault-Intercessors-2020 Assault Intercessors]&amp;lt;br&amp;gt;[https://www.warhammer.com/en-GB/shop/space-marines-jump-pack-intercessors-2023 Jump Pack Intercessors] (Jetpack)&lt;br /&gt;
|[https://www.myminifactory.com/object/3d-print-socratis-reinforcers-280579 Socratis Reinforcers]&lt;br /&gt;
|-&lt;br /&gt;
|Veteran Prime Brothers&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/space-marines-sternguard-veteran-squad-2023 Sternguard Veterans]&lt;br /&gt;
|[https://www.myminifactory.com/object/3d-print-socratis-crusaders-290866 Socratic Crusaders]&lt;br /&gt;
|-&lt;br /&gt;
|Veteran Assault Squad&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Blaster Squad&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/Space-Marines-Primaris-Hellblasters-2020 Primaris Hellblasters]&lt;br /&gt;
|[https://www.myminifactory.com/object/3d-print-socratis-exterminators-272135 Socratis Exterminators]&lt;br /&gt;
|-&lt;br /&gt;
|Desolator Squad&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/space-marines-desolation-squad-2023 Desolation Squad]&lt;br /&gt;
|[https://www.myminifactory.com/object/3d-print-socratis-ravagers-298843 Socratis Ravagers (Rocket Options)]&lt;br /&gt;
|-&lt;br /&gt;
|Infernal Squad&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/space-marines-infernus-squad-2023 Infernus Squad]&lt;br /&gt;
|[https://www.myminifactory.com/object/3d-print-socratis-ravagers-298843 Socratis Ravagers (Flamethrower Options)]&lt;br /&gt;
|-&lt;br /&gt;
|Elimination Squad&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/Space-Marines-Primaris-Eliminators-2020 Eliminators]&lt;br /&gt;
|[https://www.myminifactory.com/object/3d-print-socratis-snipers-624345 Socratis Snipers]&lt;br /&gt;
|-&lt;br /&gt;
|Guard Squad&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/Space-Marines-Bladeguard-Veterans-2020 Bladeguard Veterans]&lt;br /&gt;
|[https://www.myminifactory.com/object/3d-print-socratis-knights-272134 Socratis Knights]&lt;br /&gt;
|-&lt;br /&gt;
|Eradication Squad&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/Space-Marines-Primaris-Eradicators-2020 Primaris Eradicators]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Prime Brothers&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/Space-Marines-Heavy-Intercessors-2021 Heavy Intercessors]&lt;br /&gt;
|[https://www.myminifactory.com/object/3d-print-socratis-vanguard-305675 Socratis Vanguard][https://www.myminifactory.com/object/3d-print-socratis-vanguard-melee-unit-324639 Socratis Vanguard Melee Unit]&lt;br /&gt;
|-&lt;br /&gt;
|Jetpack Squad&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/Space-Marines-Primaris-Inceptors-2020 Primaris Inceptors]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Aggro Squad&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/Space-Marines-Primaris-Aggressors-2020 Primaris Aggressors]&lt;br /&gt;
|[https://www.myminifactory.com/object/3d-print-socratis-support-vanguard-356528 Socratis Support Vanguard]&lt;br /&gt;
|-&lt;br /&gt;
|Hover Squad&lt;br /&gt;
|Suppressors&#039;&#039;*&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Prime Bikers&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/Outriders-2020 Outriders]&lt;br /&gt;
|[https://www.myminifactory.com/object/3d-print-socratis-bikers-356410 Socratis Bikers]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;note: Supressors are available as part of the [https://www.warhammer.com/en-GB/shop/space-marines-vanguard-task-force-2023 Vanguard Task Force Box].&lt;br /&gt;
&lt;br /&gt;
==== Vehicles ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!OPR&lt;br /&gt;
!GW&lt;br /&gt;
!Station Forge&lt;br /&gt;
|-&lt;br /&gt;
|Prime ATV&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/Primaris-Invader-ATV-2020 Primaris Invader ATV]&lt;br /&gt;
|[https://www.myminifactory.com/object/3d-print-socratis-stormrider-313490 Socratis Stormrider]&lt;br /&gt;
|-&lt;br /&gt;
|Anti-Grav APC&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/Space-Marines-Primaris-Impulsor-2020 Primaris Impulsor]&lt;br /&gt;
|[https://www.myminifactory.com/object/3d-print-socratis-vanguard-tank-314006 Socratis Vanguard Tank]&lt;br /&gt;
|-&lt;br /&gt;
|Anti-Grav Tank&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/Gladiator-Lancer-2020 Gladiator Lancer] (Twin Laser Cannon)&amp;lt;br&amp;gt;[https://www.warhammer.com/en-GB/shop/Gladiator-Reaper-2020 Gladiator Reaper] (Twin Light Gatling Gun)&amp;lt;br&amp;gt;[https://www.warhammer.com/en-GB/shop/Gladiator-2020 Gladiator Valiant] (Twin Laser Talon)&lt;br /&gt;
|[https://www.myminifactory.com/object/3d-print-socratis-predator-tank-320239 Socratis Predator]&lt;br /&gt;
|-&lt;br /&gt;
|Attack Speeder&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/Space-Marines-Storm-Speeder-2020 Storm Speeder Hailstrike]&amp;lt;br&amp;gt;[https://www.warhammer.com/en-GB/shop/Space-Marines-Storm-Speeder-Hammerstrike Storm Speeder Hammerstrike]&amp;lt;br&amp;gt;[https://www.warhammer.com/en-GB/shop/Space-Marines-Storm-Speeder-Thunderstrike Strom Speeder Thunderstrike]&lt;br /&gt;
|[https://www.myminifactory.com/object/3d-print-socratis-speeder-324426 Socratis Speeder]&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Anti-Grav Transport Tank&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/Space-Marines-Primaris-Repulsor-2020 Primaris Repulsor]&lt;br /&gt;
|[https://www.myminifactory.com/object/3d-print-socratis-dominator-tank-297270 Socratis Dominator]&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Anti-Grav Destroyer Tank&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/Space-Marines-Primaris-Repulsor-Executioner-2020 Repulsor Executioner]&lt;br /&gt;
|[https://www.myminifactory.com/object/3d-print-socratis-dominator-tank-297270 Socratis Dominator]&lt;br /&gt;
|-&lt;br /&gt;
|Light Walker&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/Space-Marine-Primaris-Invictor-Tactical-Warsuit-2020 Invictor Tactical Warsuit]&lt;br /&gt;
|[https://www.myminifactory.com/object/3d-print-vaskar-walker-388537 Vaskar Walker]&lt;br /&gt;
|-&lt;br /&gt;
|Attack Walker&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/space-marines-brutalis-dreadnought-2023 Brutalis Dreadnought] (Walker Claws / Twin Heavy Rifles, Walker Fists)&amp;lt;br&amp;gt;Ballistus Dreadnought (Twin Laser Cannon + Missile Array)&amp;lt;br&amp;gt;[https://www.warhammer.com/en-GB/shop/Space-Marines-Primaris-Redemptor-Dreadnought-2020 Primaris Redemptor Dreadnought] (Light Gatling Cannon / Heavy Plasma Cannon + Twin Heavy Rifle, Walker Fist)&lt;br /&gt;
|[https://www.myminifactory.com/object/3d-print-socratis-dreadstorm-285932 Socratis Dreadstorm]&lt;br /&gt;
|-&lt;br /&gt;
|Support Turret&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/Primaris-Firestrike-Servo-turret-2020 Primaris Firestrike Servo Turret]&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt;note: The following GW models can be found in the [[Battle Brothers Miniatures#Battle Brothers|Battle Brothers Model Equivalences Chart:]] &lt;br /&gt;
&lt;br /&gt;
Primaris Scouts, Terminators, Rhino, Razorback, Drop Pod, Dreadnoughts, Predator, Whirlwind, Vindicator, Hunter, Stalker, Sicarian, Kratos, Scorpius, Cerberus, Typhon, Land Raider, Spartan, Land Speeder, Storm Talon, Stormraven&lt;br /&gt;
&lt;br /&gt;
If you wish to include these in your OPR army add the battle brothers Army book when editing your list&lt;br /&gt;
&lt;br /&gt;
== Sub-Factions ==&lt;br /&gt;
&lt;br /&gt;
=== Blood Brothers ===&lt;br /&gt;
&lt;br /&gt;
==== Heroes ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!OPR&lt;br /&gt;
!GW&lt;br /&gt;
|-&lt;br /&gt;
|Veteran Blood Prime Master &lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/blood-angels-astorath-the-grim-2024 Astorath the Grim] (Jetpack)&amp;lt;br&amp;gt;[https://www.warhammer.com/en-GB/shop/blood-angels-commander-dante-2023?queryID=09e374f50e7809b650676ed7b50a30fa Commander Dante] (Jetpack)&amp;lt;br&amp;gt;[https://www.warhammer.com/en-GB/shop/blood-angels-lemartes-2024 Lemartes] (Jetpack + Master Heavy Pistol)&amp;lt;br&amp;gt;[https://www.warhammer.com/en-GB/shop/Mephiston-Lord-of-Death-2020 Mephiston] (Master Archivist + Master Plasma Pistol + Energy Sword)&amp;lt;br&amp;gt;[https://www.warhammer.com/en-GB/shop/blood-angels-the-sanguinor-2024 The Sanguinor] (Jetpack + Energy Sword)&lt;br /&gt;
|-&lt;br /&gt;
|Blood Prime Master&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/blood-angels-captain-2024?queryID=7e089edd41625daae20606299df8a0b1 Blood Angel Captain] (Captain)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt;note: The following GW models can be found in the [[Battle Brothers Miniatures#Battle Brothers|Battle Brothers Model Equivalences Chart:]]&lt;br /&gt;
&lt;br /&gt;
Sanguinary Priest, Death Company, Sanguinary Guard, Baal Predator&lt;br /&gt;
&lt;br /&gt;
If you wish to include these in your OPR army add the battle brothers Army book when editing your list&lt;br /&gt;
&lt;br /&gt;
=== Dark Brothers ===&lt;br /&gt;
&lt;br /&gt;
==== Heroes ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!OPR&lt;br /&gt;
!GW&lt;br /&gt;
|-&lt;br /&gt;
|Dark Grave Prime Master&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/dark-angels-lion-el-johnson-2023 Lion El&#039;Jonson] (Energy Greatsword + Combat Shield)&lt;br /&gt;
|-&lt;br /&gt;
|Veteran Dark Prime Master&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/dark-angels-azrael-2023 Azrael, Supreme Grand Master]&lt;br /&gt;
|-&lt;br /&gt;
|Dark Prime Master&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/dark-angels-inner-circle-companions-2024 Master Lazarus]&amp;lt;br&amp;gt;&#039;&#039;Lieutenant Zakariah&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Infantry ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!OPR&lt;br /&gt;
!GW&lt;br /&gt;
|-&lt;br /&gt;
|Veteran Dark Assault Squad&lt;br /&gt;
|[https://www.warhammer.com/en-WW/shop/dark-angels-inner-circle-companions-2024?queryID=004020b88038d1f3756e760b9207e52b Inner Circle Companions] (Relic Swords)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt;note: The following GW models can be found in the [[Battle Brothers Miniatures#Battle Brothers|Battle Brothers Model Equivalences Chart:]]&lt;br /&gt;
&lt;br /&gt;
Grand Master Belial, Deathwing Terminators, Deathwing Command Squad, Deathwing Knigths&lt;br /&gt;
&lt;br /&gt;
If you wish to include these in your OPR army add the battle brothers Army book when editing your list&lt;br /&gt;
&lt;br /&gt;
=== Knight Brothers ===&lt;br /&gt;
&lt;br /&gt;
==== Heroes ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!OPR&lt;br /&gt;
!GW&lt;br /&gt;
|-&lt;br /&gt;
|Veteran Knight Prime Master&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/Grey-Knights-Grand-Master-Voldus-2017?queryID=38d9627937e34e6d2b9e163dfd9838b9 Grand Master Voldus] (Energy Hammer)&amp;lt;br&amp;gt;[https://www.warhammer.com/en-GB/shop/grey-knights-castellan-crowe-2022 Castellan Crowe] (Relic Sword)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt;note: The following GW models can be found in the [[Battle Brothers Miniatures#Battle Brothers|Battle Brothers Model Equivalences Chart:]]&lt;br /&gt;
&lt;br /&gt;
Kaldor Draigo, Paladins Squad, Grey Knight Terminators, Strike Squad, Interceptor Squad, Purgation Squad, Purifier Squad, Dreadknight&lt;br /&gt;
&lt;br /&gt;
If you wish to include these in your OPR army add the battle brothers Army book when editing your list&lt;br /&gt;
&lt;br /&gt;
=== Watch Brothers ===&lt;br /&gt;
&lt;br /&gt;
==== Heroes ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!OPR&lt;br /&gt;
!GW&lt;br /&gt;
|-&lt;br /&gt;
|Watch Grave Prime Master&lt;br /&gt;
|Watch Captain&lt;br /&gt;
|-&lt;br /&gt;
|Veteran Watch Prime Master&lt;br /&gt;
|Watch Master&lt;br /&gt;
|-&lt;br /&gt;
|Watch Prime Master&lt;br /&gt;
|Artemis&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Infantry ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!OPR&lt;br /&gt;
!GW&lt;br /&gt;
|-&lt;br /&gt;
|Veteran Watch Prime Brothers &lt;br /&gt;
|Death Watch Veterans&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt;note: The following GW models can be found in the [[Battle Brothers Miniatures#Battle Brothers|Battle Brothers Model Equivalences Chart:]]&lt;br /&gt;
&lt;br /&gt;
Corvus Blackstar&lt;br /&gt;
&lt;br /&gt;
If you wish to include these in your OPR army add the battle brothers Army book when editing your list&lt;br /&gt;
&lt;br /&gt;
=== Wolf Brothers ===&lt;br /&gt;
&lt;br /&gt;
==== Heroes ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!OPR&lt;br /&gt;
!GW&lt;br /&gt;
|-&lt;br /&gt;
|Veteran Wolf Prime Master&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/space-wolves-njal-stormcaller-2025?queryID=82145008a01d01e39164ed5ba216af95 Njal Stormcaller] (Master Archivist)&amp;lt;br&amp;gt;[https://www.warhammer.com/en-GB/shop/Ragnar-Blackmane-2020?queryID=82145008a01d01e39164ed5ba216af95 Ragnar Blackmane]&lt;br /&gt;
|-&lt;br /&gt;
|Wolf Prime Master&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/space-wolves-wolf-guard-battle-leader-2025?queryID=82145008a01d01e39164ed5ba216af95 Wolf Guard Battle Leader] (Energy Sword + Combat Shield)&amp;lt;br&amp;gt;[https://www.warhammer.com/en-GB/shop/space-wolves-wolf-priest-2025?queryID=82145008a01d01e39164ed5ba216af95 Wolf Priest]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Infantry ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!OPR&lt;br /&gt;
!GW&lt;br /&gt;
|-&lt;br /&gt;
|Wolf Raider Squad&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/Hounds-of-Morkai-2020?queryID=1f11c4e23d949da2da1452dcf184fa4d Hounds of Morkai]&lt;br /&gt;
|-&lt;br /&gt;
|Wolf Guard Squad&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/space-wolves-wolf-guard-headtakers-2025?queryID=82145008a01d01e39164ed5ba216af95 Wolf Guard Headtakers]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt;note: The following GW models can be found in the [[Battle Brothers Miniatures#Battle Brothers|Battle Brothers Model Equivalences Chart:]]&lt;br /&gt;
&lt;br /&gt;
Logan Grimnar, Stormfang, Stormwolf, Company Ancient, Wolf Lord, Cyber Wolf, Fenrisian Wolves, Thunderwold Cavalry, Wolf Guard with Lightning Claws, Arjack Rockfist, Lukas, Canis Wolfborn, Wolf Guard Terminators, Blood Claws, Grey Hunters. Wolf Guard, Space Wolves Venerable Dreadnought&lt;br /&gt;
&lt;br /&gt;
If you wish to include these in your OPR army add the battle brothers Army book when editing your list&lt;br /&gt;
&lt;br /&gt;
== Other Manufacturers (Physical Minis) ==&lt;br /&gt;
&#039;&#039;Note: This section needs more content. You can help the wiki by expanding it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Other Manufacturers (3D Printing) ==&lt;br /&gt;
&lt;br /&gt;
* [https://www.myminifactory.com/users/Puppetswar_Miniatures/collection/strikers Strikers from Puppetswar]&lt;br /&gt;
* [https://www.myminifactory.com/search/?query=%40stationforge%20socratis Socratis from Stationforge]&lt;br /&gt;
&lt;br /&gt;
== Other Manufacturers (2D Minis) ==&lt;br /&gt;
&#039;&#039;Note: This section needs more content. You can help the wiki by expanding it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Faction-Links&lt;br /&gt;
|Faction = Prime Brothers&lt;br /&gt;
|Links =  [[Prime Brothers|Overview]] - [[Prime Brothers Miniatures|Miniatures]]&lt;br /&gt;
}}&lt;br /&gt;
{{GDF-Miniatures}}&lt;br /&gt;
[[Category:Grimdark Future Miniatures]]&lt;br /&gt;
[[Category:Prime Brothers]]&lt;/div&gt;</summary>
		<author><name>Regem</name></author>
	</entry>
	<entry>
		<id>https://www.onepagefan.wiki/index.php?title=User:Regem&amp;diff=3703</id>
		<title>User:Regem</title>
		<link rel="alternate" type="text/html" href="https://www.onepagefan.wiki/index.php?title=User:Regem&amp;diff=3703"/>
		<updated>2025-08-06T16:41:36Z</updated>

		<summary type="html">&lt;p&gt;Regem: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Quiso aportar, arruinó.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border: 2px solid #acacac;text-align: center; width:99%&amp;quot;&lt;br /&gt;
![[Grimdark Future Miniatures]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;•[[Alien Hives Miniatures|Alien Hives]] •[[Battle Brothers Miniatures|Battle Brothers]]&#039;&#039;&#039; ([[Battle Brothers Miniatures|Blood Brothers]], [[Battle Brothers Miniatures|Dark Brothers]], [[Battle Brothers Miniatures|Dark Brothers]], [[Battle Brothers Miniatures|Knight Brothers]], [[Battle Brothers Miniatures|Watch Brothers]], [[Battle Brothers Miniatures|Wolf Brothers]]) &#039;&#039;&#039;•[[Blessed Sisters Miniatures|Blessed Sisters]] •[[Custodian Brothers Miniatures|Custodian Brothers]] •[[DAO Union Miniatures|DAO Union]] •[[Dark Elf Raiders Miniatures|Dark Elf Raiders]] •[[Dwarf Guilds Miniatures|Dwarf Guilds]]&amp;lt;br&amp;gt;•[[Elven Jesters Miniatures|Elven Jesters]] •[[Eternal Dynasty Miniatures|Eternal Dynasty]] •Gangs of New Eden&#039;&#039;&#039; ([[Gangs of New Eden Miniatures|Badland Nomads]], [[Gangs of New Eden Miniatures|Berserker Clans]], [[Gangs of New Eden Miniatures|Brute Coalitions]], [[Gangs of New Eden Miniatures|City Runners]], [[Gangs of New Eden Miniatures|Mega-Corps]], [[Gangs of New Eden Miniatures|Mercenaries]], [[Gangs of New Eden Miniatures|Psycho Cults]], [[Gangs of New Eden Miniatures|Security Forces]], [[Gangs of New Eden Miniatures|Shadow Leagues]], [[Gangs of New Eden Miniatures|Shortling Federations]], [[Gangs of New Eden Miniatures|Worker Unions]]) &#039;&#039;&#039;•[[Havoc Brothers Miniatures|Havoc Brothers]]&#039;&#039;&#039; ([[Havoc Brothers Miniatures|Change Disciples]], [[Havoc Brothers Miniatures|Lust Disciples]], [[Havoc Brothers Miniatures|Plague Disciples]], [[Havoc Brothers Miniatures|War Disciples]]) &#039;&#039;&#039;•[[High Elf Fleets Miniatures|High Elf Fleets]] •[[Human Defense Force Miniatures|Human Defense Force]]&amp;lt;br&amp;gt;•[[Human Inquisition Miniatures|Human Inquisition]] •[[Infected Colonies Miniatures|Infected Colonies]] •[[Jackals Miniatures|Jackals]] •[[Machine Cult Miniatures|Machine Cult]] •[[Orc Marauders Miniatures|Orc Marauders]] •[[Prime Brothers Miniatures|Prime Brothers]]&#039;&#039;&#039; ([[Prime Brothers Miniatures|Blood Prime Brothers]], [[Prime Brothers Miniatures|Dark Prime Brothers]], [[Prime Brothers Miniatures|Dark Prime Brothers]], [[Prime Brothers Miniatures|Knight Prime Brothers]], [[Prime Brothers Miniatures|Watch Prime Brothers]], [[Prime Brothers Miniatures|Wolf Prime Brothers]]) &#039;&#039;&#039;•[[Ratmen Clans Miniatures|Ratmen Clans]]&amp;lt;br&amp;gt;•[[Rebel Guerrillas Miniatures|Rebel Guerrillas]] •[[Robot Legions Miniatures|Robot Legions]] •[[Saurian Starhost Miniatures|Saurian Starhost]] •[[Soul-Snatcher Cults Miniatures|Soul-Snatcher Cults]] •[[Titan Lords Miniatures|Titan Lords]] •Wormhole Daemons&#039;&#039;&#039; ([[Wormhole Daemons Miniatures|Daemons of Change]], [[Wormhole Daemons Miniatures|Daemons of Lust]], [[Wormhole Daemons Miniatures|Daemons of Plague]], [[Wormhole Daemons Miniatures|Daemons of War]])&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; border:1px solid #ccc;&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:center; padding:6px;&amp;quot; |&#039;&#039;&#039;[[Grimdark Future Miniatures]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left; padding:8px 8px;&amp;quot; |&#039;&#039;&#039;[[Alien Hives Miniatures|Alien Hives]] • [[Battle Brothers Miniatures|Battle Brothers]]&#039;&#039;&#039; ([[Battle Brothers Miniatures|Blood Brothers]], [[Battle Brothers Miniatures|Dark Brothers]], [[Battle Brothers Miniatures|Knight Brothers]], [[Battle Brothers Miniatures|Watch Brothers]], [[Battle Brothers Miniatures|Wolf Brothers]]) &#039;&#039;&#039;• [[Blessed Sisters Miniatures|Blessed Sisters]] • [[Custodian Brothers Miniatures|Custodian Brothers]] • [[DAO Union Miniatures|DAO Union]] • [[Dark Elf Raiders Miniatures|Dark Elf Raiders]] • [[Dwarf Guilds Miniatures|Dwarf Guilds]] • [[Elven Jesters Miniatures|Elven Jesters]] • [[Eternal Dynasty Miniatures|Eternal Dynasty]] • [[Gangs of New Eden Miniatures|Gangs of New Eden]]&#039;&#039;&#039; ([[Gangs of New Eden Miniatures|Badland Nomads]], [[Gangs of New Eden Miniatures|Berserker Clans]], [[Gangs of New Eden Miniatures|Brute Coalitions]], [[Gangs of New Eden Miniatures|City Runners]], [[Gangs of New Eden Miniatures|Mega-Corps]], [[Gangs of New Eden Miniatures|Mercenaries]], [[Gangs of New Eden Miniatures|Psycho Cults]], [[Gangs of New Eden Miniatures|Security Forces]], [[Gangs of New Eden Miniatures|Shadow Leagues]], [[Gangs of New Eden Miniatures|Shortling Federations]], [[Gangs of New Eden Miniatures|Worker Unions]]) &#039;&#039;&#039;• [[Havoc Brothers Miniatures|Havoc Brothers]]&#039;&#039;&#039; ([[Havoc Brothers Miniatures|Change Disciples]], [[Havoc Brothers Miniatures|Lust Disciples]], [[Havoc Brothers Miniatures|Plague Disciples]], [[Havoc Brothers Miniatures|War Disciples]]) &#039;&#039;&#039;• [[High Elf Fleets Miniatures|High Elf Fleets]] • [[Human Defense Force Miniatures|Human Defense Force]] • [[Human Inquisition Miniatures|Human Inquisition]] • [[Infected Colonies Miniatures|Infected Colonies]] • [[Jackals Miniatures|Jackals]] • [[Machine Cult Miniatures|Machine Cult]] • [[Orc Marauders Miniatures|Orc Marauders]] • [[Prime Brothers Miniatures|Prime Brothers]]&#039;&#039;&#039; ([[Prime Brothers Miniatures|Blood Prime Brothers]], [[Prime Brothers Miniatures|Dark Prime Brothers]], [[Prime Brothers Miniatures|Knight Prime Brothers]], [[Prime Brothers Miniatures|Watch Prime Brothers]], [[Prime Brothers Miniatures|Wolf Prime Brothers]]) &#039;&#039;&#039;• [[Ratmen Clans Miniatures|Ratmen Clans]] • [[Rebel Guerrillas Miniatures|Rebel Guerrillas]] • [[Robot Legions Miniatures|Robot Legions]] • [[Saurian Starhost Miniatures|Saurian Starhost]] • [[Soul-Snatcher Cults Miniatures|Soul-Snatcher Cults]] • [[Titan Lords Miniatures|Titan Lords]] • [[Wormhole Daemons Miniatures|Wormhole Daemons]]&#039;&#039;&#039; ([[Wormhole Daemons Miniatures|Daemons of Change]], [[Wormhole Daemons Miniatures|Daemons of Lust]], [[Wormhole Daemons Miniatures|Daemons of Plague]], [[Wormhole Daemons Miniatures|Daemons of War]])&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:99%; border:2px solid #ccc;&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;Grimdark Future Miniatures&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |&lt;br /&gt;
[[Alien Hives Miniatures|Alien Hives]] • &lt;br /&gt;
[[Battle Brothers Miniatures|Battle Brothers]] ([[Battle Brothers Miniatures|Blood Brothers]], [[Battle Brothers Miniatures|Dark Brothers]], [[Battle Brothers Miniatures|Knight Brothers]], [[Battle Brothers Miniatures|Watch Brothers]], [[Battle Brothers Miniatures|Wolf Brothers]]) • &lt;br /&gt;
[[Blessed Sisters Miniatures|Blessed Sisters]] • &lt;br /&gt;
[[Custodian Brothers Miniatures|Custodian Brothers]] • &lt;br /&gt;
[[DAO Union Miniatures|DAO Union]] • &lt;br /&gt;
[[Dark Elf Raiders Miniatures|Dark Elf Raiders]] • &lt;br /&gt;
[[Dwarf Guilds Miniatures|Dwarf Guilds]] • &lt;br /&gt;
[[Elven Jesters Miniatures|Elven Jesters]] • &lt;br /&gt;
[[Eternal Dynasty Miniatures|Eternal Dynasty]] • &lt;br /&gt;
Gangs of New Eden ([[Gangs of New Eden Miniatures|Badland Nomads]], [[Gangs of New Eden Miniatures|Berserker Clans]], [[Gangs of New Eden Miniatures|Brute Coalitions]], [[Gangs of New Eden Miniatures|City Runners]], [[Gangs of New Eden Miniatures|Mega-Corps]], [[Gangs of New Eden Miniatures|Mercenaries]], [[Gangs of New Eden Miniatures|Psycho Cults]], [[Gangs of New Eden Miniatures|Security Forces]], [[Gangs of New Eden Miniatures|Shadow Leagues]], [[Gangs of New Eden Miniatures|Shortling Federations]], [[Gangs of New Eden Miniatures|Worker Unions]]) • &lt;br /&gt;
[[Havoc Brothers Miniatures|Havoc Brothers]] ([[Havoc Brothers Miniatures|Change Disciples]], [[Havoc Brothers Miniatures|Lust Disciples]], [[Havoc Brothers Miniatures|Plague Disciples]], [[Havoc Brothers Miniatures|War Disciples]]) • &lt;br /&gt;
[[High Elf Fleets Miniatures|High Elf Fleets]] • &lt;br /&gt;
[[Human Defense Force Miniatures|Human Defense Force]] • &lt;br /&gt;
[[Human Inquisition Miniatures|Human Inquisition]] • &lt;br /&gt;
[[Infected Colonies Miniatures|Infected Colonies]] • &lt;br /&gt;
[[Jackals Miniatures|Jackals]] • &lt;br /&gt;
[[Machine Cult Miniatures|Machine Cult]] • &lt;br /&gt;
[[Orc Marauders Miniatures|Orc Marauders]] • &lt;br /&gt;
[[Prime Brothers Miniatures|Prime Brothers]] ([[Prime Brothers Miniatures|Blood Prime Brothers]], [[Prime Brothers Miniatures|Dark Prime Brothers]], [[Prime Brothers Miniatures|Knight Prime Brothers]], [[Prime Brothers Miniatures|Watch Prime Brothers]], [[Prime Brothers Miniatures|Wolf Prime Brothers]]) • &lt;br /&gt;
[[Ratmen Clans Miniatures|Ratmen Clans]] • &lt;br /&gt;
[[Rebel Guerrillas Miniatures|Rebel Guerrillas]] • &lt;br /&gt;
[[Robot Legions Miniatures|Robot Legions]] • &lt;br /&gt;
[[Saurian Starhost Miniatures|Saurian Starhost]] • &lt;br /&gt;
[[Soul-Snatcher Cults Miniatures|Soul-Snatcher Cults]] • &lt;br /&gt;
[[Titan Lords Miniatures|Titan Lords]] • &lt;br /&gt;
Wormhole Daemons ([[Wormhole Daemons Miniatures|Daemons of Change]], [[Wormhole Daemons Miniatures|Daemons of Lust]], [[Wormhole Daemons Miniatures|Daemons of Plague]], [[Wormhole Daemons Miniatures|Daemons of War]])&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== AGE OF FANTASY LORE ==&lt;br /&gt;
&#039;&#039;Age of Fantasy&#039;&#039; is a universe of dark magic, endless conflict, and fractured civilizations struggling to survive upon the ruins of fallen empires. In this world, known as [[Tyria]], every realm, faction, and hero faces an uncertain future as supernatural forces and ancient rivalries shape the fate of the land.&lt;br /&gt;
&lt;br /&gt;
Following the fall of the [[Human Empire]] and the opening of the [[The Great Rift|Great Rift]], the order that once held Tyria together collapsed. In its place, new powers emerged: vampiric dynasties, demonic hordes, ingenious inventors, savage tribes, and ambitious nations seeking to forge their own destiny in the chaos.&lt;br /&gt;
&lt;br /&gt;
Yet Tyria is not merely a battlefield. It is also a land of wonder, home to mythical creatures, relics from forgotten ages, and mysterious portals known as [[Voidgates]], which connect Tyria to distant realms within the [[Planarverse]], a vast network of strange planes ruled by gods, monsters, and societies beyond mortal understanding.&lt;br /&gt;
&lt;br /&gt;
In this era, everything is at stake: empires may rise or fall with the swing of a sword or through a single pact sealed in shadow. In the midst of this uncertainty, the fate of Tyria remains unwritten, awaiting those bold enough to claim it.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
=== Pre-Imperial Era ===&lt;br /&gt;
Before the rise of the Human Empire, Tyria was a wild and untamed land ruled by ancient monsters and divided among scattered tribes. Giant beasts like dragons, cave-krakens, and swamp-crawlers dominated the landscape, forcing smaller races to live in constant danger. Humans survived as hunter-gatherers until their discovery of agriculture around 2325 BR allowed them to establish permanent settlements and begin forming small kingdoms.&lt;br /&gt;
&lt;br /&gt;
As Humans expanded their territories, they pushed other races into remote regions. The Elves retreated into the vast Heartwood Forest where they made alliances with the mysterious Treemen Ancients. Dwarves withdrew to mountain strongholds, developing advanced metalworking skills in their underground halls. Orcs adapted to the harsh Western Steppe, following their traditional Way of Bone as nomadic hunters. Goblins survived in the most inhospitable areas, living in caves and badlands through cunning and scavenging.&lt;br /&gt;
&lt;br /&gt;
During this time, ancient ruins containing strange portals called Voidgates began to be discovered. Some cultures worshipped these mysterious gates as divine artifacts, while others feared their unknown powers. Human warlords gradually consolidated power through both warfare and alliances, setting the stage for greater unification. Meanwhile, tensions grew among the Elves, leading to a civil war that resulted in the High Elves being exiled from the Heartwood and establishing their own coastal city-states.&lt;br /&gt;
&lt;br /&gt;
This chaotic but formative period lasted until the strongest Human kingdoms finally united under a single banner around 1252 BR, marking the founding of the Human Empire and the beginning of a new era for Tyria. The age of scattered tribes and monster-dominated wilderness was ending, giving way to civilization and empire - though many of the old dangers and conflicts would continue to shape Tyria&#039;s future.&lt;br /&gt;
&lt;br /&gt;
==== Rise of the Human Empire ====&lt;br /&gt;
The rise of the Human Empire marked a turning point in Tyrian history, transforming the continent from a collection of warring city-states into a unified civilization. Around 1252 BR, several powerful human kingdoms federated after generations of conflict, forming what would become one of Tyria&#039;s most dominant forces. The early Empire expanded through both conquest and diplomacy, offering protection and prosperity to those who swore fealty while crushing resistance from rival factions.&lt;br /&gt;
&lt;br /&gt;
A key challenge came from the Chivalrous Kingdoms, a coalition of noble houses that sought to stop the Empire&#039;s expansion. However, infighting among the kingdoms weakened their alliance, allowing Imperial forces to defeat them through superior discipline and strategy. The conquered territories were integrated into the growing Empire, their nobility absorbed into the Imperial hierarchy. Only two powers managed to resist complete assimilation - the Elves of the Heartwood to the east maintained their isolation through powerful magic and the Treemen&#039;s protection, while the western Dwarfholds proved too formidable to conquer outright.&lt;br /&gt;
&lt;br /&gt;
The Empire&#039;s golden age began with the Voidgate breakthrough around 218 BR. Imperial wizards learned to create and control these magical portals, enabling instant travel across vast distances. This revolutionized trade, communication, and military logistics, binding the far-flung territories together as never before. The Imperial Capital became the wealthiest city in Tyria, a center of learning and culture where diverse peoples mingled. The Wizarding Guild standardized magical practices, sending explorers through Voidgates to study other planes and recover ancient knowledge.&lt;br /&gt;
&lt;br /&gt;
At its height under Emperor Zeydino Vohraza (352 BR), the Empire stretched from the southern deserts to the frozen Northlands. Imperial roads connected cities, while Voidgates allowed resources and troops to move freely across the continent. This period of peace and prosperity became known as the Golden Age, when art, architecture, and scholarship flourished. However, the Empire&#039;s very success would eventually attract unwanted attention from beyond Tyria&#039;s borders, setting the stage for the catastrophic Havoc Wars that would test the Empire to its limits. The extensive Voidgate network, while the source of Imperial power, would prove to be its greatest vulnerability when dark forces from other planes took notice of Tyria&#039;s magical innovations.&lt;br /&gt;
&lt;br /&gt;
==== Havoc Wars ====&lt;br /&gt;
The Havoc Wars began when Tyria&#039;s growing use of Voidgates attracted the attention of powerful entities from beyond, the Havoc Gods. These four dying deities, each representing a different aspect of chaos (Change, Lust, Plague, and War), saw the Human Empire&#039;s planar explorations as an opportunity to prolong their existence. They first sent their Daemon servants through the Voidgates around 211 BR, offering bargains and corrupting influential figures across Tyria.&lt;br /&gt;
&lt;br /&gt;
As the Daemons spread their influence, the Empire faced rebellions and plagues. The Imperial Senate recalled border garrisons to protect the heartlands, abandoning outlying territories. This decision proved disastrous - the Northland tribes, feeling betrayed by the Empire&#039;s withdrawal, turned to worship the Havoc Gods in desperation. When the gods themselves manifested in Tyria, their united followers became an unstoppable horde known as the Havoc Warriors.&lt;br /&gt;
&lt;br /&gt;
The war reached its turning point when the Havoc Gods marched on the Imperial Capital. Facing certain defeat, the Empire&#039;s allies - Wood Elves, High Elves, and Dwarves - devised a desperate plan. A secret council of the mightiest wizards performed a ritual that trapped the Havoc Gods within the Orb of Fate (171 BR), sacrificing their lives in the process. With their gods suddenly gone, the Havoc forces collapsed into disarray.&lt;br /&gt;
&lt;br /&gt;
The war&#039;s aftermath left deep scars. The Dwarfholds had fallen to Orc invaders during the conflict, while Vampiric nobles rose in the western borderlands. Though the Empire survived, it never fully recovered its former glory. The Orb of Fate became central to Imperial coronation ceremonies, a reminder of both their greatest victory and most devastating war - setting the stage for the catastrophe to come when ambitious heirs would eventually shatter the Orb and unleash the Great Rift.&lt;br /&gt;
&lt;br /&gt;
==== Opening of the Great Rift ====&lt;br /&gt;
The Great Rift stands as the most catastrophic moment in Tyrian history, a turning point that marked the end of an era of relative stability and ushered in an age of permanent chaos. It all began with the death of the last Emperor, a wise ruler whose reign had maintained a fragile balance between the Empire&#039;s various factions. His heirs, spoiled twins coddled by a court of sycophants, proved utterly unfit for leadership. In their desperate grasp for power, they stormed the sacred temple housing the Orb of Fate, the artifact containing the Havoc Gods. What followed was tragedy of biblical proportions: the orb shattered in their incompetent hands, releasing the malevolent deities and unleashing an arcane explosion of continental scale.&lt;br /&gt;
&lt;br /&gt;
The imperial capital fell first, swallowed whole by the earth in mere seconds along with its entire population. The magical shockwave rippled across all of Tyria like an unstoppable earthquake, fracturing the world&#039;s crust and creating the Great Rift, a network of fissures that split the continent into pieces. Entire cities vanished into the abyss, ancient forests burned, mountains collapsed upon dwarven kingdoms, and the Beastmen&#039;s Sacred Tree was lost forever to the depths. The physical world wasn&#039;t the only casualty: the very laws of magic became distorted, causing dimensional portals to activate randomly across the land.&lt;br /&gt;
&lt;br /&gt;
The newly freed Havoc Gods showed their gratitude in the most perverse way possible - they resurrected the twins responsible for their liberation, transforming them into immortal creatures of incalculable power before disappearing to scheme their next moves. Meanwhile, demonic legions began emerging from the freshly opened portals, eager to serve their masters after centuries of exile. The Human Empire, already weakened by previous Havoc Wars, couldn&#039;t withstand this blow. What remained of its power structure disintegrated almost immediately, with provinces declaring independence, guilds fighting for control, and local warlords capitalizing on the power vacuum.&lt;br /&gt;
&lt;br /&gt;
Amid this anarchy, some factions found opportunities where others saw only ruin. The dwarves, seizing the confusion, rose against their orc oppressors in a series of bloody rebellions. In Vinci&#039;s swampy lands, ingenious scholars discovered veins of mind-amplifying crystals, giving them a technological edge. And the ratmen, always society&#039;s outcasts, built their fortified citadels in the most devastated territories - places no one else wanted.&lt;br /&gt;
&lt;br /&gt;
A hundred and fifty years have passed since that fateful day, and Tyria remains a continent fractured both physically and politically. The Rift hasn&#039;t healed, if anything, it seems to be slowly expanding, leaking strange arcane energies that mutate everything in their path. The Havoc Gods operate from the shadows, their intentions unknown but undoubtedly malevolent. Demons have become a constant presence in the world. And somewhere in the darkness, the immortal twins bide their time, tormented by guilt yet still hungry for power, dreaming of reclaiming the empire they helped destroy. The Great Rift wasn&#039;t just a historical catastrophe - it has become a metaphor for Tyria&#039;s very state: a broken world whose wounds won&#039;t heal, and whose future hangs by a thread over the abyss.&lt;br /&gt;
&lt;br /&gt;
==== Tyria at War ====&lt;br /&gt;
The once-unified Human Empire now struggles to maintain control over its heartlands while various factions wage endless battles across the fractured landscape. Imperial watchtowers stand as lonely sentinels along the Rift&#039;s edges, their garrisons ever-vigilant against demonic incursions that spill forth from the glowing fissures. In the western borderlands, Vampiric nobles lead undead legions against Imperial loyalists in a centuries-old stalemate, their cursed bloodlines fueling an eternal war of attrition. Meanwhile, the Kingdom of Angels clashes with Beastmen remnants in the ruined Savannah, fanatical warriors meeting agile hunters in brutal skirmishes among the bones of a dead civilization.&lt;br /&gt;
&lt;br /&gt;
The northern territories have become battlegrounds between Havoc Dwarves and the resilient Halfling tribes, while Ratmen fortresses endure relentless assaults from demonic warbands. Even the skies aren&#039;t safe, Dwarven sky-cities engage in aerial duels with Vinci&#039;s flying machines over crucial trade routes. Beneath the waves, Deep-Sea Elves raid shipping lanes, dragging entire crews into the depths. What began as isolated conflicts have snowballed into an age where war has become Tyria&#039;s natural state, with every faction fighting multiple enemies on different fronts. Mercenaries and sellswords thrive in this chaos, their loyalties shifting with the tides of battle, while common folk huddle behind whatever walls still stand. The battles rage on with no end in sight, as the land itself seems to feed the violence, its magical wounds whispering promises of power to those desperate enough to listen. In Tyria at War, there are no true victors, only those who haven&#039;t lost yet.&lt;br /&gt;
&lt;br /&gt;
== Timeline ==&lt;br /&gt;
&lt;br /&gt;
* 2325 BR - Humans discover agriculture, allowing them to dominate Tyria&#039;s fertile lands.&lt;br /&gt;
* 1252 BR - The Human Empire is founded as city-states unite under one banner.&lt;br /&gt;
* 918 BR - Elven Civil War results in High Elves being exiled from the Heartwood forest.&lt;br /&gt;
&lt;br /&gt;
* 352 BR - Human Empire reaches its peak, stretching from southern deserts to the Northlands.&lt;br /&gt;
* 218 BR - Voidgate breakthrough allows planar travel and begins an era of prosperity.&lt;br /&gt;
&lt;br /&gt;
* 211 BR - Havoc Gods arrive in Tyria, corrupting northern tribes and starting the wars.&lt;br /&gt;
* 192 BR - Great Alliance forms (Human Empire, Wood Elves, High Elves and Dwarves).&lt;br /&gt;
* 171 BR - Havoc Gods are imprisoned in the Orb of Fate by a powerful wizard ritual.&lt;br /&gt;
&lt;br /&gt;
* 18 BR - The Last Emperor ascends, temporarily restoring stability to the Empire.&lt;br /&gt;
* 0 (The Great Rift) - Orb of Fate is destroyed, unleashing the Havoc Gods and cracking the continent.&lt;br /&gt;
&lt;br /&gt;
* 36 AR - Imperial Senate forms to govern what remains of the Human Empire.&lt;br /&gt;
* ~150 AR - Present day - Tyria remains divided as factions fight for dominance.&lt;br /&gt;
&lt;br /&gt;
== Key Elements ==&lt;br /&gt;
The Planaversse&lt;br /&gt;
&lt;br /&gt;
Voidgates&lt;br /&gt;
&lt;br /&gt;
== Major Factions ==&lt;br /&gt;
&lt;br /&gt;
* [[Beastmen]]: Scattered survivors of the Wild Savannah&#039;s fallen civilization.&lt;br /&gt;
* [[Dark Elves]]: Pirate lords of the Dark Isles, opposed to High Elf rule.&lt;br /&gt;
* [[Eternal Wardens]]: Interplanar warriors who hunt Daemons across Tyria.&lt;br /&gt;
* [[Havoc Dwarves]]: Northern Dwarves who embraced the Havoc Gods after the Rift freed them from Orcs.&lt;br /&gt;
* [[High Elves]]: Seafaring traders and former rulers of the Dark Isles.&lt;br /&gt;
* [[Human Empire]]: The remnants of Tyria&#039;s once-great empire, now ruled by a Senate after the Great Rift shattered its capital.&lt;br /&gt;
* [[Kingdom of Angels]]: Fanatical humans crusading to reclaim lost territories.&lt;br /&gt;
* [[Ogres]]: Fleeing their ruined empire, they seek new lands in Tyria.&lt;br /&gt;
* [[Orcs]]: Divided between steppe nomads (Way of Bone) and iron-wielding conquerors (Way of Iron).&lt;br /&gt;
* [[Ratmen]]: Mutant outcasts who worship a mysterious Rat Goddess.&lt;br /&gt;
* [[Rift Daemons]]: Servants of the Havoc Gods, emerging from the Great Rift to spread chaos.&lt;br /&gt;
* [[Vampiric Undead]]: Cursed nobles who rule the western borderlands with undead legions.&lt;br /&gt;
* [[Volcanic Dwarves]]: Fire-worshipping Dwarves who hunt Orcs for vengeance.&lt;br /&gt;
* [[Wood Elves]]: Guardians of the Heartwood Forest, allied with ancient Treemen.&lt;br /&gt;
&lt;br /&gt;
== Other Sorces of Lore ==&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[:Category:Age of Fantasy Factions|Age of Fantasy Factions]]&lt;br /&gt;
* [[:Category:Age of Fantasy Miniatures|Age of Fantasy Miniatures]]&lt;br /&gt;
* [[:Category:Age of Fantasy Tactics|Age of Fantasy Tactics]]&lt;br /&gt;
* [[:Category:Age of Fantasy Quickplay Armies|Age of Fantasy Quickplay Armies]]&lt;br /&gt;
* [[Age of Fantasy Skirmish]]&lt;br /&gt;
* [[Age of Fantasy Regiments]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;----------------------------&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;TYRIA&#039;&#039;&#039; ==&lt;br /&gt;
[[File:Map_of_Tyria.png|thumb|Map of Tyria]]&lt;br /&gt;
Tyria was once a prosperous land united under the [[Human Empire]], which thrived during the Golden Age of Voidgate exploration. However, the arrival of the [[Havoc Gods]] plunged the continent into chaos during the Havoc Wars. The gods were sealed into the Orb of Fate, but its destruction by the Last Emperor’s heirs unleashed the [[The Great Rift|Great Rift]], shattering Tyria. Now, the continent is a battleground for surviving factions, freed [[Rift Daemons|Daemons]], and planar invaders.&lt;br /&gt;
&lt;br /&gt;
== Geography ==&lt;br /&gt;
Tyria is a fractured continent marked by the Great Rift, a massive scar stretching from the former Imperial Capital.&lt;br /&gt;
&lt;br /&gt;
=== Regions ===&lt;br /&gt;
&lt;br /&gt;
* Heartwood: Ancient forest home to the Wood Elves and Treemen Ancients.&lt;br /&gt;
* Northlands: Frozen wastes; stronghold of Havoc Dwarves and exiled tribes.&lt;br /&gt;
* Western Steppe: Orc-dominated plains; site of the fallen Dwarfholds.&lt;br /&gt;
* Dark Isles: Pirate havens ruled by Dark Elves and Snake Elves.&lt;br /&gt;
* Wild Savannah: Ruined homeland of the Beastmen, ravaged by the Rift.&lt;br /&gt;
&lt;br /&gt;
== History of Tyria ==&lt;br /&gt;
&lt;br /&gt;
== Major Cultures and Peoples ==&lt;br /&gt;
&lt;br /&gt;
*&lt;/div&gt;</summary>
		<author><name>Regem</name></author>
	</entry>
	<entry>
		<id>https://www.onepagefan.wiki/index.php?title=File:Age_of_Fantasy_-_World_Book_cover.png&amp;diff=3702</id>
		<title>File:Age of Fantasy - World Book cover.png</title>
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		<updated>2025-08-06T15:28:48Z</updated>

		<summary type="html">&lt;p&gt;Regem: &lt;/p&gt;
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&lt;div&gt;Age of Fantasy: World Book&lt;/div&gt;</summary>
		<author><name>Regem</name></author>
	</entry>
	<entry>
		<id>https://www.onepagefan.wiki/index.php?title=Tyria&amp;diff=3664</id>
		<title>Tyria</title>
		<link rel="alternate" type="text/html" href="https://www.onepagefan.wiki/index.php?title=Tyria&amp;diff=3664"/>
		<updated>2025-07-20T08:11:56Z</updated>

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&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border: 2px solid #acacac;text-align: center; width:99%&amp;quot;&lt;br /&gt;
!&#039;&#039;&#039;Page under construction.&#039;&#039;&#039; &lt;br /&gt;
This article is incomplete, see the [[Contributors Guide|&amp;lt;u&amp;gt;Contributors Guide&amp;lt;/u&amp;gt;]] to learn how you can help improve it.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:Map of Tyria.png|thumb|Map of Tyria]]&lt;br /&gt;
&lt;br /&gt;
Tyria was once a prosperous land united under the [[Human Empire]], which thrived during the Golden Age of Voidgate exploration. However, the arrival of the [[Havoc Gods]] plunged the continent into chaos during the Havoc Wars. The gods were sealed into the Orb of Fate, but its destruction by the Last Emperor’s heirs unleashed the [[The Great Rift|Great Rift]], shattering Tyria. Now, the continent is a battleground for surviving factions, freed [[Rift Daemons|Daemons]], and planar invaders.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
==== Pre-Imperial Era ====&lt;br /&gt;
Before the rise of the Human Empire, Tyria was a wild and untamed land ruled by ancient monsters and divided among scattered tribes. Giant beasts like dragons, cave-krakens, and swamp-crawlers dominated the landscape, forcing smaller races to live in constant danger. Humans survived as hunter-gatherers until their discovery of agriculture around 2325 BR allowed them to establish permanent settlements and begin forming small kingdoms.&lt;br /&gt;
&lt;br /&gt;
As Humans expanded their territories, they pushed other races into remote regions. The Elves retreated into the vast Heartwood Forest where they made alliances with the mysterious Treemen Ancients. Dwarves withdrew to mountain strongholds, developing advanced metalworking skills in their underground halls. Orcs adapted to the harsh Western Steppe, following their traditional Way of Bone as nomadic hunters. Goblins survived in the most inhospitable areas, living in caves and badlands through cunning and scavenging.&lt;br /&gt;
&lt;br /&gt;
During this time, ancient ruins containing strange portals called Voidgates began to be discovered. Some cultures worshipped these mysterious gates as divine artifacts, while others feared their unknown powers. Human warlords gradually consolidated power through both warfare and alliances, setting the stage for greater unification. Meanwhile, tensions grew among the Elves, leading to a civil war that resulted in the High Elves being exiled from the Heartwood and establishing their own coastal city-states.&lt;br /&gt;
&lt;br /&gt;
This chaotic but formative period lasted until the strongest Human kingdoms finally united under a single banner around 1252 BR, marking the founding of the Human Empire and the beginning of a new era for Tyria. The age of scattered tribes and monster-dominated wilderness was ending, giving way to civilization and empire - though many of the old dangers and conflicts would continue to shape Tyria&#039;s future.&lt;br /&gt;
&lt;br /&gt;
==== Rise of the Human Empire ====&lt;br /&gt;
The rise of the Human Empire marked a turning point in Tyrian history, transforming the continent from a collection of warring city-states into a unified civilization. Around 1252 BR, several powerful human kingdoms federated after generations of conflict, forming what would become one of Tyria&#039;s most dominant forces. The early Empire expanded through both conquest and diplomacy, offering protection and prosperity to those who swore fealty while crushing resistance from rival factions.&lt;br /&gt;
&lt;br /&gt;
A key challenge came from the Chivalrous Kingdoms, a coalition of noble houses that sought to stop the Empire&#039;s expansion. However, infighting among the kingdoms weakened their alliance, allowing Imperial forces to defeat them through superior discipline and strategy. The conquered territories were integrated into the growing Empire, their nobility absorbed into the Imperial hierarchy. Only two powers managed to resist complete assimilation - the Elves of the Heartwood to the east maintained their isolation through powerful magic and the Treemen&#039;s protection, while the western Dwarfholds proved too formidable to conquer outright.&lt;br /&gt;
&lt;br /&gt;
The Empire&#039;s golden age began with the Voidgate breakthrough around 218 BR. Imperial wizards learned to create and control these magical portals, enabling instant travel across vast distances. This revolutionized trade, communication, and military logistics, binding the far-flung territories together as never before. The Imperial Capital became the wealthiest city in Tyria, a center of learning and culture where diverse peoples mingled. The Wizarding Guild standardized magical practices, sending explorers through Voidgates to study other planes and recover ancient knowledge.&lt;br /&gt;
&lt;br /&gt;
At its height under Emperor Zeydino Vohraza (352 BR), the Empire stretched from the southern deserts to the frozen Northlands. Imperial roads connected cities, while Voidgates allowed resources and troops to move freely across the continent. This period of peace and prosperity became known as the Golden Age, when art, architecture, and scholarship flourished. However, the Empire&#039;s very success would eventually attract unwanted attention from beyond Tyria&#039;s borders, setting the stage for the catastrophic Havoc Wars that would test the Empire to its limits. The extensive Voidgate network, while the source of Imperial power, would prove to be its greatest vulnerability when dark forces from other planes took notice of Tyria&#039;s magical innovations.&lt;br /&gt;
&lt;br /&gt;
==== Havoc Wars ====&lt;br /&gt;
The Havoc Wars began when Tyria&#039;s growing use of Voidgates attracted the attention of powerful entities from beyond, the Havoc Gods. These four dying deities, each representing a different aspect of chaos (Change, Lust, Plague, and War), saw the Human Empire&#039;s planar explorations as an opportunity to prolong their existence. They first sent their Daemon servants through the Voidgates around 211 BR, offering bargains and corrupting influential figures across Tyria.&lt;br /&gt;
&lt;br /&gt;
As the Daemons spread their influence, the Empire faced rebellions and plagues. The Imperial Senate recalled border garrisons to protect the heartlands, abandoning outlying territories. This decision proved disastrous - the Northland tribes, feeling betrayed by the Empire&#039;s withdrawal, turned to worship the Havoc Gods in desperation. When the gods themselves manifested in Tyria, their united followers became an unstoppable horde known as the Havoc Warriors.&lt;br /&gt;
&lt;br /&gt;
The war reached its turning point when the Havoc Gods marched on the Imperial Capital. Facing certain defeat, the Empire&#039;s allies - Wood Elves, High Elves, and Dwarves - devised a desperate plan. A secret council of the mightiest wizards performed a ritual that trapped the Havoc Gods within the Orb of Fate (171 BR), sacrificing their lives in the process. With their gods suddenly gone, the Havoc forces collapsed into disarray.&lt;br /&gt;
&lt;br /&gt;
The war&#039;s aftermath left deep scars. The Dwarfholds had fallen to Orc invaders during the conflict, while Vampiric nobles rose in the western borderlands. Though the Empire survived, it never fully recovered its former glory. The Orb of Fate became central to Imperial coronation ceremonies, a reminder of both their greatest victory and most devastating war - setting the stage for the catastrophe to come when ambitious heirs would eventually shatter the Orb and unleash the Great Rift.&lt;br /&gt;
&lt;br /&gt;
==== The Great Rift ====&lt;br /&gt;
The Great Rift stands as the most catastrophic moment in Tyrian history, a turning point that marked the end of an era of relative stability and ushered in an age of permanent chaos. It all began with the death of the last Emperor, a wise ruler whose reign had maintained a fragile balance between the Empire&#039;s various factions. His heirs - spoiled twins coddled by a court of sycophants - proved utterly unfit for leadership. In their desperate grasp for power, they stormed the sacred temple housing the Orb of Fate, the artifact containing the Havoc Gods. What followed was tragedy of biblical proportions: the orb shattered in their incompetent hands, releasing the malevolent deities and unleashing an arcane explosion of continental scale.&lt;br /&gt;
&lt;br /&gt;
The imperial capital fell first, swallowed whole by the earth in mere seconds along with its entire population. The magical shockwave rippled across all of Tyria like an unstoppable earthquake, fracturing the world&#039;s crust and creating the Great Rift - a network of fissures that split the continent into pieces. Entire cities vanished into the abyss, ancient forests burned, mountains collapsed upon dwarven kingdoms, and the Beastmen&#039;s Sacred Tree was lost forever to the depths. The physical world wasn&#039;t the only casualty: the very laws of magic became distorted, causing dimensional portals to activate randomly across the land.&lt;br /&gt;
&lt;br /&gt;
The newly freed Havoc Gods showed their gratitude in the most perverse way possible - they resurrected the twins responsible for their liberation, transforming them into immortal creatures of incalculable power before disappearing to scheme their next moves. Meanwhile, demonic legions began emerging from the freshly opened portals, eager to serve their masters after centuries of exile. The Human Empire, already weakened by previous Havoc Wars, couldn&#039;t withstand this blow. What remained of its power structure disintegrated almost immediately, with provinces declaring independence, guilds fighting for control, and local warlords capitalizing on the power vacuum.&lt;br /&gt;
&lt;br /&gt;
Amid this anarchy, some factions found opportunities where others saw only ruin. The dwarves, seizing the confusion, rose against their orc oppressors in a series of bloody rebellions. In Vinci&#039;s swampy lands, ingenious scholars discovered veins of mind-amplifying crystals, giving them a technological edge. And the ratmen, always society&#039;s outcasts, built their fortified citadels in the most devastated territories - places no one else wanted.&lt;br /&gt;
&lt;br /&gt;
A hundred and fifty years have passed since that fateful day, and Tyria remains a continent fractured both physically and politically. The Rift hasn&#039;t healed - if anything, it seems to be slowly expanding, leaking strange arcane energies that mutate everything in their path. The Havoc Gods operate from the shadows, their intentions unknown but undoubtedly malevolent. Demons have become a constant presence in the world. And somewhere in the darkness, the immortal twins bide their time, tormented by guilt yet still hungry for power, dreaming of reclaiming the empire they helped destroy. The Great Rift wasn&#039;t just a historical catastrophe - it has become a metaphor for Tyria&#039;s very state: a broken world whose wounds won&#039;t heal, and whose future hangs by a thread over the abyss.&lt;br /&gt;
&lt;br /&gt;
==== Tyria at War ====&lt;br /&gt;
The once-unified Human Empire now struggles to maintain control over its heartlands while various factions wage endless battles across the fractured landscape. Imperial watchtowers stand as lonely sentinels along the Rift&#039;s edges, their garrisons ever-vigilant against demonic incursions that spill forth from the glowing fissures. In the western borderlands, Vampiric nobles lead undead legions against Imperial loyalists in a centuries-old stalemate, their cursed bloodlines fueling an eternal war of attrition. Meanwhile, the Kingdom of Angels clashes with Beastmen remnants in the ruined Savannah, fanatical warriors meeting agile hunters in brutal skirmishes among the bones of a dead civilization.&lt;br /&gt;
&lt;br /&gt;
The northern territories have become battlegrounds between Havoc Dwarves and the resilient Halfling tribes, while Ratmen fortresses endure relentless assaults from demonic warbands. Even the skies aren&#039;t safe - Dwarven sky-cities engage in aerial duels with Vinci&#039;s flying machines over crucial trade routes. Beneath the waves, Deep-Sea Elves raid shipping lanes, dragging entire crews into the depths. What began as isolated conflicts have snowballed into an age where war has become Tyria&#039;s natural state, with every faction fighting multiple enemies on different fronts. Mercenaries and sellswords thrive in this chaos, their loyalties shifting with the tides of battle, while common folk huddle behind whatever walls still stand. The battles rage on with no end in sight, as the land itself seems to feed the violence, its magical wounds whispering promises of power to those desperate enough to listen. In Tyria at War, there are no true victors - only those who haven&#039;t lost yet.&lt;br /&gt;
&lt;br /&gt;
== Timeline ==&lt;br /&gt;
&lt;br /&gt;
==== Ancient Era ====&lt;br /&gt;
&lt;br /&gt;
* 2325 BR - Humans discover agriculture, allowing them to dominate Tyria&#039;s fertile lands.&lt;br /&gt;
* 1252 BR - The Human Empire is founded as city-states unite under one banner.&lt;br /&gt;
* 918 BR - Elven Civil War results in High Elves being exiled from the Heartwood forest.&lt;br /&gt;
&lt;br /&gt;
==== Imperial Golden Age ====&lt;br /&gt;
&lt;br /&gt;
* 352 BR - Human Empire reaches its peak, stretching from southern deserts to the Northlands.&lt;br /&gt;
* 218 BR - Voidgate breakthrough allows planar travel and begins an era of prosperity.&lt;br /&gt;
&lt;br /&gt;
==== Havoc Wars Period ====&lt;br /&gt;
&lt;br /&gt;
* 211 BR - Havoc Gods arrive in Tyria, corrupting northern tribes and starting the wars.&lt;br /&gt;
* 192 BR - Great Alliance forms (Human Empire, Wood Elves, High Elves and Dwarves).&lt;br /&gt;
* 171 BR - Havoc Gods are imprisoned in the Orb of Fate by a powerful wizard ritual.&lt;br /&gt;
&lt;br /&gt;
==== Post-War Era ====&lt;br /&gt;
&lt;br /&gt;
* 18 BR - The Last Emperor ascends, temporarily restoring stability to the Empire.&lt;br /&gt;
* 0 (The Great Rift) - Orb of Fate is destroyed, unleashing the Havoc Gods and cracking the continent.&lt;br /&gt;
&lt;br /&gt;
==== Current Age ====&lt;br /&gt;
&lt;br /&gt;
* 36 AR - Imperial Senate forms to govern what remains of the Human Empire.&lt;br /&gt;
* ~150 AR - Present day - Tyria remains divided as factions fight for dominance.&lt;br /&gt;
&lt;br /&gt;
== Geography ==&lt;br /&gt;
Tyria is a fractured continent marked by the Great Rift, a massive scar stretching from the former Imperial Capital.&lt;br /&gt;
&lt;br /&gt;
=== Regions ===&lt;br /&gt;
&lt;br /&gt;
* Heartwood: Ancient forest home to the Wood Elves and Treemen Ancients.&lt;br /&gt;
* Northlands: Frozen wastes; stronghold of Havoc Dwarves and exiled tribes.&lt;br /&gt;
* Western Steppe: Orc-dominated plains; site of the fallen Dwarfholds.&lt;br /&gt;
* Dark Isles: Pirate havens ruled by Dark Elves and Snake Elves.&lt;br /&gt;
* Wild Savannah: Ruined homeland of the Beastmen, ravaged by the Rift.&lt;br /&gt;
&lt;br /&gt;
== Factions ==&lt;br /&gt;
&lt;br /&gt;
* [[Beastmen]]: Scattered survivors of the Wild Savannah&#039;s fallen civilization.&lt;br /&gt;
* [[Dark Elves]]: Pirate lords of the Dark Isles, opposed to High Elf rule.&lt;br /&gt;
* [[Eternal Wardens]]: Interplanar warriors who hunt Daemons across Tyria.&lt;br /&gt;
* [[Havoc Dwarves]]: Northern Dwarves who embraced the Havoc Gods after the Rift freed them from Orcs.&lt;br /&gt;
* [[High Elves]]: Seafaring traders and former rulers of the Dark Isles.&lt;br /&gt;
* [[Human Empire]]: The remnants of Tyria&#039;s once-great empire, now ruled by a Senate after the Great Rift shattered its capital.&lt;br /&gt;
* [[Kingdom of Angels]]: Fanatical humans crusading to reclaim lost territories.&lt;br /&gt;
* [[Ogres]]: Fleeing their ruined empire, they seek new lands in Tyria.&lt;br /&gt;
* [[Orcs]]: Divided between steppe nomads (Way of Bone) and iron-wielding conquerors (Way of Iron).&lt;br /&gt;
* [[Ratmen]]: Mutant outcasts who worship a mysterious Rat Goddess.&lt;br /&gt;
* [[Rift Daemons]]: Servants of the Havoc Gods, emerging from the Great Rift to spread chaos.&lt;br /&gt;
* [[Vampiric Undead]]: Cursed nobles who rule the western borderlands with undead legions.&lt;br /&gt;
* [[Volcanic Dwarves]]: Fire-worshipping Dwarves who hunt Orcs for vengeance.&lt;br /&gt;
* [[Wood Elves]]: Guardians of the Heartwood Forest, allied with ancient Treemen.&lt;/div&gt;</summary>
		<author><name>Regem</name></author>
	</entry>
	<entry>
		<id>https://www.onepagefan.wiki/index.php?title=Community_Army_Books&amp;diff=3653</id>
		<title>Community Army Books</title>
		<link rel="alternate" type="text/html" href="https://www.onepagefan.wiki/index.php?title=Community_Army_Books&amp;diff=3653"/>
		<updated>2025-07-18T04:31:37Z</updated>

		<summary type="html">&lt;p&gt;Regem: /* Fallout */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page contains references to Community Army Books that allow you to play with factions inspired by various pop culture icons. &lt;br /&gt;
&lt;br /&gt;
== A Song of Ice and Fire ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Creator&lt;br /&gt;
!Faction Name&lt;br /&gt;
|-&lt;br /&gt;
|House Stark&lt;br /&gt;
|DiceMonkey&lt;br /&gt;
|[https://army-forge.onepagerules.com/armyInfo?gameSystem=4&amp;amp;armyId=pni0vDbqyptTCTHh House of the Wolf]&lt;br /&gt;
|-&lt;br /&gt;
|House Stark&lt;br /&gt;
|MitchtheDM&lt;br /&gt;
|[https://army-forge.onepagerules.com/armyBookSelection?gameSystem=4&amp;amp;armyId=lfJ8ypU32u8ObnmG Wolf House of the North: A Song of Frost &amp;amp; Flames SPECIFIC VERSION]&lt;br /&gt;
|-&lt;br /&gt;
|House Lannister&lt;br /&gt;
|DiceMonkey&lt;br /&gt;
|[https://army-forge.onepagerules.com/armyInfo?gameSystem=4&amp;amp;armyId=tueNQM9ECWfZwBXr House of the Lion]&lt;br /&gt;
|-&lt;br /&gt;
|Night&#039;s Watch&lt;br /&gt;
|DiceMonkey&lt;br /&gt;
|[https://army-forge.onepagerules.com/armyInfo?gameSystem=4&amp;amp;armyId=jhZa1_0CeLj4P6mb House of the Wall]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|DiceMonkey&lt;br /&gt;
|[https://army-forge.onepagerules.com/armyInfo?gameSystem=4&amp;amp;armyId=U6UPNotZ0uvEiZOo House of the Coin]&lt;br /&gt;
|-&lt;br /&gt;
|House Greyjoy&lt;br /&gt;
|MitchtheDM&lt;br /&gt;
|[https://army-forge.onepagerules.com/armyBookSelection?gameSystem=4&amp;amp;armyId=PF5TOPXhpbImivb5 Kraken House of the Islands: A Song of Frost and Flames]&lt;br /&gt;
|-&lt;br /&gt;
|House Greyjoy&lt;br /&gt;
|MitchtheDM&lt;br /&gt;
|[https://army-forge.onepagerules.com/armyBookSelection?gameSystem=4&amp;amp;armyId=ztSxWg4Sv1TN6Pce Kraken House of the Islands: A Song of Frost and Flames SPECIFIC VERSION]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Fallout ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Creator&lt;br /&gt;
!Faction Name&lt;br /&gt;
|-&lt;br /&gt;
|Brotherhood of Steel&lt;br /&gt;
|DMCody&lt;br /&gt;
|[https://army-forge.onepagerules.com/armyInfo?gameSystem=3&amp;amp;armyId=YXno_CWvYSpdeHwT&amp;amp;book=Nuked%20World%3A%20Steel%20Brotherhood Nuked World: Steel Brotherhood]&lt;br /&gt;
|-&lt;br /&gt;
|Mutants&lt;br /&gt;
|DMCody&lt;br /&gt;
|[https://army-forge.onepagerules.com/armyInfo?gameSystem=3&amp;amp;armyId=aCeE_4GhrIqlh3s8&amp;amp;book=Nuked%20World%3A%20Atomic%20Mutants Nuked World: Atomic Mutants]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Lord of the Rings ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Creator&lt;br /&gt;
!Faction Name&lt;br /&gt;
|-&lt;br /&gt;
|Army of the Dead&lt;br /&gt;
|blognes&lt;br /&gt;
|[https://army-forge.onepagerules.com/armyInfo?gameSystem=4&amp;amp;armyId=tKs1svXEET9VSY9s&amp;amp;book=One%20Page%20to%20Rule%20Them%20All%20-%20Army%20of%20the%20Fallen One Page to Rule Them All - Army of the Fallen]&lt;br /&gt;
|-&lt;br /&gt;
|Easterlings of Rhun&lt;br /&gt;
|blognes&lt;br /&gt;
|[https://army-forge.onepagerules.com/armyInfo?gameSystem=4&amp;amp;armyId=5YkxXnOTkhxQSec8&amp;amp;book=One%20Page%20to%20Rule%20Them%20All%20-%20Dragon%20Army One Page to Rule Them All - Dragon Army]&lt;br /&gt;
|-&lt;br /&gt;
|Elves&lt;br /&gt;
|blognes&lt;br /&gt;
|[https://army-forge.onepagerules.com/armyInfo?gameSystem=4&amp;amp;armyId=BGlEdji8n-Zdq1NN&amp;amp;book=One%20Page%20to%20Rule%20Them%20All%20-%20Elven%20Realms One Page to Rule Them All - Elven Realms]&lt;br /&gt;
|-&lt;br /&gt;
|Dwarves&lt;br /&gt;
|blognes&lt;br /&gt;
|[https://army-forge.onepagerules.com/armyInfo?gameSystem=4&amp;amp;armyId=JWJ2x3A6V71x2dBY&amp;amp;book=One%20Page%20to%20Rule%20Them%20All%20-%20Dwarven%20Kingdoms One Page to Rule Them All - Dwarven Kingdoms]&lt;br /&gt;
|-&lt;br /&gt;
|Goblin Town&lt;br /&gt;
|blognes&lt;br /&gt;
|[https://army-forge.onepagerules.com/armyInfo?gameSystem=4&amp;amp;armyId=DDj3MpYmtKKmhXNj&amp;amp;book=One%20Page%20to%20Rule%20Them%20All%20-%20Goblin%20Horde One Page to Rule Them All - Goblin Horde]&lt;br /&gt;
|-&lt;br /&gt;
|Gondor&lt;br /&gt;
|blognes&lt;br /&gt;
|[https://army-forge.onepagerules.com/armyInfo?gameSystem=4&amp;amp;armyId=W5TwzR63-0RHoHwY&amp;amp;book=One%20Page%20to%20Rule%20Them%20All%20-%20White%20City One Page to Rule Them All - White City]&lt;br /&gt;
|-&lt;br /&gt;
|Hill Tribesmen&lt;br /&gt;
|blognes&lt;br /&gt;
|[https://army-forge.onepagerules.com/armyInfo?gameSystem=4&amp;amp;armyId=-yKMwWch_0zpcqfA&amp;amp;book=One%20Page%20to%20Rule%20Them%20All%20-%20Hill%20Tribes One Page to Rule Them All - Hill Tribes]&lt;br /&gt;
|-&lt;br /&gt;
|Mordor&lt;br /&gt;
|blognes&lt;br /&gt;
|[https://army-forge.onepagerules.com/armyInfo?gameSystem=4&amp;amp;armyId=5sK426cpLHU96JKy&amp;amp;book=One%20Page%20to%20Rule%20Them%20All%20-%20Great%20Eye One Page to Rule Them All - Great Eye]&lt;br /&gt;
|-&lt;br /&gt;
|Mordor&lt;br /&gt;
|CptXxR&lt;br /&gt;
|[https://army-forge.onepagerules.com/armyInfo?gameSystem=4&amp;amp;armyId=9KjtA1UgjFA-FUCs&amp;amp;book=Orcs%20of%20the%20great%20Eye Orcs of the great Eye]&lt;br /&gt;
|-&lt;br /&gt;
|White Hand of Isengard&lt;br /&gt;
|blognes&lt;br /&gt;
|[https://army-forge.onepagerules.com/armyInfo?gameSystem=4&amp;amp;armyId=VQUNRoetjIY6_Q1n&amp;amp;book=One%20Page%20to%20Rule%20Them%20All%20-%20White%20Hand One Page to Rule Them All - White Hand]&lt;br /&gt;
|-&lt;br /&gt;
|Rohirrim&lt;br /&gt;
|blognes&lt;br /&gt;
|[https://army-forge.onepagerules.com/armyInfo?gameSystem=4&amp;amp;armyId=PoEKMEBCKhequeR2&amp;amp;book=One%20Page%20to%20Rule%20Them%20All%20-%20Horse%20Lords One Page to Rule Them All - Horse Lords]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Marvel ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Creator&lt;br /&gt;
!Faction Name&lt;br /&gt;
|-&lt;br /&gt;
|Super Heroes&lt;br /&gt;
|MadRed&lt;br /&gt;
|[https://army-forge.onepagerules.com/armyInfo?gameSystem=3&amp;amp;armyId=XQDiwztmYiqjbW8M&amp;amp;book=Simons%20Super%20Heroes%20 Simons Super Heroes]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Star Trek ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Creator&lt;br /&gt;
!Faction Name&lt;br /&gt;
|-&lt;br /&gt;
|Federation&lt;br /&gt;
|shattered_logic3&lt;br /&gt;
|[https://army-forge.onepagerules.com/armyInfo?gameSystem=3&amp;amp;armyId=Nr7znQtV7NdJmhFv&amp;amp;book=%5BTrek%20Through%20the%20Stars%5D%20-%20Federation &amp;lt;nowiki&amp;gt;[Trek Through the Stars] - Federation&amp;lt;/nowiki&amp;gt;]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Star Wars ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Creator&lt;br /&gt;
!Faction Name&lt;br /&gt;
|-&lt;br /&gt;
|Battle droids&lt;br /&gt;
|Oktapius&lt;br /&gt;
|[https://army-forge.onepagerules.com/armyInfo?gameSystem=2&amp;amp;armyId=OcLUwut9OcNJ0Kpl&amp;amp;book=Star%20Conflicts%20-%20Automa%20Army Star Conflicts - Automa Army]&lt;br /&gt;
|-&lt;br /&gt;
|Stormtrooper&lt;br /&gt;
|Oktapius&lt;br /&gt;
|[https://army-forge.onepagerules.com/armyInfo?gameSystem=2&amp;amp;armyId=YxOmXE6je-WPEu2D&amp;amp;book=Star%20Conflicts%20-%20Genetic%20Troopers Star Conflicts - Genetic Troopers]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Regem</name></author>
	</entry>
	<entry>
		<id>https://www.onepagefan.wiki/index.php?title=Tyria&amp;diff=3651</id>
		<title>Tyria</title>
		<link rel="alternate" type="text/html" href="https://www.onepagefan.wiki/index.php?title=Tyria&amp;diff=3651"/>
		<updated>2025-07-18T01:12:52Z</updated>

		<summary type="html">&lt;p&gt;Regem: /* History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border: 2px solid #acacac;text-align: center; width:99%&amp;quot;&lt;br /&gt;
!&#039;&#039;&#039;Page under construction.&#039;&#039;&#039; &lt;br /&gt;
This article is incomplete, see the [[Contributors Guide|&amp;lt;u&amp;gt;Contributors Guide&amp;lt;/u&amp;gt;]] to learn how you can help improve it.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:Map of Tyria.png|thumb|Map of Tyria]]&lt;br /&gt;
&lt;br /&gt;
Tyria was once a prosperous land united under the [[Human Empire]], which thrived during the Golden Age of Voidgate exploration. However, the arrival of the [[Havoc Gods]] plunged the continent into chaos during the Havoc Wars. The gods were sealed into the Orb of Fate, but its destruction by the Last Emperor’s heirs unleashed the [[Great Rift]], shattering Tyria. Now, the continent is a battleground for surviving factions, freed [[Rift Daemons|Daemons]], and planar invaders.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
==== Pre-Imperial Era ====&lt;br /&gt;
Before the rise of the Human Empire, Tyria was a wild and untamed land ruled by ancient monsters and divided among scattered tribes. Giant beasts like dragons, cave-krakens, and swamp-crawlers dominated the landscape, forcing smaller races to live in constant danger. Humans survived as hunter-gatherers until their discovery of agriculture around 2325 BR allowed them to establish permanent settlements and begin forming small kingdoms.&lt;br /&gt;
&lt;br /&gt;
As Humans expanded their territories, they pushed other races into remote regions. The Elves retreated into the vast Heartwood Forest where they made alliances with the mysterious Treemen Ancients. Dwarves withdrew to mountain strongholds, developing advanced metalworking skills in their underground halls. Orcs adapted to the harsh Western Steppe, following their traditional Way of Bone as nomadic hunters. Goblins survived in the most inhospitable areas, living in caves and badlands through cunning and scavenging.&lt;br /&gt;
&lt;br /&gt;
During this time, ancient ruins containing strange portals called Voidgates began to be discovered. Some cultures worshipped these mysterious gates as divine artifacts, while others feared their unknown powers. Human warlords gradually consolidated power through both warfare and alliances, setting the stage for greater unification. Meanwhile, tensions grew among the Elves, leading to a civil war that resulted in the High Elves being exiled from the Heartwood and establishing their own coastal city-states.&lt;br /&gt;
&lt;br /&gt;
This chaotic but formative period lasted until the strongest Human kingdoms finally united under a single banner around 1252 BR, marking the founding of the Human Empire and the beginning of a new era for Tyria. The age of scattered tribes and monster-dominated wilderness was ending, giving way to civilization and empire - though many of the old dangers and conflicts would continue to shape Tyria&#039;s future.&lt;br /&gt;
&lt;br /&gt;
==== Rise of the Human Empire ====&lt;br /&gt;
The rise of the Human Empire marked a turning point in Tyrian history, transforming the continent from a collection of warring city-states into a unified civilization. Around 1252 BR, several powerful human kingdoms federated after generations of conflict, forming what would become one of Tyria&#039;s most dominant forces. The early Empire expanded through both conquest and diplomacy, offering protection and prosperity to those who swore fealty while crushing resistance from rival factions.&lt;br /&gt;
&lt;br /&gt;
A key challenge came from the Chivalrous Kingdoms, a coalition of noble houses that sought to stop the Empire&#039;s expansion. However, infighting among the kingdoms weakened their alliance, allowing Imperial forces to defeat them through superior discipline and strategy. The conquered territories were integrated into the growing Empire, their nobility absorbed into the Imperial hierarchy. Only two powers managed to resist complete assimilation - the Elves of the Heartwood to the east maintained their isolation through powerful magic and the Treemen&#039;s protection, while the western Dwarfholds proved too formidable to conquer outright.&lt;br /&gt;
&lt;br /&gt;
The Empire&#039;s golden age began with the Voidgate breakthrough around 218 BR. Imperial wizards learned to create and control these magical portals, enabling instant travel across vast distances. This revolutionized trade, communication, and military logistics, binding the far-flung territories together as never before. The Imperial Capital became the wealthiest city in Tyria, a center of learning and culture where diverse peoples mingled. The Wizarding Guild standardized magical practices, sending explorers through Voidgates to study other planes and recover ancient knowledge.&lt;br /&gt;
&lt;br /&gt;
At its height under Emperor Zeydino Vohraza (352 BR), the Empire stretched from the southern deserts to the frozen Northlands. Imperial roads connected cities, while Voidgates allowed resources and troops to move freely across the continent. This period of peace and prosperity became known as the Golden Age, when art, architecture, and scholarship flourished. However, the Empire&#039;s very success would eventually attract unwanted attention from beyond Tyria&#039;s borders, setting the stage for the catastrophic Havoc Wars that would test the Empire to its limits. The extensive Voidgate network, while the source of Imperial power, would prove to be its greatest vulnerability when dark forces from other planes took notice of Tyria&#039;s magical innovations.&lt;br /&gt;
&lt;br /&gt;
==== Havoc Wars ====&lt;br /&gt;
The Havoc Wars began when Tyria&#039;s growing use of Voidgates attracted the attention of powerful entities from beyond, the Havoc Gods. These four dying deities, each representing a different aspect of chaos (Change, Lust, Plague, and War), saw the Human Empire&#039;s planar explorations as an opportunity to prolong their existence. They first sent their Daemon servants through the Voidgates around 211 BR, offering bargains and corrupting influential figures across Tyria.&lt;br /&gt;
&lt;br /&gt;
As the Daemons spread their influence, the Empire faced rebellions and plagues. The Imperial Senate recalled border garrisons to protect the heartlands, abandoning outlying territories. This decision proved disastrous - the Northland tribes, feeling betrayed by the Empire&#039;s withdrawal, turned to worship the Havoc Gods in desperation. When the gods themselves manifested in Tyria, their united followers became an unstoppable horde known as the Havoc Warriors.&lt;br /&gt;
&lt;br /&gt;
The war reached its turning point when the Havoc Gods marched on the Imperial Capital. Facing certain defeat, the Empire&#039;s allies - Wood Elves, High Elves, and Dwarves - devised a desperate plan. A secret council of the mightiest wizards performed a ritual that trapped the Havoc Gods within the Orb of Fate (171 BR), sacrificing their lives in the process. With their gods suddenly gone, the Havoc forces collapsed into disarray.&lt;br /&gt;
&lt;br /&gt;
The war&#039;s aftermath left deep scars. The Dwarfholds had fallen to Orc invaders during the conflict, while Vampiric nobles rose in the western borderlands. Though the Empire survived, it never fully recovered its former glory. The Orb of Fate became central to Imperial coronation ceremonies, a reminder of both their greatest victory and most devastating war - setting the stage for the catastrophe to come when ambitious heirs would eventually shatter the Orb and unleash the Great Rift.&lt;br /&gt;
&lt;br /&gt;
==== The Great Rift ====&lt;br /&gt;
The Great Rift stands as the most catastrophic moment in Tyrian history, a turning point that marked the end of an era of relative stability and ushered in an age of permanent chaos. It all began with the death of the last Emperor, a wise ruler whose reign had maintained a fragile balance between the Empire&#039;s various factions. His heirs - spoiled twins coddled by a court of sycophants - proved utterly unfit for leadership. In their desperate grasp for power, they stormed the sacred temple housing the Orb of Fate, the artifact containing the Havoc Gods. What followed was tragedy of biblical proportions: the orb shattered in their incompetent hands, releasing the malevolent deities and unleashing an arcane explosion of continental scale.&lt;br /&gt;
&lt;br /&gt;
The imperial capital fell first, swallowed whole by the earth in mere seconds along with its entire population. The magical shockwave rippled across all of Tyria like an unstoppable earthquake, fracturing the world&#039;s crust and creating the Great Rift - a network of fissures that split the continent into pieces. Entire cities vanished into the abyss, ancient forests burned, mountains collapsed upon dwarven kingdoms, and the Beastmen&#039;s Sacred Tree was lost forever to the depths. The physical world wasn&#039;t the only casualty: the very laws of magic became distorted, causing dimensional portals to activate randomly across the land.&lt;br /&gt;
&lt;br /&gt;
The newly freed Havoc Gods showed their gratitude in the most perverse way possible - they resurrected the twins responsible for their liberation, transforming them into immortal creatures of incalculable power before disappearing to scheme their next moves. Meanwhile, demonic legions began emerging from the freshly opened portals, eager to serve their masters after centuries of exile. The Human Empire, already weakened by previous Havoc Wars, couldn&#039;t withstand this blow. What remained of its power structure disintegrated almost immediately, with provinces declaring independence, guilds fighting for control, and local warlords capitalizing on the power vacuum.&lt;br /&gt;
&lt;br /&gt;
Amid this anarchy, some factions found opportunities where others saw only ruin. The dwarves, seizing the confusion, rose against their orc oppressors in a series of bloody rebellions. In Vinci&#039;s swampy lands, ingenious scholars discovered veins of mind-amplifying crystals, giving them a technological edge. And the ratmen, always society&#039;s outcasts, built their fortified citadels in the most devastated territories - places no one else wanted.&lt;br /&gt;
&lt;br /&gt;
A hundred and fifty years have passed since that fateful day, and Tyria remains a continent fractured both physically and politically. The Rift hasn&#039;t healed - if anything, it seems to be slowly expanding, leaking strange arcane energies that mutate everything in their path. The Havoc Gods operate from the shadows, their intentions unknown but undoubtedly malevolent. Demons have become a constant presence in the world. And somewhere in the darkness, the immortal twins bide their time, tormented by guilt yet still hungry for power, dreaming of reclaiming the empire they helped destroy. The Great Rift wasn&#039;t just a historical catastrophe - it has become a metaphor for Tyria&#039;s very state: a broken world whose wounds won&#039;t heal, and whose future hangs by a thread over the abyss.&lt;br /&gt;
&lt;br /&gt;
==== Tyria at War ====&lt;br /&gt;
The once-unified Human Empire now struggles to maintain control over its heartlands while various factions wage endless battles across the fractured landscape. Imperial watchtowers stand as lonely sentinels along the Rift&#039;s edges, their garrisons ever-vigilant against demonic incursions that spill forth from the glowing fissures. In the western borderlands, Vampiric nobles lead undead legions against Imperial loyalists in a centuries-old stalemate, their cursed bloodlines fueling an eternal war of attrition. Meanwhile, the Kingdom of Angels clashes with Beastmen remnants in the ruined Savannah, fanatical warriors meeting agile hunters in brutal skirmishes among the bones of a dead civilization.&lt;br /&gt;
&lt;br /&gt;
The northern territories have become battlegrounds between Havoc Dwarves and the resilient Halfling tribes, while Ratmen fortresses endure relentless assaults from demonic warbands. Even the skies aren&#039;t safe - Dwarven sky-cities engage in aerial duels with Vinci&#039;s flying machines over crucial trade routes. Beneath the waves, Deep-Sea Elves raid shipping lanes, dragging entire crews into the depths. What began as isolated conflicts have snowballed into an age where war has become Tyria&#039;s natural state, with every faction fighting multiple enemies on different fronts. Mercenaries and sellswords thrive in this chaos, their loyalties shifting with the tides of battle, while common folk huddle behind whatever walls still stand. The battles rage on with no end in sight, as the land itself seems to feed the violence, its magical wounds whispering promises of power to those desperate enough to listen. In Tyria at War, there are no true victors - only those who haven&#039;t lost yet.&lt;br /&gt;
&lt;br /&gt;
== Timeline ==&lt;br /&gt;
&lt;br /&gt;
==== Ancient Era ====&lt;br /&gt;
&lt;br /&gt;
* 2325 BR - Humans discover agriculture, allowing them to dominate Tyria&#039;s fertile lands.&lt;br /&gt;
* 1252 BR - The Human Empire is founded as city-states unite under one banner.&lt;br /&gt;
* 918 BR - Elven Civil War results in High Elves being exiled from the Heartwood forest.&lt;br /&gt;
&lt;br /&gt;
==== Imperial Golden Age ====&lt;br /&gt;
&lt;br /&gt;
* 352 BR - Human Empire reaches its peak, stretching from southern deserts to the Northlands.&lt;br /&gt;
* 218 BR - Voidgate breakthrough allows planar travel and begins an era of prosperity.&lt;br /&gt;
&lt;br /&gt;
==== Havoc Wars Period ====&lt;br /&gt;
&lt;br /&gt;
* 211 BR - Havoc Gods arrive in Tyria, corrupting northern tribes and starting the wars.&lt;br /&gt;
* 192 BR - Great Alliance forms (Human Empire, Wood Elves, High Elves and Dwarves).&lt;br /&gt;
* 171 BR - Havoc Gods are imprisoned in the Orb of Fate by a powerful wizard ritual.&lt;br /&gt;
&lt;br /&gt;
==== Post-War Era ====&lt;br /&gt;
&lt;br /&gt;
* 18 BR - The Last Emperor ascends, temporarily restoring stability to the Empire.&lt;br /&gt;
* 0 (The Great Rift) - Orb of Fate is destroyed, unleashing the Havoc Gods and cracking the continent.&lt;br /&gt;
&lt;br /&gt;
==== Current Age ====&lt;br /&gt;
&lt;br /&gt;
* 36 AR - Imperial Senate forms to govern what remains of the Human Empire.&lt;br /&gt;
* ~150 AR - Present day - Tyria remains divided as factions fight for dominance.&lt;br /&gt;
&lt;br /&gt;
== Geography ==&lt;br /&gt;
Tyria is a fractured continent marked by the Great Rift, a massive scar stretching from the former Imperial Capital.&lt;br /&gt;
&lt;br /&gt;
=== Regions ===&lt;br /&gt;
&lt;br /&gt;
* Heartwood: Ancient forest home to the Wood Elves and Treemen Ancients.&lt;br /&gt;
* Northlands: Frozen wastes; stronghold of Havoc Dwarves and exiled tribes.&lt;br /&gt;
* Western Steppe: Orc-dominated plains; site of the fallen Dwarfholds.&lt;br /&gt;
* Dark Isles: Pirate havens ruled by Dark Elves and Snake Elves.&lt;br /&gt;
* Wild Savannah: Ruined homeland of the Beastmen, ravaged by the Rift.&lt;br /&gt;
&lt;br /&gt;
== Factions ==&lt;br /&gt;
&lt;br /&gt;
* [[Beastmen]]: Scattered survivors of the Wild Savannah&#039;s fallen civilization.&lt;br /&gt;
* [[Dark Elves]]: Pirate lords of the Dark Isles, opposed to High Elf rule.&lt;br /&gt;
* [[Eternal Wardens]]: Interplanar warriors who hunt Daemons across Tyria.&lt;br /&gt;
* [[Havoc Dwarves]]: Northern Dwarves who embraced the Havoc Gods after the Rift freed them from Orcs.&lt;br /&gt;
* [[High Elves]]: Seafaring traders and former rulers of the Dark Isles.&lt;br /&gt;
* [[Human Empire]]: The remnants of Tyria&#039;s once-great empire, now ruled by a Senate after the Great Rift shattered its capital.&lt;br /&gt;
* [[Kingdom of Angels]]: Fanatical humans crusading to reclaim lost territories.&lt;br /&gt;
* [[Ogres]]: Fleeing their ruined empire, they seek new lands in Tyria.&lt;br /&gt;
* [[Orcs]]: Divided between steppe nomads (Way of Bone) and iron-wielding conquerors (Way of Iron).&lt;br /&gt;
* [[Ratmen]]: Mutant outcasts who worship a mysterious Rat Goddess.&lt;br /&gt;
* [[Rift Daemons]]: Servants of the Havoc Gods, emerging from the Great Rift to spread chaos.&lt;br /&gt;
* [[Vampiric Undead]]: Cursed nobles who rule the western borderlands with undead legions.&lt;br /&gt;
* [[Volcanic Dwarves]]: Fire-worshipping Dwarves who hunt Orcs for vengeance.&lt;br /&gt;
* [[Wood Elves]]: Guardians of the Heartwood Forest, allied with ancient Treemen.&lt;/div&gt;</summary>
		<author><name>Regem</name></author>
	</entry>
	<entry>
		<id>https://www.onepagefan.wiki/index.php?title=The_Great_Rift&amp;diff=3583</id>
		<title>The Great Rift</title>
		<link rel="alternate" type="text/html" href="https://www.onepagefan.wiki/index.php?title=The_Great_Rift&amp;diff=3583"/>
		<updated>2025-07-14T16:02:29Z</updated>

		<summary type="html">&lt;p&gt;Regem: /* Legacy and Current State */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Great Rift is a massive scar that stretches across the continent of Tyria, formed when the [[Orb of Fate]], an ancient prison containing the [[Havoc Gods]], was shattered. This catastrophic event tore open the land, devastated the heart of the [[Human Empire]], and marked the beginning of a new era of instability.&lt;br /&gt;
&lt;br /&gt;
More than just a natural disaster, the Rift reopened dormant [[Voidgates]], allowing [[Rift Daemons|Daemons]] and chaotic magic to flood back into the world. It stands as a grim reminder of the Empire&#039;s fall, a place where reality grows unstable and the boundaries between worlds continue to blur.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
=== Origins of the Rift ===&lt;br /&gt;
The Great Rift was born from a single moment of tragedy: the shattering of the Orb of Fate. The Orb, once the prison of the four Havoc Gods, had stood as a symbol of peace and unity within the Human Empire since the end of the [[Havoc Wars]]. Its destruction marked not only the literal collapse of the Empire&#039;s capital, but also the spiritual and political collapse of the realm itself.&lt;br /&gt;
&lt;br /&gt;
The event occurred during a succession crisis, as the Emperor’s twin heirs, driven by pride and ambition{, came to blows within the temple that housed the Orb. In the chaos of their struggle, the Orb was dropped and shattered. The resulting explosion annihilated the Imperial Capital, releasing a wave of magical destruction and unleashing the long-imprisoned Havoc Gods back into the world.&lt;br /&gt;
&lt;br /&gt;
=== Aftermath ===&lt;br /&gt;
The immediate aftermath of the explosion saw the complete destruction of the Empire’s heartland. Only the outer fringes of the capital survived, surrounding a vast crater, now known as the Riftheart, where the city once stood. The arcane energy released from the Orb&#039;s destruction sent shockwaves across the continent, resulting in earthquakes, magical surges, and widespread destruction. The land itself cracked open, forming massive fissures that radiated outward like fractures in a broken mirror.&lt;br /&gt;
&lt;br /&gt;
These scars across Tyria would come to be known as the Great Rift.&lt;br /&gt;
&lt;br /&gt;
=== Rift Daemons and Voidgate Resurgence ===&lt;br /&gt;
The shattering of the Orb also reawakened numerous dormant Voidgates, portals that connect Tyria to other [[Planes]] of existence. Many of these gates had been sealed or forgotten since the days of the [[Wizarding Guild]], but with the Rift&#039;s formation, they reopened with renewed intensity.&lt;br /&gt;
&lt;br /&gt;
From these gates poured Rift Daemons, strange and powerful entities believed by many to have emerged directly from the Rift. Whether they are truly native to the Rift or have merely used it as a gateway remains unknown. Regardless, their arrival plunged Tyria into further chaos, and many saw them as an omen that the age of stability had ended.&lt;br /&gt;
&lt;br /&gt;
=== Legacy and Current State ===&lt;br /&gt;
The collapse of the Human Empire, coupled with the eruption of the Rift, marked the beginning of a long age of fragmentation and struggle across Tyria. The once-united peoples of the [[Great Alliance]] fell into disarray, their unity shattered alongside the Empire’s heart.&lt;br /&gt;
&lt;br /&gt;
Today, the Great Rift remains a region of mystery and peril. Explorers, scholars, and treasure seekers often brave its edges, hoping to uncover lost arcane secrets, ancient ruins, or forgotten technology buried beneath the fractured terrain. Meanwhile, Rift Daemons continue to emerge, and sightings of the undead twins, now powerful, immortal beings, have been reported in the shadowy lands beyond the Rift.&lt;/div&gt;</summary>
		<author><name>Regem</name></author>
	</entry>
	<entry>
		<id>https://www.onepagefan.wiki/index.php?title=Beastmen&amp;diff=3582</id>
		<title>Beastmen</title>
		<link rel="alternate" type="text/html" href="https://www.onepagefan.wiki/index.php?title=Beastmen&amp;diff=3582"/>
		<updated>2025-07-14T15:59:43Z</updated>

		<summary type="html">&lt;p&gt;Regem: /* Era of the Sacred Tree */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{OPR-Faction&lt;br /&gt;
|Faction=Beastmen&lt;br /&gt;
|Image = Beastmen.png&lt;br /&gt;
|Setting=Age of Fantasy&lt;br /&gt;
|Games=[[Age of Fantasy]],&amp;lt;br&amp;gt;[[Age of Fantasy Skirmish|Age of Fantasy: Skirmish]],&amp;lt;br&amp;gt;[[Age of Fantasy Regiments|Age of Fantasy: Regiments]],&amp;lt;br&amp;gt;[[Age of Fantasy Quest|Age of Fantasy: Quest]]&lt;br /&gt;
|Species=Beastmen&lt;br /&gt;
|Version=3.4.1&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Beastmen&#039;&#039;&#039; are a coalition of different species of bestial humanoids, which rely on ambush tactics to overwhelm their enemies.&lt;br /&gt;
&lt;br /&gt;
For centuries, the Beastmen coexisted peacefully in the southern savannah of [[Tyria]], where they established imposing cities and prospered through trade. However, the emergence of the [[The Great Rift|Rift]] brought widespread devastation, reducing many of their cities to ruins and forcing them to flee as [[Rift Daemons|Daemons]] invaded their homeland. Today, most Beastmen have retreated northward, surviving through raiding and scavenging as they continue their search for a new home.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
==== Era of the Sacred Tree ====&lt;br /&gt;
In the southern region of Tyria stretched a vast, untamed savannah where wildlife developed freely since ancient times. This land, shaped solely by the natural rhythms of its environment, remained untouched and wild for millennia. Beneath its surface, however, latent magical energies existed, whose most significant manifestation was the emergence of the [[Sacred Tree]].&lt;br /&gt;
&lt;br /&gt;
This colossal and anomalously growing tree appeared at the heart of the region’s largest watering hole. Its shade provided shelter, its fruit sustenance, and from its roots flowed a magical essence that caused profound transformations in the creatures exposed to it. The tree&#039;s sap possessed properties capable of granting intelligence, spiritual awareness, and sentience to those who consumed its fruit or absorbed its influence. Over time, its power spread in concentric patterns across the savannah, creating zones of awakening with varying intensity.&lt;br /&gt;
&lt;br /&gt;
Over countless generations, the creatures affected by this influence began to develop consciousness, language, social organization, and culture. Distinct tribes eventually emerged, each with its own cultural and physiological identity: the proud Ndoli, the cunning Waheni, the nomadic Hapari, the formidable Ndwarī, and the elusive Silombi. Initial interactions among these groups were marked by territorial conflict, but they gradually established coexistence through shared rituals, trade, and cooperation. This process led to the formation of the first organized societies of what became known as the Beastmen.&lt;br /&gt;
&lt;br /&gt;
During this stage, the Beastmen developed a complex culture that combined survival skills with refined symbolic expression. Notable achievements included woven textiles, advanced steelwork, and oral traditions passed through generations, all reflecting a deep connection with both the natural world and the magical forces of the Sacred Tree.&lt;br /&gt;
&lt;br /&gt;
A shared reverence for the Tree enabled cultural and spiritual unification, resulting in the rise of a flourishing civilization. A capital city was constructed around the Tree itself, harmoniously integrated with its living structure. From this center, the civilization expanded through satellite cities connected by trade routes and vital water sources. Their architecture, organic in nature, included stone fortresses and temples adorned with runes that pulsed with the Tree’s magical energy.&lt;br /&gt;
&lt;br /&gt;
Significant technical advances were made during this era, particularly in metallurgy, which allowed the production of high-quality weapons and ornaments. A sophisticated textile tradition also developed, transforming wild fibers into garments used for both everyday life and spiritual ceremonies. A strong social structure emerged, guided by a class of shamans who preserved ancestral knowledge through chants, carvings, and oral epics.&lt;br /&gt;
&lt;br /&gt;
At the heart of this civilization stood the [[Holy City]], built beneath the Sacred Tree’s canopy. The city featured stepped temples, winding paths aligned with the tree&#039;s natural growth, and subterranean canals that distributed its magical essence throughout the settlement. There, shamans conducted rituals, led ceremonies, and safeguarded the collective memory of their people. The Holy City served as the spiritual and cultural core of the Beastmen, and its very foundations were believed to be imbued with sacred power.&lt;br /&gt;
&lt;br /&gt;
This historical period is regarded as a golden age for the Beastmen, defined by a balance between spiritual growth, social organization, and respect for the natural and magical world. Their civilization reached a high level of sophistication, rooted in the blessings of the Sacred Tree and the unity of its people.&lt;br /&gt;
&lt;br /&gt;
==== The Collapse ====&lt;br /&gt;
The collapse of the Beastmen civilization began with a sudden geological and magical event of catastrophic proportions. The incident is historically known as &#039;&#039;Skarenda&#039;&#039;, or the Rift. Without prior signs, the landmass beneath the central savannah fractured violently, producing multiple fault lines that expanded rapidly in all directions. The terrain split apart with enough force to destroy longstanding infrastructure and alter the region’s geography permanently.&lt;br /&gt;
&lt;br /&gt;
At the epicenter of the rupture, the Sacred Tree, previously the spiritual and political center of the Beastmen civilization, was uprooted and fell into the newly formed abyss. Its once-pure waters, which had sustained both the land and its people, became corrupted as they poured into the depths. The resulting contamination rendered the surrounding region inhospitable.&lt;br /&gt;
&lt;br /&gt;
Structures that had stood for centuries, including fortresses, temples, and residential districts, collapsed as the ground gave way. The magical balance that had previously maintained the stability of the region was broken, giving rise to unpredictable and violent energy surges. These manifestations caused spatial anomalies and unstable magical zones across the former heartland of the savannah.&lt;br /&gt;
&lt;br /&gt;
From within the most affected rifts, hostile entities later referred to as Daemons emerged. Described as skeletal, horned beings, they wielded unknown weapons composed of dark magical energy capable of neutralizing both traditional and enchanted defenses. Their arrival marked the beginning of a prolonged and systematic assault on the remaining Beastmen population.&lt;br /&gt;
&lt;br /&gt;
Survivors of the initial disaster found themselves confronted with both environmental collapse and a coordinated external threat. The Daemons advanced steadily across the savannah, destroying settlements and displacing entire populations. The Beastmen, once unified under the guidance of the Sacred Tree, were quickly fragmented. Within a short period, organized resistance became impossible, and the survivors were forced into exile.&lt;br /&gt;
&lt;br /&gt;
The site of the former Holy City, once the cultural and religious center of the Beastmen civilization, was reduced to ruins. A few partially standing structures remain, including broken archways, collapsed towers, and fragments of stone altars. These remnants, while architecturally significant, are no longer in use and are considered highly dangerous due to residual magical instability in the area.&lt;br /&gt;
&lt;br /&gt;
In the aftermath, the Beastmen diaspora took two distinct paths. One group remained attached to their ancestral beliefs and traditions, often returning to the ruins to conduct clandestine rituals in an attempt to preserve their cultural identity. These efforts are considered symbolic rather than effective, as no known divine response has been recorded since the fall. The second group adopted a pragmatic approach, abandoning traditional customs and integrating into new socio-political roles as mercenaries, raiders, or survivalists, often repurposing sacred relics for warfare or commerce.&lt;br /&gt;
&lt;br /&gt;
The fall of the Sacred Tree and the subsequent loss of the Holy City are now viewed as a turning point in Beastmen history. The event illustrates the vulnerability of even the most spiritually and technologically integrated civilizations when confronted with large-scale natural and magical upheaval. The Wild Savannah, once a thriving center of culture and sentient life, remains depopulated and unstable. The question of whether the region or its people can ever recover remains unresolved.&lt;br /&gt;
&lt;br /&gt;
== Notable Conflicts ==&lt;br /&gt;
&#039;&#039;Note: This section needs more content. You can help the wiki by expanding it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Notable Locations ==&lt;br /&gt;
&#039;&#039;Note: This section needs more content. You can help the wiki by expanding it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Society ==&lt;br /&gt;
The Beastmen are a species composed of multiple tribes and subgroups, currently fragmented and in a state of diaspora. They once maintained a structured and peaceful civilization focused on communion with nature, spirituality, and artisanal craftsmanship. Following the catastrophic event known as the Rift, their society collapsed, resulting in a cultural, territorial, and political crisis.&lt;br /&gt;
&lt;br /&gt;
==== Tribal Structure ====&lt;br /&gt;
Several distinct species exist within the Beastmen population, including the Ndoli, Waheni, Hapari, Ndwari, Kemba, and Silombi. Historically, these species coexisted in balanced tribal communities, each contributing specific skills. For instance, the Hapari traditionally served as scouts, while the Ndoli specialized in hunting. This interspecies cooperation has weakened due to the fragmentation of groups, leaving many modern bands without the functional diversity of the past.&lt;br /&gt;
&lt;br /&gt;
Some bands are now dominated by a single species, often leading to internal tensions and power imbalances. These groups are frequently viewed by others as having deviated from the traditional values of unity and mutual respect.&lt;br /&gt;
&lt;br /&gt;
==== Keepers and Wanderers ====&lt;br /&gt;
Contemporary Beastmen are broadly divided into two main groups: &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Keepers:&#039;&#039;&#039; These remain in the ancestral territories, working to preserve ruins, temples, and cultural traditions. They face frequent threats from looters and Rift Daemons. Their situation is exacerbated by resource scarcity and geographic isolation. &lt;br /&gt;
* &#039;&#039;&#039;Wanderers:&#039;&#039;&#039; These groups have left the savannah, either out of necessity or by ideological choice. They seek new ways of life in foreign territories, often already claimed by other factions. Some become raiders, while others adopt a nomadic lifestyle or attempt to establish new settlements. Permanent settlements are rare.&lt;br /&gt;
&lt;br /&gt;
==== Cultural Transformation ====&lt;br /&gt;
The collapse of their civilization brought significant changes to Beastmen culture. Their former emphasis on peace, intellectual development, and environmental harmony has been replaced by a survivalist mindset. Most have adopted aggressive practices such as deforestation and crude metalworking. Although often seen as necessary, these actions are widely regarded as a betrayal of their original values.&lt;br /&gt;
&lt;br /&gt;
==== Political and Religious Organization ====&lt;br /&gt;
Traditionally, Beastmen tribes lacked a single central leader. Their governance was consensus-based, with spiritual guidance provided by shamans. Their religion centers on the Sacred Tree and a pantheon of deities believed to be the ancestors of each species. Despite recent upheaval, this structure remains partially intact.&lt;br /&gt;
&lt;br /&gt;
In the current context of widespread conflict, warrior chiefs have gained increased influence. Decision-making is still typically collective, with each species represented in tribal councils. However, governance structures vary: some bands function as militarized warbands under strong leadership, while others maintain traditional forms of consensus rule.&lt;br /&gt;
&lt;br /&gt;
==== Nomadism and Subsistence ====&lt;br /&gt;
Despite their urban past, the Beastmen retained nomadic practices that have aided their survival since the fall of their cities. Many bands now live as hunter-gatherers, mercenaries, raiders, or itinerant refugees. Some Wanderers seek remote natural environments to live in isolation, while others aim to reconstruct stable social structures.&lt;br /&gt;
&lt;br /&gt;
Among the Keepers, certain groups are focused on exploring ruins to recover artifacts believed capable of reactivating the Sacred Tree, considered by some as the key to the people’s cultural and spiritual renewal.&lt;br /&gt;
&lt;br /&gt;
== Military Overview ==&lt;br /&gt;
&#039;&#039;Note: This section needs more content. You can help the wiki by expanding it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Miniatures ==&lt;br /&gt;
&lt;br /&gt;
* OPR Beastmen (Official)&lt;br /&gt;
* Beastmen (Warhammer Fantasy, Games Workshop)&lt;br /&gt;
* Beasrmen (Age of Sigmar, Games Workshop)&lt;br /&gt;
* The Herd (Kings of War)&lt;br /&gt;
&lt;br /&gt;
For a detailed look for the different units see: [[Beastmen Miniatures]]{{AoF-Factions}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Age of Fantasy Factions]]&lt;br /&gt;
[[Category:Beastmen]]&lt;/div&gt;</summary>
		<author><name>Regem</name></author>
	</entry>
	<entry>
		<id>https://www.onepagefan.wiki/index.php?title=Beastmen&amp;diff=3581</id>
		<title>Beastmen</title>
		<link rel="alternate" type="text/html" href="https://www.onepagefan.wiki/index.php?title=Beastmen&amp;diff=3581"/>
		<updated>2025-07-14T15:59:16Z</updated>

		<summary type="html">&lt;p&gt;Regem: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{OPR-Faction&lt;br /&gt;
|Faction=Beastmen&lt;br /&gt;
|Image = Beastmen.png&lt;br /&gt;
|Setting=Age of Fantasy&lt;br /&gt;
|Games=[[Age of Fantasy]],&amp;lt;br&amp;gt;[[Age of Fantasy Skirmish|Age of Fantasy: Skirmish]],&amp;lt;br&amp;gt;[[Age of Fantasy Regiments|Age of Fantasy: Regiments]],&amp;lt;br&amp;gt;[[Age of Fantasy Quest|Age of Fantasy: Quest]]&lt;br /&gt;
|Species=Beastmen&lt;br /&gt;
|Version=3.4.1&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Beastmen&#039;&#039;&#039; are a coalition of different species of bestial humanoids, which rely on ambush tactics to overwhelm their enemies.&lt;br /&gt;
&lt;br /&gt;
For centuries, the Beastmen coexisted peacefully in the southern savannah of [[Tyria]], where they established imposing cities and prospered through trade. However, the emergence of the [[The Great Rift|Rift]] brought widespread devastation, reducing many of their cities to ruins and forcing them to flee as [[Rift Daemons|Daemons]] invaded their homeland. Today, most Beastmen have retreated northward, surviving through raiding and scavenging as they continue their search for a new home.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
==== Era of the Sacred Tree ====&lt;br /&gt;
In the southern region of Tyria stretched a vast, untamed savannah where wildlife developed freely since ancient times. This land, shaped solely by the natural rhythms of its environment, remained untouched and wild for millennia. Beneath its surface, however, latent magical energies existed, whose most significant manifestation was the emergence of the [[Sacred Tree]].&lt;br /&gt;
&lt;br /&gt;
This colossal and anomalously growing tree appeared at the heart of the region’s largest watering hole. Its shade provided shelter, its fruit sustenance, and from its roots flowed a magical essence that caused profound transformations in the creatures exposed to it. The tree&#039;s sap possessed properties capable of granting intelligence, spiritual awareness, and sentience to those who consumed its fruit or absorbed its influence. Over time, its power spread in concentric patterns across the savannah, creating zones of awakening with varying intensity.&lt;br /&gt;
&lt;br /&gt;
Over countless generations, the creatures affected by this influence began to develop consciousness, language, social organization, and culture. Distinct tribes eventually emerged, each with its own cultural and physiological identity: the proud Ndoli, the cunning Waheni, the nomadic Hapari, the formidable Ndwarī, and the elusive Silombi. Initial interactions among these groups were marked by territorial conflict, but they gradually established coexistence through shared rituals, trade, and cooperation. This process led to the formation of the first organized societies of what became known as the Beastmen.&lt;br /&gt;
&lt;br /&gt;
During this stage, the Beastmen developed a complex culture that combined survival skills with refined symbolic expression. Notable achievements included woven textiles, advanced steelwork, and oral traditions passed through generations—all reflecting a deep connection with both the natural world and the magical forces of the Sacred Tree.&lt;br /&gt;
&lt;br /&gt;
A shared reverence for the Tree enabled cultural and spiritual unification, resulting in the rise of a flourishing civilization. A capital city was constructed around the Tree itself, harmoniously integrated with its living structure. From this center, the civilization expanded through satellite cities connected by trade routes and vital water sources. Their architecture, organic in nature, included stone fortresses and temples adorned with runes that pulsed with the Tree’s magical energy.&lt;br /&gt;
&lt;br /&gt;
Significant technical advances were made during this era, particularly in metallurgy, which allowed the production of high-quality weapons and ornaments. A sophisticated textile tradition also developed, transforming wild fibers into garments used for both everyday life and spiritual ceremonies. A strong social structure emerged, guided by a class of shamans who preserved ancestral knowledge through chants, carvings, and oral epics.&lt;br /&gt;
&lt;br /&gt;
At the heart of this civilization stood the [[Holy City]], built beneath the Sacred Tree’s canopy. The city featured stepped temples, winding paths aligned with the tree&#039;s natural growth, and subterranean canals that distributed its magical essence throughout the settlement. There, shamans conducted rituals, led ceremonies, and safeguarded the collective memory of their people. The Holy City served as the spiritual and cultural core of the Beastmen, and its very foundations were believed to be imbued with sacred power.&lt;br /&gt;
&lt;br /&gt;
This historical period is regarded as a golden age for the Beastmen, defined by a balance between spiritual growth, social organization, and respect for the natural and magical world. Their civilization reached a high level of sophistication, rooted in the blessings of the Sacred Tree and the unity of its people.&lt;br /&gt;
&lt;br /&gt;
==== The Collapse ====&lt;br /&gt;
The collapse of the Beastmen civilization began with a sudden geological and magical event of catastrophic proportions. The incident is historically known as &#039;&#039;Skarenda&#039;&#039;, or the Rift. Without prior signs, the landmass beneath the central savannah fractured violently, producing multiple fault lines that expanded rapidly in all directions. The terrain split apart with enough force to destroy longstanding infrastructure and alter the region’s geography permanently.&lt;br /&gt;
&lt;br /&gt;
At the epicenter of the rupture, the Sacred Tree, previously the spiritual and political center of the Beastmen civilization, was uprooted and fell into the newly formed abyss. Its once-pure waters, which had sustained both the land and its people, became corrupted as they poured into the depths. The resulting contamination rendered the surrounding region inhospitable.&lt;br /&gt;
&lt;br /&gt;
Structures that had stood for centuries, including fortresses, temples, and residential districts, collapsed as the ground gave way. The magical balance that had previously maintained the stability of the region was broken, giving rise to unpredictable and violent energy surges. These manifestations caused spatial anomalies and unstable magical zones across the former heartland of the savannah.&lt;br /&gt;
&lt;br /&gt;
From within the most affected rifts, hostile entities later referred to as Daemons emerged. Described as skeletal, horned beings, they wielded unknown weapons composed of dark magical energy capable of neutralizing both traditional and enchanted defenses. Their arrival marked the beginning of a prolonged and systematic assault on the remaining Beastmen population.&lt;br /&gt;
&lt;br /&gt;
Survivors of the initial disaster found themselves confronted with both environmental collapse and a coordinated external threat. The Daemons advanced steadily across the savannah, destroying settlements and displacing entire populations. The Beastmen, once unified under the guidance of the Sacred Tree, were quickly fragmented. Within a short period, organized resistance became impossible, and the survivors were forced into exile.&lt;br /&gt;
&lt;br /&gt;
The site of the former Holy City, once the cultural and religious center of the Beastmen civilization, was reduced to ruins. A few partially standing structures remain, including broken archways, collapsed towers, and fragments of stone altars. These remnants, while architecturally significant, are no longer in use and are considered highly dangerous due to residual magical instability in the area.&lt;br /&gt;
&lt;br /&gt;
In the aftermath, the Beastmen diaspora took two distinct paths. One group remained attached to their ancestral beliefs and traditions, often returning to the ruins to conduct clandestine rituals in an attempt to preserve their cultural identity. These efforts are considered symbolic rather than effective, as no known divine response has been recorded since the fall. The second group adopted a pragmatic approach, abandoning traditional customs and integrating into new socio-political roles as mercenaries, raiders, or survivalists, often repurposing sacred relics for warfare or commerce.&lt;br /&gt;
&lt;br /&gt;
The fall of the Sacred Tree and the subsequent loss of the Holy City are now viewed as a turning point in Beastmen history. The event illustrates the vulnerability of even the most spiritually and technologically integrated civilizations when confronted with large-scale natural and magical upheaval. The Wild Savannah, once a thriving center of culture and sentient life, remains depopulated and unstable. The question of whether the region or its people can ever recover remains unresolved.&lt;br /&gt;
&lt;br /&gt;
== Notable Conflicts ==&lt;br /&gt;
&#039;&#039;Note: This section needs more content. You can help the wiki by expanding it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Notable Locations ==&lt;br /&gt;
&#039;&#039;Note: This section needs more content. You can help the wiki by expanding it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Society ==&lt;br /&gt;
The Beastmen are a species composed of multiple tribes and subgroups, currently fragmented and in a state of diaspora. They once maintained a structured and peaceful civilization focused on communion with nature, spirituality, and artisanal craftsmanship. Following the catastrophic event known as the Rift, their society collapsed, resulting in a cultural, territorial, and political crisis.&lt;br /&gt;
&lt;br /&gt;
==== Tribal Structure ====&lt;br /&gt;
Several distinct species exist within the Beastmen population, including the Ndoli, Waheni, Hapari, Ndwari, Kemba, and Silombi. Historically, these species coexisted in balanced tribal communities, each contributing specific skills. For instance, the Hapari traditionally served as scouts, while the Ndoli specialized in hunting. This interspecies cooperation has weakened due to the fragmentation of groups, leaving many modern bands without the functional diversity of the past.&lt;br /&gt;
&lt;br /&gt;
Some bands are now dominated by a single species, often leading to internal tensions and power imbalances. These groups are frequently viewed by others as having deviated from the traditional values of unity and mutual respect.&lt;br /&gt;
&lt;br /&gt;
==== Keepers and Wanderers ====&lt;br /&gt;
Contemporary Beastmen are broadly divided into two main groups: &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Keepers:&#039;&#039;&#039; These remain in the ancestral territories, working to preserve ruins, temples, and cultural traditions. They face frequent threats from looters and Rift Daemons. Their situation is exacerbated by resource scarcity and geographic isolation. &lt;br /&gt;
* &#039;&#039;&#039;Wanderers:&#039;&#039;&#039; These groups have left the savannah, either out of necessity or by ideological choice. They seek new ways of life in foreign territories, often already claimed by other factions. Some become raiders, while others adopt a nomadic lifestyle or attempt to establish new settlements. Permanent settlements are rare.&lt;br /&gt;
&lt;br /&gt;
==== Cultural Transformation ====&lt;br /&gt;
The collapse of their civilization brought significant changes to Beastmen culture. Their former emphasis on peace, intellectual development, and environmental harmony has been replaced by a survivalist mindset. Most have adopted aggressive practices such as deforestation and crude metalworking. Although often seen as necessary, these actions are widely regarded as a betrayal of their original values.&lt;br /&gt;
&lt;br /&gt;
==== Political and Religious Organization ====&lt;br /&gt;
Traditionally, Beastmen tribes lacked a single central leader. Their governance was consensus-based, with spiritual guidance provided by shamans. Their religion centers on the Sacred Tree and a pantheon of deities believed to be the ancestors of each species. Despite recent upheaval, this structure remains partially intact.&lt;br /&gt;
&lt;br /&gt;
In the current context of widespread conflict, warrior chiefs have gained increased influence. Decision-making is still typically collective, with each species represented in tribal councils. However, governance structures vary: some bands function as militarized warbands under strong leadership, while others maintain traditional forms of consensus rule.&lt;br /&gt;
&lt;br /&gt;
==== Nomadism and Subsistence ====&lt;br /&gt;
Despite their urban past, the Beastmen retained nomadic practices that have aided their survival since the fall of their cities. Many bands now live as hunter-gatherers, mercenaries, raiders, or itinerant refugees. Some Wanderers seek remote natural environments to live in isolation, while others aim to reconstruct stable social structures.&lt;br /&gt;
&lt;br /&gt;
Among the Keepers, certain groups are focused on exploring ruins to recover artifacts believed capable of reactivating the Sacred Tree, considered by some as the key to the people’s cultural and spiritual renewal.&lt;br /&gt;
&lt;br /&gt;
== Military Overview ==&lt;br /&gt;
&#039;&#039;Note: This section needs more content. You can help the wiki by expanding it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Miniatures ==&lt;br /&gt;
&lt;br /&gt;
* OPR Beastmen (Official)&lt;br /&gt;
* Beastmen (Warhammer Fantasy, Games Workshop)&lt;br /&gt;
* Beasrmen (Age of Sigmar, Games Workshop)&lt;br /&gt;
* The Herd (Kings of War)&lt;br /&gt;
&lt;br /&gt;
For a detailed look for the different units see: [[Beastmen Miniatures]]{{AoF-Factions}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Age of Fantasy Factions]]&lt;br /&gt;
[[Category:Beastmen]]&lt;/div&gt;</summary>
		<author><name>Regem</name></author>
	</entry>
	<entry>
		<id>https://www.onepagefan.wiki/index.php?title=The_Great_Rift&amp;diff=3580</id>
		<title>The Great Rift</title>
		<link rel="alternate" type="text/html" href="https://www.onepagefan.wiki/index.php?title=The_Great_Rift&amp;diff=3580"/>
		<updated>2025-07-14T15:58:28Z</updated>

		<summary type="html">&lt;p&gt;Regem: Created page with &amp;quot;The Great Rift is a colossal, continent-spanning scar across Tyria, created in the aftermath of a cataclysmic event that shattered the Orb of Fate, the ancient prison of the Havoc Gods. These immense fissures tore through the very fabric of the world, reshaping the land and marking the beginning of a new, chaotic era.  Beyond its physical devastation, the Great Rift also triggered a resurgence of Voidgate activity, leading to an influx of Rift Daemons|Daemo...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Great Rift is a colossal, continent-spanning scar across [[Tyria]], created in the aftermath of a cataclysmic event that shattered the [[Orb of Fate]], the ancient prison of the [[Havoc Gods]]. These immense fissures tore through the very fabric of the world, reshaping the land and marking the beginning of a new, chaotic era.&lt;br /&gt;
&lt;br /&gt;
Beyond its physical devastation, the Great Rift also triggered a resurgence of Voidgate activity, leading to an influx of [[Rift Daemons|Daemons]] and arcane anomalies across Tyria. Many fear that the Rift is more than a natural disaster, it is a wound in reality itself, one from which Tyria may never fully recover.&lt;br /&gt;
&lt;br /&gt;
Today, the Great Rift stands as both a monument to the Empire’s downfall and a source of fear, mystery, and danger. It is a place where reality grows thin, ancient magics stir, and the influence of other Planes continues to seep into the world.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
=== Origins of the Rift ===&lt;br /&gt;
The Great Rift was born from a single moment of tragedy: the shattering of the Orb of Fate. The Orb, once the prison of the four Havoc Gods, had stood as a symbol of peace and unity within the [[Human Empire]] since the end of the [[Havoc Wars]]. Its destruction marked not only the literal collapse of the Empire&#039;s capital, but also the spiritual and political collapse of the realm itself.&lt;br /&gt;
&lt;br /&gt;
The event occurred during a succession crisis, as the Emperor’s twin heirs, driven by pride and ambition{, came to blows within the temple that housed the Orb. In the chaos of their struggle, the Orb was dropped and shattered. The resulting explosion annihilated the Imperial Capital, releasing a wave of magical destruction and unleashing the long-imprisoned Havoc Gods back into the world.&lt;br /&gt;
&lt;br /&gt;
=== Aftermath ===&lt;br /&gt;
The immediate aftermath of the explosion saw the complete destruction of the Empire’s heartland. Only the outer fringes of the capital survived, surrounding a vast crater, now known as the Riftheart, where the city once stood. The arcane energy released from the Orb&#039;s destruction sent shockwaves across the continent, resulting in earthquakes, magical surges, and widespread destruction. The land itself cracked open, forming massive fissures that radiated outward like fractures in a broken mirror.&lt;br /&gt;
&lt;br /&gt;
These scars across Tyria would come to be known as the Great Rift.&lt;br /&gt;
&lt;br /&gt;
=== Rift Daemons and Voidgate Resurgence ===&lt;br /&gt;
The shattering of the Orb also reawakened numerous dormant [[Voidgates]], portals that connect Tyria to other [[Planes]] of existence. Many of these gates had been sealed or forgotten since the days of the [[Wizarding Guild]], but with the Rift&#039;s formation, they reopened with renewed intensity.&lt;br /&gt;
&lt;br /&gt;
From these gates poured Rift Daemons, strange and powerful entities believed by many to have emerged directly from the Rift. Whether they are truly native to the Rift or have merely used it as a gateway remains unknown. Regardless, their arrival plunged Tyria into further chaos, and many saw them as an omen that the age of stability had ended.&lt;br /&gt;
&lt;br /&gt;
=== Legacy and Current State ===&lt;br /&gt;
The collapse of the Human Empire, coupled with the eruption of the Rift, marked the beginning of a long age of fragmentation and struggle across Tyria. The once-united peoples of the &#039;&#039;&#039;[[Great Alliance]]&#039;&#039;&#039; fell into disarray, their unity shattered alongside the Empire’s heart.&lt;br /&gt;
&lt;br /&gt;
Today, the Great Rift remains a region of mystery and peril. Explorers, scholars, and treasure seekers often brave its edges, hoping to uncover lost arcane secrets, ancient ruins, or forgotten technology buried beneath the fractured terrain. Meanwhile, Rift Daemons continue to emerge, and sightings of the undead twins, now powerful, immortal beings, have been reported in the shadowy lands beyond the Rift.&lt;/div&gt;</summary>
		<author><name>Regem</name></author>
	</entry>
	<entry>
		<id>https://www.onepagefan.wiki/index.php?title=Beastmen&amp;diff=3579</id>
		<title>Beastmen</title>
		<link rel="alternate" type="text/html" href="https://www.onepagefan.wiki/index.php?title=Beastmen&amp;diff=3579"/>
		<updated>2025-07-14T15:42:27Z</updated>

		<summary type="html">&lt;p&gt;Regem: /* History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{OPR-Faction&lt;br /&gt;
|Faction=Beastmen&lt;br /&gt;
|Image = Beastmen.png&lt;br /&gt;
|Setting=Age of Fantasy&lt;br /&gt;
|Games=[[Age of Fantasy]],&amp;lt;br&amp;gt;[[Age of Fantasy Skirmish|Age of Fantasy: Skirmish]],&amp;lt;br&amp;gt;[[Age of Fantasy Regiments|Age of Fantasy: Regiments]],&amp;lt;br&amp;gt;[[Age of Fantasy Quest|Age of Fantasy: Quest]]&lt;br /&gt;
|Species=Beastmen&lt;br /&gt;
|Version=3.4.1&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Beastmen&#039;&#039;&#039; are a coalition of different species of bestial humanoids, which rely on ambush tactics to overwhelm their enemies.&lt;br /&gt;
&lt;br /&gt;
For centuries, the Beastmen coexisted peacefully in the southern savannah of [[Tyria]], where they established imposing cities and prospered through trade. However, the emergence of the [[Rift]] brought widespread devastation, reducing many of their cities to ruins and forcing them to flee as [[Daemons]] invaded their homeland. Today, most Beastmen have retreated northward, surviving through raiding and scavenging as they continue their search for a new home.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
==== Era of the Sacred Tree ====&lt;br /&gt;
In the southern region of Tyria stretched a vast, untamed savannah where wildlife developed freely since ancient times. This land, shaped solely by the natural rhythms of its environment, remained untouched and wild for millennia. Beneath its surface, however, latent magical energies existed, whose most significant manifestation was the emergence of the [[Sacred Tree]].&lt;br /&gt;
&lt;br /&gt;
This colossal and anomalously growing tree appeared at the heart of the region’s largest watering hole. Its shade provided shelter, its fruit sustenance, and from its roots flowed a magical essence that caused profound transformations in the creatures exposed to it. The tree&#039;s sap possessed properties capable of granting intelligence, spiritual awareness, and sentience to those who consumed its fruit or absorbed its influence. Over time, its power spread in concentric patterns across the savannah, creating zones of awakening with varying intensity.&lt;br /&gt;
&lt;br /&gt;
Over countless generations, the creatures affected by this influence began to develop consciousness, language, social organization, and culture. Distinct tribes eventually emerged, each with its own cultural and physiological identity: the proud Ndoli, the cunning Waheni, the nomadic Hapari, the formidable Ndwarī, and the elusive Silombi. Initial interactions among these groups were marked by territorial conflict, but they gradually established coexistence through shared rituals, trade, and cooperation. This process led to the formation of the first organized societies of what became known as the Beastmen.&lt;br /&gt;
&lt;br /&gt;
During this stage, the Beastmen developed a complex culture that combined survival skills with refined symbolic expression. Notable achievements included woven textiles, advanced steelwork, and oral traditions passed through generations—all reflecting a deep connection with both the natural world and the magical forces of the Sacred Tree.&lt;br /&gt;
&lt;br /&gt;
A shared reverence for the Tree enabled cultural and spiritual unification, resulting in the rise of a flourishing civilization. A capital city was constructed around the Tree itself, harmoniously integrated with its living structure. From this center, the civilization expanded through satellite cities connected by trade routes and vital water sources. Their architecture, organic in nature, included stone fortresses and temples adorned with runes that pulsed with the Tree’s magical energy.&lt;br /&gt;
&lt;br /&gt;
Significant technical advances were made during this era, particularly in metallurgy, which allowed the production of high-quality weapons and ornaments. A sophisticated textile tradition also developed, transforming wild fibers into garments used for both everyday life and spiritual ceremonies. A strong social structure emerged, guided by a class of shamans who preserved ancestral knowledge through chants, carvings, and oral epics.&lt;br /&gt;
&lt;br /&gt;
At the heart of this civilization stood the [[Holy City]], built beneath the Sacred Tree’s canopy. The city featured stepped temples, winding paths aligned with the tree&#039;s natural growth, and subterranean canals that distributed its magical essence throughout the settlement. There, shamans conducted rituals, led ceremonies, and safeguarded the collective memory of their people. The Holy City served as the spiritual and cultural core of the Beastmen, and its very foundations were believed to be imbued with sacred power.&lt;br /&gt;
&lt;br /&gt;
This historical period is regarded as a golden age for the Beastmen, defined by a balance between spiritual growth, social organization, and respect for the natural and magical world. Their civilization reached a high level of sophistication, rooted in the blessings of the Sacred Tree and the unity of its people.&lt;br /&gt;
&lt;br /&gt;
==== The Collapse ====&lt;br /&gt;
The collapse of the Beastmen civilization began with a sudden geological and magical event of catastrophic proportions. The incident is historically known as &#039;&#039;Skarenda&#039;&#039;, or the Rift. Without prior signs, the landmass beneath the central savannah fractured violently, producing multiple fault lines that expanded rapidly in all directions. The terrain split apart with enough force to destroy longstanding infrastructure and alter the region’s geography permanently.&lt;br /&gt;
&lt;br /&gt;
At the epicenter of the rupture, the Sacred Tree, previously the spiritual and political center of the Beastmen civilization, was uprooted and fell into the newly formed abyss. Its once-pure waters, which had sustained both the land and its people, became corrupted as they poured into the depths. The resulting contamination rendered the surrounding region inhospitable.&lt;br /&gt;
&lt;br /&gt;
Structures that had stood for centuries, including fortresses, temples, and residential districts, collapsed as the ground gave way. The magical balance that had previously maintained the stability of the region was broken, giving rise to unpredictable and violent energy surges. These manifestations caused spatial anomalies and unstable magical zones across the former heartland of the savannah.&lt;br /&gt;
&lt;br /&gt;
From within the most affected rifts, hostile entities later referred to as Daemons emerged. Described as skeletal, horned beings, they wielded unknown weapons composed of dark magical energy capable of neutralizing both traditional and enchanted defenses. Their arrival marked the beginning of a prolonged and systematic assault on the remaining Beastmen population.&lt;br /&gt;
&lt;br /&gt;
Survivors of the initial disaster found themselves confronted with both environmental collapse and a coordinated external threat. The Daemons advanced steadily across the savannah, destroying settlements and displacing entire populations. The Beastmen, once unified under the guidance of the Sacred Tree, were quickly fragmented. Within a short period, organized resistance became impossible, and the survivors were forced into exile.&lt;br /&gt;
&lt;br /&gt;
The site of the former Holy City, once the cultural and religious center of the Beastmen civilization, was reduced to ruins. A few partially standing structures remain, including broken archways, collapsed towers, and fragments of stone altars. These remnants, while architecturally significant, are no longer in use and are considered highly dangerous due to residual magical instability in the area.&lt;br /&gt;
&lt;br /&gt;
In the aftermath, the Beastmen diaspora took two distinct paths. One group remained attached to their ancestral beliefs and traditions, often returning to the ruins to conduct clandestine rituals in an attempt to preserve their cultural identity. These efforts are considered symbolic rather than effective, as no known divine response has been recorded since the fall. The second group adopted a pragmatic approach, abandoning traditional customs and integrating into new socio-political roles as mercenaries, raiders, or survivalists, often repurposing sacred relics for warfare or commerce.&lt;br /&gt;
&lt;br /&gt;
The fall of the Sacred Tree and the subsequent loss of the Holy City are now viewed as a turning point in Beastmen history. The event illustrates the vulnerability of even the most spiritually and technologically integrated civilizations when confronted with large-scale natural and magical upheaval. The Wild Savannah, once a thriving center of culture and sentient life, remains depopulated and unstable. The question of whether the region or its people can ever recover remains unresolved.&lt;br /&gt;
&lt;br /&gt;
== Notable Conflicts ==&lt;br /&gt;
&#039;&#039;Note: This section needs more content. You can help the wiki by expanding it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Notable Locations ==&lt;br /&gt;
&#039;&#039;Note: This section needs more content. You can help the wiki by expanding it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Society ==&lt;br /&gt;
The Beastmen are a species composed of multiple tribes and subgroups, currently fragmented and in a state of diaspora. They once maintained a structured and peaceful civilization focused on communion with nature, spirituality, and artisanal craftsmanship. Following the catastrophic event known as the Rift, their society collapsed, resulting in a cultural, territorial, and political crisis.&lt;br /&gt;
&lt;br /&gt;
==== Tribal Structure ====&lt;br /&gt;
Several distinct species exist within the Beastmen population, including the Ndoli, Waheni, Hapari, Ndwari, Kemba, and Silombi. Historically, these species coexisted in balanced tribal communities, each contributing specific skills. For instance, the Hapari traditionally served as scouts, while the Ndoli specialized in hunting. This interspecies cooperation has weakened due to the fragmentation of groups, leaving many modern bands without the functional diversity of the past.&lt;br /&gt;
&lt;br /&gt;
Some bands are now dominated by a single species, often leading to internal tensions and power imbalances. These groups are frequently viewed by others as having deviated from the traditional values of unity and mutual respect.&lt;br /&gt;
&lt;br /&gt;
==== Keepers and Wanderers ====&lt;br /&gt;
Contemporary Beastmen are broadly divided into two main groups: &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Keepers:&#039;&#039;&#039; These remain in the ancestral territories, working to preserve ruins, temples, and cultural traditions. They face frequent threats from looters and Rift Daemons. Their situation is exacerbated by resource scarcity and geographic isolation. &lt;br /&gt;
* &#039;&#039;&#039;Wanderers:&#039;&#039;&#039; These groups have left the savannah, either out of necessity or by ideological choice. They seek new ways of life in foreign territories, often already claimed by other factions. Some become raiders, while others adopt a nomadic lifestyle or attempt to establish new settlements. Permanent settlements are rare.&lt;br /&gt;
&lt;br /&gt;
==== Cultural Transformation ====&lt;br /&gt;
The collapse of their civilization brought significant changes to Beastmen culture. Their former emphasis on peace, intellectual development, and environmental harmony has been replaced by a survivalist mindset. Most have adopted aggressive practices such as deforestation and crude metalworking. Although often seen as necessary, these actions are widely regarded as a betrayal of their original values.&lt;br /&gt;
&lt;br /&gt;
==== Political and Religious Organization ====&lt;br /&gt;
Traditionally, Beastmen tribes lacked a single central leader. Their governance was consensus-based, with spiritual guidance provided by shamans. Their religion centers on the Sacred Tree and a pantheon of deities believed to be the ancestors of each species. Despite recent upheaval, this structure remains partially intact.&lt;br /&gt;
&lt;br /&gt;
In the current context of widespread conflict, warrior chiefs have gained increased influence. Decision-making is still typically collective, with each species represented in tribal councils. However, governance structures vary: some bands function as militarized warbands under strong leadership, while others maintain traditional forms of consensus rule.&lt;br /&gt;
&lt;br /&gt;
==== Nomadism and Subsistence ====&lt;br /&gt;
Despite their urban past, the Beastmen retained nomadic practices that have aided their survival since the fall of their cities. Many bands now live as hunter-gatherers, mercenaries, raiders, or itinerant refugees. Some Wanderers seek remote natural environments to live in isolation, while others aim to reconstruct stable social structures.&lt;br /&gt;
&lt;br /&gt;
Among the Keepers, certain groups are focused on exploring ruins to recover artifacts believed capable of reactivating the Sacred Tree, considered by some as the key to the people’s cultural and spiritual renewal.&lt;br /&gt;
&lt;br /&gt;
== Military Overview ==&lt;br /&gt;
&#039;&#039;Note: This section needs more content. You can help the wiki by expanding it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Miniatures ==&lt;br /&gt;
&lt;br /&gt;
* OPR Beastmen (Official)&lt;br /&gt;
* Beastmen (Warhammer Fantasy, Games Workshop)&lt;br /&gt;
* Beasrmen (Age of Sigmar, Games Workshop)&lt;br /&gt;
* The Herd (Kings of War)&lt;br /&gt;
&lt;br /&gt;
For a detailed look for the different units see: [[Beastmen Miniatures]]{{AoF-Factions}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Age of Fantasy Factions]]&lt;br /&gt;
[[Category:Beastmen]]&lt;/div&gt;</summary>
		<author><name>Regem</name></author>
	</entry>
	<entry>
		<id>https://www.onepagefan.wiki/index.php?title=Havoc_Brothers_Miniatures&amp;diff=3416</id>
		<title>Havoc Brothers Miniatures</title>
		<link rel="alternate" type="text/html" href="https://www.onepagefan.wiki/index.php?title=Havoc_Brothers_Miniatures&amp;diff=3416"/>
		<updated>2025-07-05T21:19:53Z</updated>

		<summary type="html">&lt;p&gt;Regem: /* Heroes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MiniUpdate}}&lt;br /&gt;
Miniature guide for the Grimdark Future faction [[Havoc Brothers]]. They are mainly based on [https://www.warhammer.com/en-GB/warhammer-40000/chaos/chaos-space-marines Chaos Space Marines] with subfactions based on four dedicated chaos legions: Plague Disciples based on [https://www.warhammer.com/en-GB/warhammer-40000/chaos/death-guard Death Guard], Disciples of War based on [https://www.warhammer.com/en-GB/warhammer-40000/chaos/world-eaters World Eaters], Disciples of Change based on [https://www.warhammer.com/en-GB/warhammer-40000/chaos/thousand-sons Thousand Sons], and Disciples of Lust based on [https://www.warhammer.com/en-GB/40k-chaos-emperorschildren Emperor&#039;s Children].&lt;br /&gt;
&lt;br /&gt;
== Official Miniatures ==&lt;br /&gt;
There are no miniatures currently released by &#039;&#039;&#039;OnePageRules&#039;&#039;&#039;.&lt;br /&gt;
== Unit Equivalences ==&lt;br /&gt;
=== Havoc Brothers ===&lt;br /&gt;
&lt;br /&gt;
==== Heroes ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!OPR&lt;br /&gt;
!GW&lt;br /&gt;
|-&lt;br /&gt;
|Havoc Champion&lt;br /&gt;
|[https://www.warhammer.com/en-WW/shop/chaos-space-marines-chaos-lord-2024?queryID=d72feff09fa82930cce83769833a5b6b Chaos Lord] (Havoc Lord)&amp;lt;br&amp;gt;[https://www.warhammer.com/en-WW/shop/chaos-space-marines-lord-with-jump-pack-2024?queryID=d72feff09fa82930cce83769833a5b6b Chaos Lord with Jump Pack] (Havoc Lord + Jetpack)&amp;lt;br&amp;gt;[https://www.warhammer.com/en-WW/shop/Chaos-Space-Marines-Sorcerer-2019?queryID=c7b484966c3cd204d262f0174725a525 Chaos Sorcerer] (Warlock)&amp;lt;br&amp;gt;[https://www.warhammer.com/en-WW/shop/Chaos-Space-Marines-Dark-Apostle-2019?queryID=d72feff09fa82930cce83769833a5b6b Dark Apostle] (Apostle)&amp;lt;br&amp;gt;[https://www.warhammer.com/en-WW/shop/Master-Of-Executions-2019?queryID=c7b484966c3cd204d262f0174725a525 Master of Executions] (no obvious upgrade association)&amp;lt;br&amp;gt;[https://www.warhammer.com/en-WW/shop/chaos-space-marines-master-of-possession-2023?queryID=d72feff09fa82930cce83769833a5b6b Master of Possession] (no obvious upgrade association)&amp;lt;br&amp;gt;[https://www.warhammer.com/en-WW/shop/chaos-space-marines-warpsmith-2022?queryID=d72feff09fa82930cce83769833a5b6b Warpsmith] (Dark Smith)&lt;br /&gt;
|-&lt;br /&gt;
|Havoc Destroyer Champion&lt;br /&gt;
|[https://www.warhammer.com/en-WW/shop/Chaos-Space-Marine-Chaos-Lord-2019?queryID=d72feff09fa82930cce83769833a5b6b Chaos Lord in Terminator Armour]&lt;br /&gt;
|-&lt;br /&gt;
|Cultist Champion&lt;br /&gt;
|Cultist Champion&amp;lt;br&amp;gt;[https://www.warhammer.com/en-WW/shop/chaos-space-marines-dark-commune-2022?queryID=c7b484966c3cd204d262f0174725a525 Dark Commune] (Icon Bearer/Psy-Witch/Cursed Blade)&lt;br /&gt;
|-&lt;br /&gt;
|Harbinger of Havoc&lt;br /&gt;
|[https://www.warhammer.com/en-WW/shop/slaves-to-darkness-daemon-prince-2023?queryID=d72feff09fa82930cce83769833a5b6b Daemon Prince]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Infantry====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!OPR&lt;br /&gt;
!GW&lt;br /&gt;
|-&lt;br /&gt;
|Cultists&lt;br /&gt;
|[https://www.warhammer.com/en-WW/shop/chaos-space-marines-chaos-cultists-2022?queryID=c7b484966c3cd204d262f0174725a525 Chaos Cultists]&amp;lt;/br&amp;gt;Cultists of the Abyss&lt;br /&gt;
|-&lt;br /&gt;
|Havoc Brothers&lt;br /&gt;
|[https://www.warhammer.com/en-WW/shop/Chaos-Space-Marines-2019?queryID=c7b484966c3cd204d262f0174725a525 Chaos Space Marines]&lt;br /&gt;
|-&lt;br /&gt;
|Chosen Havoc Brothers&lt;br /&gt;
|[https://www.warhammer.com/en-WW/shop/chaos-space-marines-chosen-2022?queryID=d72feff09fa82930cce83769833a5b6b Chosen]&amp;lt;/br&amp;gt;[https://www.warhammer.com/en-WW/shop/Chaos-Space-Marines-2019?queryID=c7b484966c3cd204d262f0174725a525 Chaos Space Marines]&lt;br /&gt;
|-&lt;br /&gt;
|Mutated Brothers&lt;br /&gt;
|[https://www.warhammer.com/en-WW/shop/chaos-space-marines-possessed-2022?queryID=c7b484966c3cd204d262f0174725a525 Possessed]&lt;br /&gt;
|-&lt;br /&gt;
|Talon Raptors&lt;br /&gt;
|[https://www.warhammer.com/en-WW/shop/Chaos-Space-Marine-Raptors-2018?queryID=c7b484966c3cd204d262f0174725a525 Raptors] (Heavy Pistol + Heavy CCW)&amp;lt;/br&amp;gt;[https://www.warhammer.com/en-WW/shop/Warp-Talons-2018?queryID=c7b484966c3cd204d262f0174725a525 Warp Talons] (Dual Energy Claws)&lt;br /&gt;
|-&lt;br /&gt;
|Havoc Support&lt;br /&gt;
|[https://www.warhammer.com/en-WW/shop/Chaos-Space-Marine-Havocs-2019?queryID=c7b484966c3cd204d262f0174725a525 Havocs]&lt;br /&gt;
|-&lt;br /&gt;
|Greater Mutated&lt;br /&gt;
|Greater Possessed&amp;lt;/br&amp;gt;[https://www.warhammer.com/en-WW/shop/chaos-space-marines-accursed-cultists-2022?queryID=d72feff09fa82930cce83769833a5b6b Accursed Cultist Torments]&lt;br /&gt;
|-&lt;br /&gt;
|Havoc Destroyers&lt;br /&gt;
|[https://www.warhammer.com/en-WW/shop/Chaos-Space-Marine-Terminators-2019?queryID=c7b484966c3cd204d262f0174725a525 Chaos Terminators]&lt;br /&gt;
|-&lt;br /&gt;
|Daemon Spawn&lt;br /&gt;
|[https://www.warhammer.com/en-WW/shop/Chaos-Spawn-2016?queryID=d72feff09fa82930cce83769833a5b6b Chaos Spawn]&lt;br /&gt;
|-&lt;br /&gt;
|Mutated Cultists&lt;br /&gt;
|[https://www.warhammer.com/en-WW/shop/chaos-space-marines-accursed-cultists-2022?queryID=d72feff09fa82930cce83769833a5b6b Accursed Cultist Mutants]&lt;br /&gt;
|-&lt;br /&gt;
|Mutated Destroyers&lt;br /&gt;
|[https://www.warhammer.com/en-WW/shop/chaos-space-marines-warpforged-venomcrawler-and-obliterators-2022?queryID=d72feff09fa82930cce83769833a5b6b Obliterators] (Mutated Claw + Mutated Gun)&amp;lt;/br&amp;gt;Mutilators (Dual Mutated Claw)&lt;br /&gt;
|-&lt;br /&gt;
|Havoc Bikers&lt;br /&gt;
|[https://www.warhammer.com/en-WW/shop/Chaos-Space-Marine-Bikers-2019?queryID=d72feff09fa82930cce83769833a5b6b Chaos Bikers]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Vehicles / Monsters====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!OPR&lt;br /&gt;
!GW&lt;br /&gt;
|-&lt;br /&gt;
|Havoc APC&lt;br /&gt;
|[https://www.warhammer.com/en-WW/shop/Chaos-Space-Marine-Rhino-2019?queryID=c7b484966c3cd204d262f0174725a525 Chaos Rhino]&lt;br /&gt;
|-&lt;br /&gt;
|Havoc Tank&lt;br /&gt;
|[https://www.warhammer.com/en-WW/shop/Chaos-Space-Marines-Predator?queryID=c7b484966c3cd204d262f0174725a525 Chaos Predator] (Twin Laser Cannon/Rapid Autocannon)&amp;lt;/br&amp;gt;[https://www.warhammer.com/en-WW/shop/Chaos-Space-Marines-Vindicator?queryID=c7b484966c3cd204d262f0174725a525 Chaos Vindicator] (Demolition Cannon + Dozer Blade)&lt;br /&gt;
|-&lt;br /&gt;
|Infernal Brute&lt;br /&gt;
|[https://www.warhammer.com/en-WW/shop/Helbrute?queryID=d72feff09fa82930cce83769833a5b6b Helbrute]&lt;br /&gt;
|-&lt;br /&gt;
|Infernal Stalker&lt;br /&gt;
|[https://www.warhammer.com/en-WW/shop/Chaos-Space-Marines-Vex-Machinator-2019?queryID=c7b484966c3cd204d262f0174725a525 Lord Discordant on Helstalker]&lt;br /&gt;
|-&lt;br /&gt;
|Havoc Fiend&lt;br /&gt;
|[https://www.warhammer.com/en-WW/shop/Chaos-Space-Marines-Forgefiend-2019?queryID=c7b484966c3cd204d262f0174725a525 Forgefiend] (Twin Fiend Autocannon/Twin Ecto-Cannon)&amp;lt;/br&amp;gt;[https://www.warhammer.com/en-WW/shop/Chaos-Space-Marine-Maulerfiend-2019?queryID=c7b484966c3cd204d262f0174725a525 Maulerfiend] (Steel Tail/Dual Maul Cutter)&lt;br /&gt;
|-&lt;br /&gt;
|Spider Walker&lt;br /&gt;
|[https://www.warhammer.com/en-WW/shop/chaos-space-marines-warpforged-venomcrawler-and-obliterators-2022?queryID=d72feff09fa82930cce83769833a5b6b Venomcrawler]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Titans====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!OPR&lt;br /&gt;
!GW&lt;br /&gt;
|-&lt;br /&gt;
|Havoc Heavy Tank&lt;br /&gt;
|[https://www.warhammer.com/en-WW/shop/Chaos-Space-Marines-Land-Raider?queryID=c7b484966c3cd204d262f0174725a525 Chaos Land Raider]&lt;br /&gt;
|-&lt;br /&gt;
|Crab Walker&lt;br /&gt;
|[https://www.warhammer.com/en-WW/shop/Chaos-Space-Marines-Defiler?queryID=c7b484966c3cd204d262f0174725a525 Defiler]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Aircraft====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!OPR&lt;br /&gt;
!GW&lt;br /&gt;
|-&lt;br /&gt;
|Havoc Dragon&lt;br /&gt;
|[https://www.warhammer.com/en-WW/shop/Chaos-Space-Marines-Heldrake-2019?queryID=c7b484966c3cd204d262f0174725a525 Heldrake]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Disciples of Plague===&lt;br /&gt;
&lt;br /&gt;
==== Heroes ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!OPR&lt;br /&gt;
!GW&lt;br /&gt;
!DakkaDakka&lt;br /&gt;
|-&lt;br /&gt;
|Plague Destroyer Champion&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Chosen Plague Champion&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Plague Champion&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/Death-Guard-Biologus-Putrifier-2020?queryID=59b3ae303fe7db6401d144753c3d3e02 Biologus Putrifier] (Apostle + Shred-Mod)&amp;lt;br&amp;gt;[https://www.warhammer.com/en-GB/shop/Death-Guard-Foul-Blightspawn-2020?queryID=59b3ae303fe7db6401d144753c3d3e02 Foul Blightspawn] (Plague Sprayer)&amp;lt;br&amp;gt;[https://www.warhammer.com/en-GB/shop/Death-Guard-Chosen-Of-Mortarion-2020?queryID=59b3ae303fe7db6401d144753c3d3e02 Malignant Plague Caster]  (Warlock)&amp;lt;br&amp;gt;[https://www.warhammer.com/en-GB/shop/Death-Guard-Chosen-Of-Mortarion-2020?queryID=59b3ae303fe7db6401d144753c3d3e02 Noxious Blightbringer] (Plague Bringer + Champion Plasma Pistol)&amp;lt;br&amp;gt;[https://www.warhammer.com/en-GB/shop/Death-Guard-Nauseous-Rotbone-2020?queryID=59b3ae303fe7db6401d144753c3d3e02 Nauseous Rotbone, the Plague Surgeon] (Plague Lord + Dual Plague CCW)&amp;lt;br&amp;gt;[https://www.warhammer.com/en-GB/shop/Death-Guard-Scribbus-Wretch-2020?queryID=59b3ae303fe7db6401d144753c3d3e02 Scribbus Wretch, the Tallyman] (no obvious upgrade association)&lt;br /&gt;
|Avatar of Pandemic&lt;br /&gt;
|-&lt;br /&gt;
|Plague Cultist Champion&lt;br /&gt;
|Lord of Contagion&amp;lt;br&amp;gt;[https://www.warhammer.com/en-GB/shop/Death-Guard-Lord-of-Virulence-2020?queryID=0b0047784277bff345bb841bdf468aa1 Lord of Virulence] (Twin Plague Sprayer)&amp;lt;br&amp;gt;[https://www.warhammer.com/en-GB/shop/Death-Guard-Typhus-2020?queryID=0b0047784277bff345bb841bdf468aa1 Typhus, Herald of the Plague God] (Great Scythe)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Core Units====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!OPR&lt;br /&gt;
!GW&lt;br /&gt;
!DakkaDakka&lt;br /&gt;
|-&lt;br /&gt;
|Plague Zombies&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/Death-Guard-Poxwalkers-2021?queryID=0b0047784277bff345bb841bdf468aa1 Poxwalkers]&lt;br /&gt;
|Pandemic Zombies&lt;br /&gt;
|-&lt;br /&gt;
|Plague Cultists&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Plague Brothers&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/Death-Guard-Plague-Marines-2020?queryID=0b0047784277bff345bb841bdf468aa1 Plague Marines]&lt;br /&gt;
|Pandemic Warriors&lt;br /&gt;
|-&lt;br /&gt;
|Chosen Plague Brothers&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Plague Support&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Plague Destroyers&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/Lord-Felthius-And-The-Tainted-Cohort-2021?queryID=0b0047784277bff345bb841bdf468aa1 Lord Felthius and the Tainted Cohort]&amp;lt;br&amp;gt;[https://www.warhammer.com/en-GB/shop/Death-Guard-Blightlord-Terminators-2020?queryID=0b0047784277bff345bb841bdf468aa1 Blight Lord Terminators]&amp;lt;br&amp;gt;[https://www.warhammer.com/en-GB/shop/Death-Guard-Deathshroud-Bodyguard-2020?queryID=0b0047784277bff345bb841bdf468aa1 Deathshroud Terminators] (Poison Gauntlets + Heavy Scythes)&lt;br /&gt;
|Pandemic Destroyer Squad&lt;br /&gt;
|-&lt;br /&gt;
|Mutated Plague Cultists&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Mutated Plague Brothers&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Greater Plague Mutated&lt;br /&gt;
|Gellerpox Infected&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Mutated Plague Destroyer&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Plague Bikers&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Vehicles / Monsters====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!OPR&lt;br /&gt;
!GW&lt;br /&gt;
!DakkaDakka&lt;br /&gt;
|-&lt;br /&gt;
|Plague APC&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Plague Tank&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/Death-Guard-Plagueburst-Crawler-2020?queryID=94148fb3054b27729046726bd24fd64b Plague Burst Crawler] (Plague Mortar + Dozer Blade)&amp;lt;/br&amp;gt;[https://www.warhammer.com/en-GB/shop/Chaos-Space-Marines-Predator?queryID=94148fb3054b27729046726bd24fd64b Chaos Predator] (Twin Laser Cannon/Rapid Autocannon)&lt;br /&gt;
|Pandemic Creeper Tank&lt;br /&gt;
|-&lt;br /&gt;
|Plague Drone&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/Death-Guard-Foetid-Bloat-drone-2020?queryID=94148fb3054b27729046726bd24fd64b Foetid Bloat Drone]&amp;lt;/br&amp;gt;[https://www.warhammer.com/en-GB/shop/Nurgle-Blight-Drone?queryID=94148fb3054b27729046726bd24fd64b Greater Blight Drone]&lt;br /&gt;
|Plague Drone&lt;br /&gt;
|-&lt;br /&gt;
|Plague Hauler&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/Etb-Death-Guard-Myphitic-Blight-hauler-2020?queryID=94148fb3054b27729046726bd24fd64b Myphitic Blight-hauler]&lt;br /&gt;
|Plague Hauler&lt;br /&gt;
|-&lt;br /&gt;
|Plague Infernal Brute&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Plague Fiend&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Titans ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!OPR&lt;br /&gt;
!GW&lt;br /&gt;
|-&lt;br /&gt;
|Plague Heavy Tank&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Plague Crab Walker&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/Chaos-Space-Marines-Defiler?queryID=94148fb3054b27729046726bd24fd64b Defiler]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Disciples of War===&lt;br /&gt;
&lt;br /&gt;
==== Heroes ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!OPR&lt;br /&gt;
!GW&lt;br /&gt;
|-&lt;br /&gt;
|War Champion&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/world-eaters-kharn-the-betrayer-2023?queryID=85023f8554df63ce6cfc346bb3c1e275 Kharn the Betrayer]&amp;lt;/br&amp;gt;[https://www.warhammer.com/en-GB/shop/Master-Of-Executions-2019?queryID=85023f8554df63ce6cfc346bb3c1e275 Master of Executions]&amp;lt;/br&amp;gt;[https://www.warhammer.com/en-GB/shop/world-eaters-lord-on-juggernaut-2023?queryID=85023f8554df63ce6cfc346bb3c1e275 Lord on Juggernaut] (Great Beast)&lt;br /&gt;
|-&lt;br /&gt;
|War Cultist Champion&lt;br /&gt;
|Jakhals Dishonoured&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Infantry====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!OPR&lt;br /&gt;
!GW&lt;br /&gt;
|-&lt;br /&gt;
|War Cultist Berserkers&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/world-eaters-jakhals-2023?queryID=85023f8554df63ce6cfc346bb3c1e275 Jakhals]&lt;br /&gt;
|-&lt;br /&gt;
|War Berzerkers&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/world-eaters-khorne-berserkers-2023?queryID=85023f8554df63ce6cfc346bb3c1e275 Khorne Berzerkers]&lt;br /&gt;
|-&lt;br /&gt;
|War Mutated Brothers&lt;br /&gt;
|[https://www.warhammer.com/en-WW/shop/world-eaters-eightbound-2023?queryID=9ccebf33331a52158f156900659d49aa Eightbound]&lt;br /&gt;
|-&lt;br /&gt;
|War Greater Mutated&lt;br /&gt;
|[https://www.warhammer.com/en-WW/shop/world-eaters-exalted-eightbound-2023?queryID=9ccebf33331a52158f156900659d49aa Exalted Eightbound]&lt;br /&gt;
|-&lt;br /&gt;
|Mutated War Destroyer&lt;br /&gt;
|Slaughterbound&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Vehicles / Monsters ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!OPR&lt;br /&gt;
!GW&lt;br /&gt;
|-&lt;br /&gt;
|War APC&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/Chaos-Space-Marine-Rhino-2019?queryID=7d7d3fcf0a20948260226aa98cab38e3 Chaos Rhino]&lt;br /&gt;
|-&lt;br /&gt;
|War Tank&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/Chaos-Space-Marines-Predator?queryID=7d7d3fcf0a20948260226aa98cab38e3 Chaos Predator]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|War Infernal Brute&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/Helbrute?queryID=7d7d3fcf0a20948260226aa98cab38e3 Helbrute]&lt;br /&gt;
|-&lt;br /&gt;
|War Fiend&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/Chaos-Space-Marines-Forgefiend-2019?queryID=7d7d3fcf0a20948260226aa98cab38e3 Forgefiend] (Twin Fiend Autocannon/Twin Ecto-Cannon)&amp;lt;/br&amp;gt;[https://www.warhammer.com/en-GB/shop/Chaos-Space-Marine-Maulerfiend-2019?queryID=7d7d3fcf0a20948260226aa98cab38e3 Maulerfiend] (Steel Tail/Dual Maul Cutter)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Titans ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!OPR&lt;br /&gt;
!GW&lt;br /&gt;
|-&lt;br /&gt;
|War Heavy Tank&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/Chaos-Space-Marines-Land-Raider?queryID=7d7d3fcf0a20948260226aa98cab38e3 Chaos Land Raider]&lt;br /&gt;
|-&lt;br /&gt;
|War Crab Walker&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/Chaos-Space-Marines-Defiler?queryID=7d7d3fcf0a20948260226aa98cab38e3 Defiler]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Aircraft====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!OPR&lt;br /&gt;
!GW&lt;br /&gt;
|-&lt;br /&gt;
|War Dragon&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/Chaos-Space-Marines-Heldrake-2019?queryID=7d7d3fcf0a20948260226aa98cab38e3 Heldrake]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Disciples of Change===&lt;br /&gt;
&lt;br /&gt;
==== Heroes ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!OPR&lt;br /&gt;
!GW&lt;br /&gt;
|-&lt;br /&gt;
|Change Champion&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/ahriman-arch-sorcerer-of-tzeentch?queryID=82cc3e61acd0348bb0a161f790bcffd1 Ahriman] (Master Warlock + Disc of Change)&amp;lt;/br&amp;gt;[https://www.warhammer.com/en-GB/shop/exalted-sorcerers?queryID=82cc3e61acd0348bb0a161f790bcffd1 Exalted Sorcerer] (Master Warlock)&amp;lt;/br&amp;gt;[https://www.warhammer.com/en-GB/shop/thousand-sons-infernal-master-2022?queryID=82cc3e61acd0348bb0a161f790bcffd1 Infernal Master] (no obvious upgrade association)&lt;br /&gt;
|-&lt;br /&gt;
|Change Birdman Champion&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/Tzaangor-Shaman?queryID=82cc3e61acd0348bb0a161f790bcffd1 Tzaangor Shaman] (Shaman + Disc of Change)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Infantry====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!OPR&lt;br /&gt;
!GW&lt;br /&gt;
|-&lt;br /&gt;
|Change Birdmen&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/Tzaangors-AoS?queryID=82cc3e61acd0348bb0a161f790bcffd1 Tzaangors]&lt;br /&gt;
|-&lt;br /&gt;
|Change Brothers&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/rubric-marines?queryID=82cc3e61acd0348bb0a161f790bcffd1 Rubric Marines]&lt;br /&gt;
|-&lt;br /&gt;
|Change Destroyers&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/scarab-occult-terminators?queryID=82cc3e61acd0348bb0a161f790bcffd1 Scarab Occult Terminators]&lt;br /&gt;
|-&lt;br /&gt;
|Change Birdmen Disc Riders&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/Tzaangor-Enlightened?queryID=82cc3e61acd0348bb0a161f790bcffd1 Tzaangor Enlightened]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Vehicles ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!OPR&lt;br /&gt;
!GW&lt;br /&gt;
|-&lt;br /&gt;
|Change Vortex Beast&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/Mutalith-Vortex-Beast?queryID=82cc3e61acd0348bb0a161f790bcffd1 Mutalith Vortex Beast]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Disciples of Lust===&lt;br /&gt;
====Heroes====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!OPR&lt;br /&gt;
!GW&lt;br /&gt;
|-&lt;br /&gt;
|Lust Champion&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/emperors-children-lord-exultant-2025?queryID=9135d03feb35631ab5635a178061bfba Lord Exultant]&lt;br /&gt;
|}&lt;br /&gt;
====Infantry====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!OPR&lt;br /&gt;
!GW&lt;br /&gt;
|-&lt;br /&gt;
|Lust Brothers&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/emperors-children-tormentors-2025?queryID=9135d03feb35631ab5635a178061bfba Tormentors/Infractors]&lt;br /&gt;
|-&lt;br /&gt;
|Lust Support&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/emperors-children-noise-marines-2025?queryID=9135d03feb35631ab5635a178061bfba Noise Marines] (Noise Cannons)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Other Manufacturers (Physical Minis) ==&lt;br /&gt;
&lt;br /&gt;
*Wargame Exclusive - https://wargameexclusive.com/&lt;br /&gt;
*Spellcrow - https://www.spellcrow.com/&lt;br /&gt;
*ArtelW - https://artelw.com/&lt;br /&gt;
*Bits of War - https://bitsofwar.com/&lt;br /&gt;
&lt;br /&gt;
==Other Manufacturers (3D Printing) ==&lt;br /&gt;
&lt;br /&gt;
*Heretic&#039;s Paradise - https://www.cgtrader.com/hereticsparadise&lt;br /&gt;
*DakkaDakka Store - https://www.myminifactory.com/users/DakkaDakkaStore?page=3&lt;br /&gt;
*Atlan Forge - https://www.myminifactory.com/users/AtlanForge&lt;br /&gt;
*Immaterium God Miniatures - https://www.myminifactory.com/users/immateriumgod?show=store&lt;br /&gt;
*DMG Minis - https://www.myminifactory.com/users/DMGMinis#/&lt;br /&gt;
*Dungeons &amp;amp; Dreadnoughts - https://www.myminifactory.com/users/DungeonsandDreadnoughts&lt;br /&gt;
&lt;br /&gt;
==Other Manufacturers (2D Minis) ==&lt;br /&gt;
&#039;&#039;Note: This section needs more content. You can help the wiki by expanding it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Faction-Links&lt;br /&gt;
|Faction = Havoc Brothers&lt;br /&gt;
|Links =  [[Havoc Brothers|Overview]] - [[Havoc Brothers Miniatures|Miniatures]]&lt;br /&gt;
}}&lt;br /&gt;
{{GDF-Miniatures}}&lt;br /&gt;
[[Category:Grimdark Future Miniatures]]&lt;br /&gt;
[[Category:Havoc Brothers]]&lt;/div&gt;</summary>
		<author><name>Regem</name></author>
	</entry>
	<entry>
		<id>https://www.onepagefan.wiki/index.php?title=Havoc_Brothers_Miniatures&amp;diff=3415</id>
		<title>Havoc Brothers Miniatures</title>
		<link rel="alternate" type="text/html" href="https://www.onepagefan.wiki/index.php?title=Havoc_Brothers_Miniatures&amp;diff=3415"/>
		<updated>2025-07-05T21:04:35Z</updated>

		<summary type="html">&lt;p&gt;Regem: /* Heroes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MiniUpdate}}&lt;br /&gt;
Miniature guide for the Grimdark Future faction [[Havoc Brothers]]. They are mainly based on [https://www.warhammer.com/en-GB/warhammer-40000/chaos/chaos-space-marines Chaos Space Marines] with subfactions based on four dedicated chaos legions: Plague Disciples based on [https://www.warhammer.com/en-GB/warhammer-40000/chaos/death-guard Death Guard], Disciples of War based on [https://www.warhammer.com/en-GB/warhammer-40000/chaos/world-eaters World Eaters], Disciples of Change based on [https://www.warhammer.com/en-GB/warhammer-40000/chaos/thousand-sons Thousand Sons], and Disciples of Lust based on [https://www.warhammer.com/en-GB/40k-chaos-emperorschildren Emperor&#039;s Children].&lt;br /&gt;
&lt;br /&gt;
== Official Miniatures ==&lt;br /&gt;
There are no miniatures currently released by &#039;&#039;&#039;OnePageRules&#039;&#039;&#039;.&lt;br /&gt;
== Unit Equivalences ==&lt;br /&gt;
=== Havoc Brothers ===&lt;br /&gt;
&lt;br /&gt;
==== Heroes ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!OPR&lt;br /&gt;
!GW&lt;br /&gt;
|-&lt;br /&gt;
|Havoc Champion&lt;br /&gt;
|[https://www.warhammer.com/en-WW/shop/chaos-space-marines-chaos-lord-2024?queryID=d72feff09fa82930cce83769833a5b6b Chaos Lord] (Havoc Lord)&amp;lt;br&amp;gt;[https://www.warhammer.com/en-WW/shop/chaos-space-marines-lord-with-jump-pack-2024?queryID=d72feff09fa82930cce83769833a5b6b Chaos Lord with Jump Pack] (Havoc Lord + Jetpack)&amp;lt;br&amp;gt;[https://www.warhammer.com/en-WW/shop/Chaos-Space-Marines-Sorcerer-2019?queryID=c7b484966c3cd204d262f0174725a525 Chaos Sorcerer] (Warlock)&amp;lt;br&amp;gt;[https://www.warhammer.com/en-WW/shop/Chaos-Space-Marines-Dark-Apostle-2019?queryID=d72feff09fa82930cce83769833a5b6b Dark Apostle] (Apostle)&amp;lt;br&amp;gt;[https://www.warhammer.com/en-WW/shop/Master-Of-Executions-2019?queryID=c7b484966c3cd204d262f0174725a525 Master of Executions] (no obvious upgrade association)&amp;lt;br&amp;gt;[https://www.warhammer.com/en-WW/shop/chaos-space-marines-master-of-possession-2023?queryID=d72feff09fa82930cce83769833a5b6b Master of Possession] (no obvious upgrade association)&amp;lt;br&amp;gt;[https://www.warhammer.com/en-WW/shop/chaos-space-marines-warpsmith-2022?queryID=d72feff09fa82930cce83769833a5b6b Warpsmith] (Dark Smith)&lt;br /&gt;
|-&lt;br /&gt;
|Havoc Destroyer Champion&lt;br /&gt;
|[https://www.warhammer.com/en-WW/shop/Chaos-Space-Marine-Chaos-Lord-2019?queryID=d72feff09fa82930cce83769833a5b6b Chaos Lord in Terminator Armour]&lt;br /&gt;
|-&lt;br /&gt;
|Cultist Champion&lt;br /&gt;
|Cultist Champion&amp;lt;br&amp;gt;[https://www.warhammer.com/en-WW/shop/chaos-space-marines-dark-commune-2022?queryID=c7b484966c3cd204d262f0174725a525 Dark Commune] (Icon Bearer/Psy-Witch/Cursed Blade)&lt;br /&gt;
|-&lt;br /&gt;
|Harbinger of Havoc&lt;br /&gt;
|[https://www.warhammer.com/en-WW/shop/slaves-to-darkness-daemon-prince-2023?queryID=d72feff09fa82930cce83769833a5b6b Daemon Prince]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Infantry====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!OPR&lt;br /&gt;
!GW&lt;br /&gt;
|-&lt;br /&gt;
|Cultists&lt;br /&gt;
|[https://www.warhammer.com/en-WW/shop/chaos-space-marines-chaos-cultists-2022?queryID=c7b484966c3cd204d262f0174725a525 Chaos Cultists]&amp;lt;/br&amp;gt;Cultists of the Abyss&lt;br /&gt;
|-&lt;br /&gt;
|Havoc Brothers&lt;br /&gt;
|[https://www.warhammer.com/en-WW/shop/Chaos-Space-Marines-2019?queryID=c7b484966c3cd204d262f0174725a525 Chaos Space Marines]&lt;br /&gt;
|-&lt;br /&gt;
|Chosen Havoc Brothers&lt;br /&gt;
|[https://www.warhammer.com/en-WW/shop/chaos-space-marines-chosen-2022?queryID=d72feff09fa82930cce83769833a5b6b Chosen]&amp;lt;/br&amp;gt;[https://www.warhammer.com/en-WW/shop/Chaos-Space-Marines-2019?queryID=c7b484966c3cd204d262f0174725a525 Chaos Space Marines]&lt;br /&gt;
|-&lt;br /&gt;
|Mutated Brothers&lt;br /&gt;
|[https://www.warhammer.com/en-WW/shop/chaos-space-marines-possessed-2022?queryID=c7b484966c3cd204d262f0174725a525 Possessed]&lt;br /&gt;
|-&lt;br /&gt;
|Talon Raptors&lt;br /&gt;
|[https://www.warhammer.com/en-WW/shop/Chaos-Space-Marine-Raptors-2018?queryID=c7b484966c3cd204d262f0174725a525 Raptors] (Heavy Pistol + Heavy CCW)&amp;lt;/br&amp;gt;[https://www.warhammer.com/en-WW/shop/Warp-Talons-2018?queryID=c7b484966c3cd204d262f0174725a525 Warp Talons] (Dual Energy Claws)&lt;br /&gt;
|-&lt;br /&gt;
|Havoc Support&lt;br /&gt;
|[https://www.warhammer.com/en-WW/shop/Chaos-Space-Marine-Havocs-2019?queryID=c7b484966c3cd204d262f0174725a525 Havocs]&lt;br /&gt;
|-&lt;br /&gt;
|Greater Mutated&lt;br /&gt;
|Greater Possessed&amp;lt;/br&amp;gt;[https://www.warhammer.com/en-WW/shop/chaos-space-marines-accursed-cultists-2022?queryID=d72feff09fa82930cce83769833a5b6b Accursed Cultist Torments]&lt;br /&gt;
|-&lt;br /&gt;
|Havoc Destroyers&lt;br /&gt;
|[https://www.warhammer.com/en-WW/shop/Chaos-Space-Marine-Terminators-2019?queryID=c7b484966c3cd204d262f0174725a525 Chaos Terminators]&lt;br /&gt;
|-&lt;br /&gt;
|Daemon Spawn&lt;br /&gt;
|[https://www.warhammer.com/en-WW/shop/Chaos-Spawn-2016?queryID=d72feff09fa82930cce83769833a5b6b Chaos Spawn]&lt;br /&gt;
|-&lt;br /&gt;
|Mutated Cultists&lt;br /&gt;
|[https://www.warhammer.com/en-WW/shop/chaos-space-marines-accursed-cultists-2022?queryID=d72feff09fa82930cce83769833a5b6b Accursed Cultist Mutants]&lt;br /&gt;
|-&lt;br /&gt;
|Mutated Destroyers&lt;br /&gt;
|[https://www.warhammer.com/en-WW/shop/chaos-space-marines-warpforged-venomcrawler-and-obliterators-2022?queryID=d72feff09fa82930cce83769833a5b6b Obliterators] (Mutated Claw + Mutated Gun)&amp;lt;/br&amp;gt;Mutilators (Dual Mutated Claw)&lt;br /&gt;
|-&lt;br /&gt;
|Havoc Bikers&lt;br /&gt;
|[https://www.warhammer.com/en-WW/shop/Chaos-Space-Marine-Bikers-2019?queryID=d72feff09fa82930cce83769833a5b6b Chaos Bikers]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Vehicles / Monsters====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!OPR&lt;br /&gt;
!GW&lt;br /&gt;
|-&lt;br /&gt;
|Havoc APC&lt;br /&gt;
|[https://www.warhammer.com/en-WW/shop/Chaos-Space-Marine-Rhino-2019?queryID=c7b484966c3cd204d262f0174725a525 Chaos Rhino]&lt;br /&gt;
|-&lt;br /&gt;
|Havoc Tank&lt;br /&gt;
|[https://www.warhammer.com/en-WW/shop/Chaos-Space-Marines-Predator?queryID=c7b484966c3cd204d262f0174725a525 Chaos Predator] (Twin Laser Cannon/Rapid Autocannon)&amp;lt;/br&amp;gt;[https://www.warhammer.com/en-WW/shop/Chaos-Space-Marines-Vindicator?queryID=c7b484966c3cd204d262f0174725a525 Chaos Vindicator] (Demolition Cannon + Dozer Blade)&lt;br /&gt;
|-&lt;br /&gt;
|Infernal Brute&lt;br /&gt;
|[https://www.warhammer.com/en-WW/shop/Helbrute?queryID=d72feff09fa82930cce83769833a5b6b Helbrute]&lt;br /&gt;
|-&lt;br /&gt;
|Infernal Stalker&lt;br /&gt;
|[https://www.warhammer.com/en-WW/shop/Chaos-Space-Marines-Vex-Machinator-2019?queryID=c7b484966c3cd204d262f0174725a525 Lord Discordant on Helstalker]&lt;br /&gt;
|-&lt;br /&gt;
|Havoc Fiend&lt;br /&gt;
|[https://www.warhammer.com/en-WW/shop/Chaos-Space-Marines-Forgefiend-2019?queryID=c7b484966c3cd204d262f0174725a525 Forgefiend] (Twin Fiend Autocannon/Twin Ecto-Cannon)&amp;lt;/br&amp;gt;[https://www.warhammer.com/en-WW/shop/Chaos-Space-Marine-Maulerfiend-2019?queryID=c7b484966c3cd204d262f0174725a525 Maulerfiend] (Steel Tail/Dual Maul Cutter)&lt;br /&gt;
|-&lt;br /&gt;
|Spider Walker&lt;br /&gt;
|[https://www.warhammer.com/en-WW/shop/chaos-space-marines-warpforged-venomcrawler-and-obliterators-2022?queryID=d72feff09fa82930cce83769833a5b6b Venomcrawler]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Titans====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!OPR&lt;br /&gt;
!GW&lt;br /&gt;
|-&lt;br /&gt;
|Havoc Heavy Tank&lt;br /&gt;
|[https://www.warhammer.com/en-WW/shop/Chaos-Space-Marines-Land-Raider?queryID=c7b484966c3cd204d262f0174725a525 Chaos Land Raider]&lt;br /&gt;
|-&lt;br /&gt;
|Crab Walker&lt;br /&gt;
|[https://www.warhammer.com/en-WW/shop/Chaos-Space-Marines-Defiler?queryID=c7b484966c3cd204d262f0174725a525 Defiler]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Aircraft====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!OPR&lt;br /&gt;
!GW&lt;br /&gt;
|-&lt;br /&gt;
|Havoc Dragon&lt;br /&gt;
|[https://www.warhammer.com/en-WW/shop/Chaos-Space-Marines-Heldrake-2019?queryID=c7b484966c3cd204d262f0174725a525 Heldrake]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Disciples of Plague===&lt;br /&gt;
&lt;br /&gt;
==== Heroes ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!OPR&lt;br /&gt;
!GW&lt;br /&gt;
!DakkaDakka&lt;br /&gt;
|-&lt;br /&gt;
|Plague Destroyer Champion&lt;br /&gt;
|Lord of Contagion&amp;lt;/br&amp;gt;[https://www.warhammer.com/en-GB/shop/Death-Guard-Lord-of-Virulence-2020?queryID=0b0047784277bff345bb841bdf468aa1 Lord of Virulence] (Twin Plague Sprayer)&amp;lt;/br&amp;gt;[https://www.warhammer.com/en-GB/shop/Death-Guard-Typhus-2020?queryID=0b0047784277bff345bb841bdf468aa1 Typhus, Herald of the Plague God] (Great Scythe)&lt;br /&gt;
|-&lt;br /&gt;
|Plague Champion&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/Death-Guard-Biologus-Putrifier-2020?queryID=59b3ae303fe7db6401d144753c3d3e02 Biologus Putrifier] (Apostle + Shred-Mod)&amp;lt;br&amp;gt;[https://www.warhammer.com/en-GB/shop/Death-Guard-Foul-Blightspawn-2020?queryID=59b3ae303fe7db6401d144753c3d3e02 Foul Blightspawn] (Plague Sprayer)&amp;lt;br&amp;gt;[https://www.warhammer.com/en-GB/shop/Death-Guard-Chosen-Of-Mortarion-2020?queryID=59b3ae303fe7db6401d144753c3d3e02 Malignant Plague Caster]  (Warlock)&amp;lt;br&amp;gt;[https://www.warhammer.com/en-GB/shop/Death-Guard-Chosen-Of-Mortarion-2020?queryID=59b3ae303fe7db6401d144753c3d3e02 Noxious Blightbringer] (Plague Bringer + Champion Plasma Pistol)&amp;lt;br&amp;gt;[https://www.warhammer.com/en-GB/shop/Death-Guard-Nauseous-Rotbone-2020?queryID=59b3ae303fe7db6401d144753c3d3e02 Nauseous Rotbone, the Plague Surgeon] (Plague Lord + Dual Plague CCW)&amp;lt;br&amp;gt;[https://www.warhammer.com/en-GB/shop/Death-Guard-Scribbus-Wretch-2020?queryID=59b3ae303fe7db6401d144753c3d3e02 Scribbus Wretch, the Tallyman] (no obvious upgrade association)&lt;br /&gt;
|Avatar of Pandemic&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Infantry====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!OPR&lt;br /&gt;
!GW&lt;br /&gt;
!DakkaDakka&lt;br /&gt;
|-&lt;br /&gt;
|Plague Zombies&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/Death-Guard-Poxwalkers-2021?queryID=0b0047784277bff345bb841bdf468aa1 Poxwalkers]&lt;br /&gt;
|Pandemic Zombies&lt;br /&gt;
|-&lt;br /&gt;
|Plague Brothers&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/Death-Guard-Plague-Marines-2020?queryID=0b0047784277bff345bb841bdf468aa1 Plague Marines]&lt;br /&gt;
|Pandemic Warriors&lt;br /&gt;
|-&lt;br /&gt;
|Greater Plague Mutated&lt;br /&gt;
|Gellerpox Infected&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Plague Destroyers&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/Lord-Felthius-And-The-Tainted-Cohort-2021?queryID=0b0047784277bff345bb841bdf468aa1 Lord Felthius and the Tainted Cohort]&amp;lt;/br&amp;gt;[https://www.warhammer.com/en-GB/shop/Death-Guard-Blightlord-Terminators-2020?queryID=0b0047784277bff345bb841bdf468aa1 Blight Lord Terminators]&amp;lt;/br&amp;gt;[https://www.warhammer.com/en-GB/shop/Death-Guard-Deathshroud-Bodyguard-2020?queryID=0b0047784277bff345bb841bdf468aa1 Deathshroud Terminators] (Poison Gauntlets + Heavy Scythes)&lt;br /&gt;
|Pandemic Destroyer Squad&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Vehicles / Monsters====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!OPR&lt;br /&gt;
!GW&lt;br /&gt;
!DakkaDakka&lt;br /&gt;
|-&lt;br /&gt;
|Plague Tank&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/Death-Guard-Plagueburst-Crawler-2020?queryID=94148fb3054b27729046726bd24fd64b Plague Burst Crawler] (Plague Mortar + Dozer Blade)&amp;lt;/br&amp;gt;[https://www.warhammer.com/en-GB/shop/Chaos-Space-Marines-Predator?queryID=94148fb3054b27729046726bd24fd64b Chaos Predator] (Twin Laser Cannon/Rapid Autocannon)&lt;br /&gt;
|Pandemic Creeper Tank&lt;br /&gt;
|-&lt;br /&gt;
|Plague Drone&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/Death-Guard-Foetid-Bloat-drone-2020?queryID=94148fb3054b27729046726bd24fd64b Foetid Bloat Drone]&amp;lt;/br&amp;gt;[https://www.warhammer.com/en-GB/shop/Nurgle-Blight-Drone?queryID=94148fb3054b27729046726bd24fd64b Greater Blight Drone]&lt;br /&gt;
|Plague Drone&lt;br /&gt;
|-&lt;br /&gt;
|Plague Hauler&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/Etb-Death-Guard-Myphitic-Blight-hauler-2020?queryID=94148fb3054b27729046726bd24fd64b Myphitic Blight-hauler]&lt;br /&gt;
|Plague Hauler&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Titans ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!OPR&lt;br /&gt;
!GW&lt;br /&gt;
|-&lt;br /&gt;
|Plague Crab Walker&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/Chaos-Space-Marines-Defiler?queryID=94148fb3054b27729046726bd24fd64b Defiler]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Disciples of War===&lt;br /&gt;
&lt;br /&gt;
==== Heroes ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!OPR&lt;br /&gt;
!GW&lt;br /&gt;
|-&lt;br /&gt;
|War Champion&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/world-eaters-kharn-the-betrayer-2023?queryID=85023f8554df63ce6cfc346bb3c1e275 Kharn the Betrayer]&amp;lt;/br&amp;gt;[https://www.warhammer.com/en-GB/shop/Master-Of-Executions-2019?queryID=85023f8554df63ce6cfc346bb3c1e275 Master of Executions]&amp;lt;/br&amp;gt;[https://www.warhammer.com/en-GB/shop/world-eaters-lord-on-juggernaut-2023?queryID=85023f8554df63ce6cfc346bb3c1e275 Lord on Juggernaut] (Great Beast)&lt;br /&gt;
|-&lt;br /&gt;
|War Cultist Champion&lt;br /&gt;
|Jakhals Dishonoured&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Infantry====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!OPR&lt;br /&gt;
!GW&lt;br /&gt;
|-&lt;br /&gt;
|War Cultist Berserkers&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/world-eaters-jakhals-2023?queryID=85023f8554df63ce6cfc346bb3c1e275 Jakhals]&lt;br /&gt;
|-&lt;br /&gt;
|War Berzerkers&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/world-eaters-khorne-berserkers-2023?queryID=85023f8554df63ce6cfc346bb3c1e275 Khorne Berzerkers]&lt;br /&gt;
|-&lt;br /&gt;
|War Mutated Brothers&lt;br /&gt;
|[https://www.warhammer.com/en-WW/shop/world-eaters-eightbound-2023?queryID=9ccebf33331a52158f156900659d49aa Eightbound]&lt;br /&gt;
|-&lt;br /&gt;
|War Greater Mutated&lt;br /&gt;
|[https://www.warhammer.com/en-WW/shop/world-eaters-exalted-eightbound-2023?queryID=9ccebf33331a52158f156900659d49aa Exalted Eightbound]&lt;br /&gt;
|-&lt;br /&gt;
|Mutated War Destroyer&lt;br /&gt;
|Slaughterbound&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Vehicles / Monsters ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!OPR&lt;br /&gt;
!GW&lt;br /&gt;
|-&lt;br /&gt;
|War APC&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/Chaos-Space-Marine-Rhino-2019?queryID=7d7d3fcf0a20948260226aa98cab38e3 Chaos Rhino]&lt;br /&gt;
|-&lt;br /&gt;
|War Tank&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/Chaos-Space-Marines-Predator?queryID=7d7d3fcf0a20948260226aa98cab38e3 Chaos Predator]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|War Infernal Brute&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/Helbrute?queryID=7d7d3fcf0a20948260226aa98cab38e3 Helbrute]&lt;br /&gt;
|-&lt;br /&gt;
|War Fiend&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/Chaos-Space-Marines-Forgefiend-2019?queryID=7d7d3fcf0a20948260226aa98cab38e3 Forgefiend] (Twin Fiend Autocannon/Twin Ecto-Cannon)&amp;lt;/br&amp;gt;[https://www.warhammer.com/en-GB/shop/Chaos-Space-Marine-Maulerfiend-2019?queryID=7d7d3fcf0a20948260226aa98cab38e3 Maulerfiend] (Steel Tail/Dual Maul Cutter)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Titans ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!OPR&lt;br /&gt;
!GW&lt;br /&gt;
|-&lt;br /&gt;
|War Heavy Tank&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/Chaos-Space-Marines-Land-Raider?queryID=7d7d3fcf0a20948260226aa98cab38e3 Chaos Land Raider]&lt;br /&gt;
|-&lt;br /&gt;
|War Crab Walker&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/Chaos-Space-Marines-Defiler?queryID=7d7d3fcf0a20948260226aa98cab38e3 Defiler]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Aircraft====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!OPR&lt;br /&gt;
!GW&lt;br /&gt;
|-&lt;br /&gt;
|War Dragon&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/Chaos-Space-Marines-Heldrake-2019?queryID=7d7d3fcf0a20948260226aa98cab38e3 Heldrake]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Disciples of Change===&lt;br /&gt;
&lt;br /&gt;
==== Heroes ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!OPR&lt;br /&gt;
!GW&lt;br /&gt;
|-&lt;br /&gt;
|Change Champion&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/ahriman-arch-sorcerer-of-tzeentch?queryID=82cc3e61acd0348bb0a161f790bcffd1 Ahriman] (Master Warlock + Disc of Change)&amp;lt;/br&amp;gt;[https://www.warhammer.com/en-GB/shop/exalted-sorcerers?queryID=82cc3e61acd0348bb0a161f790bcffd1 Exalted Sorcerer] (Master Warlock)&amp;lt;/br&amp;gt;[https://www.warhammer.com/en-GB/shop/thousand-sons-infernal-master-2022?queryID=82cc3e61acd0348bb0a161f790bcffd1 Infernal Master] (no obvious upgrade association)&lt;br /&gt;
|-&lt;br /&gt;
|Change Birdman Champion&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/Tzaangor-Shaman?queryID=82cc3e61acd0348bb0a161f790bcffd1 Tzaangor Shaman] (Shaman + Disc of Change)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Infantry====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!OPR&lt;br /&gt;
!GW&lt;br /&gt;
|-&lt;br /&gt;
|Change Birdmen&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/Tzaangors-AoS?queryID=82cc3e61acd0348bb0a161f790bcffd1 Tzaangors]&lt;br /&gt;
|-&lt;br /&gt;
|Change Brothers&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/rubric-marines?queryID=82cc3e61acd0348bb0a161f790bcffd1 Rubric Marines]&lt;br /&gt;
|-&lt;br /&gt;
|Change Destroyers&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/scarab-occult-terminators?queryID=82cc3e61acd0348bb0a161f790bcffd1 Scarab Occult Terminators]&lt;br /&gt;
|-&lt;br /&gt;
|Change Birdmen Disc Riders&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/Tzaangor-Enlightened?queryID=82cc3e61acd0348bb0a161f790bcffd1 Tzaangor Enlightened]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Vehicles ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!OPR&lt;br /&gt;
!GW&lt;br /&gt;
|-&lt;br /&gt;
|Change Vortex Beast&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/Mutalith-Vortex-Beast?queryID=82cc3e61acd0348bb0a161f790bcffd1 Mutalith Vortex Beast]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Disciples of Lust===&lt;br /&gt;
====Heroes====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!OPR&lt;br /&gt;
!GW&lt;br /&gt;
|-&lt;br /&gt;
|Lust Champion&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/emperors-children-lord-exultant-2025?queryID=9135d03feb35631ab5635a178061bfba Lord Exultant]&lt;br /&gt;
|}&lt;br /&gt;
====Infantry====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!OPR&lt;br /&gt;
!GW&lt;br /&gt;
|-&lt;br /&gt;
|Lust Brothers&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/emperors-children-tormentors-2025?queryID=9135d03feb35631ab5635a178061bfba Tormentors/Infractors]&lt;br /&gt;
|-&lt;br /&gt;
|Lust Support&lt;br /&gt;
|[https://www.warhammer.com/en-GB/shop/emperors-children-noise-marines-2025?queryID=9135d03feb35631ab5635a178061bfba Noise Marines] (Noise Cannons)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Other Manufacturers (Physical Minis) ==&lt;br /&gt;
&lt;br /&gt;
*Wargame Exclusive - https://wargameexclusive.com/&lt;br /&gt;
*Spellcrow - https://www.spellcrow.com/&lt;br /&gt;
*ArtelW - https://artelw.com/&lt;br /&gt;
*Bits of War - https://bitsofwar.com/&lt;br /&gt;
&lt;br /&gt;
==Other Manufacturers (3D Printing) ==&lt;br /&gt;
&lt;br /&gt;
*Heretic&#039;s Paradise - https://www.cgtrader.com/hereticsparadise&lt;br /&gt;
*DakkaDakka Store - https://www.myminifactory.com/users/DakkaDakkaStore?page=3&lt;br /&gt;
*Atlan Forge - https://www.myminifactory.com/users/AtlanForge&lt;br /&gt;
*Immaterium God Miniatures - https://www.myminifactory.com/users/immateriumgod?show=store&lt;br /&gt;
*DMG Minis - https://www.myminifactory.com/users/DMGMinis#/&lt;br /&gt;
*Dungeons &amp;amp; Dreadnoughts - https://www.myminifactory.com/users/DungeonsandDreadnoughts&lt;br /&gt;
&lt;br /&gt;
==Other Manufacturers (2D Minis) ==&lt;br /&gt;
&#039;&#039;Note: This section needs more content. You can help the wiki by expanding it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Faction-Links&lt;br /&gt;
|Faction = Havoc Brothers&lt;br /&gt;
|Links =  [[Havoc Brothers|Overview]] - [[Havoc Brothers Miniatures|Miniatures]]&lt;br /&gt;
}}&lt;br /&gt;
{{GDF-Miniatures}}&lt;br /&gt;
[[Category:Grimdark Future Miniatures]]&lt;br /&gt;
[[Category:Havoc Brothers]]&lt;/div&gt;</summary>
		<author><name>Regem</name></author>
	</entry>
	<entry>
		<id>https://www.onepagefan.wiki/index.php?title=Orcs_-_Warcrow_Miniatures&amp;diff=3414</id>
		<title>Orcs - Warcrow Miniatures</title>
		<link rel="alternate" type="text/html" href="https://www.onepagefan.wiki/index.php?title=Orcs_-_Warcrow_Miniatures&amp;diff=3414"/>
		<updated>2025-07-05T15:41:23Z</updated>

		<summary type="html">&lt;p&gt;Regem: Created page with &amp;quot;Miniature guide for using the [https://warcrow.com/universe/nations/northern-tribes Northern Tribes] physical miniatures range from [https://warcrow.com/en Warcrow] for the [https://www.onepagerules.wiki/index.php/Age_of_Fantasy Age of Fantasy] faction Orcs.  This equivalence list is only compatible with the [https://www.onepagerules.wiki/index.php/Age_of_Fantasy:_Skirmish Age of Fantasy: Skirmish] game mode.  &amp;#039;&amp;#039;Note: This page is based on OPR rules version 3.4.4.&amp;#039;&amp;#039;...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Miniature guide for using the [https://warcrow.com/universe/nations/northern-tribes Northern Tribes] physical miniatures range from [https://warcrow.com/en Warcrow] for the [https://www.onepagerules.wiki/index.php/Age_of_Fantasy Age of Fantasy] faction [[Orcs]].&lt;br /&gt;
&lt;br /&gt;
This equivalence list is only compatible with the [https://www.onepagerules.wiki/index.php/Age_of_Fantasy:_Skirmish Age of Fantasy: Skirmish] game mode.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: This page is based on OPR rules version 3.4.4.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Unit Equivalences ==&lt;br /&gt;
&lt;br /&gt;
==== Heroes ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!OPR&lt;br /&gt;
!CB - Warcrow&lt;br /&gt;
|-&lt;br /&gt;
|Brute Orc Boss&lt;br /&gt;
|&lt;br /&gt;
* Revenant&lt;br /&gt;
* Wrathmane&lt;br /&gt;
* Mounted Wrathmane (Boar)&lt;br /&gt;
|-&lt;br /&gt;
|Black Orc Boss&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Orc Boss&lt;br /&gt;
|&lt;br /&gt;
* Prime Warrior (Chieftain + Scary Shield)&lt;br /&gt;
* Contender (Chieftain + Scary Shield)&lt;br /&gt;
* Evoker (Shaman)&lt;br /&gt;
|-&lt;br /&gt;
|Mob Leader&lt;br /&gt;
|Tattoist (Shaman or Master Shaman)&lt;br /&gt;
|-&lt;br /&gt;
|Wild Leader&lt;br /&gt;
|&lt;br /&gt;
* Darkmaster&lt;br /&gt;
* Hersir (Chanter)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Core ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!OPR&lt;br /&gt;
!CB - Warcrow&lt;br /&gt;
|-&lt;br /&gt;
|Wild Boar Rider&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Black Orc&lt;br /&gt;
|Battle-scarred&lt;br /&gt;
|-&lt;br /&gt;
|Orcs&lt;br /&gt;
|Orc Hunters&lt;br /&gt;
|-&lt;br /&gt;
|Hobgoblins&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Orc Sniper&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Boar Riders&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Orc Shooters&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Wild Orcs&lt;br /&gt;
|Tundra Marauders&lt;br /&gt;
|-&lt;br /&gt;
|Wild Shooters&lt;br /&gt;
|Ice Archers&lt;br /&gt;
|-&lt;br /&gt;
|Brute Orc&lt;br /&gt;
|Battle-scarred&lt;br /&gt;
|-&lt;br /&gt;
|Giant Boar Rider&lt;br /&gt;
|Warg Riders&lt;br /&gt;
|-&lt;br /&gt;
|Wild Brute Orc&lt;br /&gt;
|Skin Changers&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Note: It is possible to combine this list with the Troll unit from the [[Goblins]] faction in order to include the Warcrow Stone Troll miniature.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
[[:Category:Alternate Age of Fantasy Miniatures|Alternate Age of Fantasy Miniatures]]&lt;br /&gt;
&lt;br /&gt;
[[Orcs Miniatures]]&lt;/div&gt;</summary>
		<author><name>Regem</name></author>
	</entry>
	<entry>
		<id>https://www.onepagefan.wiki/index.php?title=Orcs_Miniatures&amp;diff=3413</id>
		<title>Orcs Miniatures</title>
		<link rel="alternate" type="text/html" href="https://www.onepagefan.wiki/index.php?title=Orcs_Miniatures&amp;diff=3413"/>
		<updated>2025-07-05T15:24:23Z</updated>

		<summary type="html">&lt;p&gt;Regem: /* Other Manufacturers (Physical Minis) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MiniUpdate}}&lt;br /&gt;
== Official Miniatures ==&lt;br /&gt;
There are no miniatures currently released by &#039;&#039;&#039;OnePageRules&#039;&#039;&#039;.&lt;br /&gt;
== Unit Equivalences ==&lt;br /&gt;
==== Heroes ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!OPR&lt;br /&gt;
!GW&lt;br /&gt;
!Mantic&lt;br /&gt;
|-&lt;br /&gt;
|Brute Orc Boss&lt;br /&gt;
|Gordrakk Fist of Gork, Megaboss,&amp;lt;br&amp;gt;Megaboss on Maw-krusha&lt;br /&gt;
|Orc Krudger, Orc Krudger on Gore,&amp;lt;br&amp;gt;Orc Krudger on Winged Slasher,&amp;lt;br&amp;gt;Riftforged Orc Stormbringer on Winged Slasher,&amp;lt;br&amp;gt;Riftforged Orc Stormbringer on Manticore,&amp;lt;br&amp;gt;Riftforged Orc Stormcaller on Manticore&lt;br /&gt;
|-&lt;br /&gt;
|Black Orc Boss&lt;br /&gt;
|Black Orc Warboss, Orc War Wyvern&lt;br /&gt;
|Orc Krudger, Orc Krudger on Gore,&amp;lt;br&amp;gt;Orc Krudger on Winged Slasher,&amp;lt;br&amp;gt;Riftforged Orc Stormbringer on Winged Slasher,&amp;lt;br&amp;gt;Riftforged Orc Stormbringer on Manticore,&amp;lt;br&amp;gt;Riftforged Orc Stormcaller on Manticore&lt;br /&gt;
|-&lt;br /&gt;
| Orc Boss&lt;br /&gt;
|Azhag the Slaughterer,&amp;lt;br&amp;gt;Breaka-boss on Mirebrute Troggoth,&amp;lt;br&amp;gt;Gobsprakk The Mouth of Mork,&amp;lt;br&amp;gt;Snatchaboss on Sludgeraker Beast,&lt;br /&gt;
Orc Warboss, Killaboss&lt;br /&gt;
|Orc Krudger, Orc Krudger on Gore,&amp;lt;br&amp;gt;Orc Krudger on Winged Slasher,&amp;lt;br&amp;gt;Riftforged Orc Stormbringer on Winged Slasher,&amp;lt;br&amp;gt;Riftforged Orc Stormbringer on Manticore,&amp;lt;br&amp;gt;Riftforged Orc Stormcaller on Manticore&lt;br /&gt;
|-&lt;br /&gt;
|Mob Leader&lt;br /&gt;
| Weirdnob Shaman, Warchanter,&amp;lt;br&amp;gt;Wurrzag da Great Green Prophet,&lt;br /&gt;
Swampcalla Shaman&lt;br /&gt;
|Orc Godspeaker, Riftforged Orc Riftforger,&amp;lt;br&amp;gt;Riftforged Orc Stormcaller&lt;br /&gt;
|-&lt;br /&gt;
|Wild Leader&lt;br /&gt;
|Maniak Weirdnob,&amp;lt;br&amp;gt;Savage Orc Big Boss, Wardokk&lt;br /&gt;
|n/a&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Core====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!OPR&lt;br /&gt;
!GW&lt;br /&gt;
!Mantic&lt;br /&gt;
|-&lt;br /&gt;
|Hobgoblins&lt;br /&gt;
|Hobgrot Slittaz&lt;br /&gt;
|Goblins, Goblin Luggits&lt;br /&gt;
|-&lt;br /&gt;
|Orcs&lt;br /&gt;
|Gutrippaz, Orc Boys,&lt;br /&gt;
|Orc Ax, Riftforged Orcs&lt;br /&gt;
|-&lt;br /&gt;
|Wild Orcs&lt;br /&gt;
|Savage Orc Boys, Savage Orc Morboys&lt;br /&gt;
|Orc Morax&lt;br /&gt;
|-&lt;br /&gt;
|Black Orcs&lt;br /&gt;
|Black Orcs&lt;br /&gt;
|Orc Greatax&lt;br /&gt;
|-&lt;br /&gt;
| Brute Orcs&lt;br /&gt;
|Orc Brutes&lt;br /&gt;
|Orc Ax, Riftforged Orcs&lt;br /&gt;
|-&lt;br /&gt;
|Wild Brute Orcs&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Orc Shooters&lt;br /&gt;
|Orc Archer Boys&lt;br /&gt;
|Orc Skulks&lt;br /&gt;
|-&lt;br /&gt;
|Wild Shooters&lt;br /&gt;
|Savage Orc Arrowboy&lt;br /&gt;
|Orc Skulks&lt;br /&gt;
|-&lt;br /&gt;
|Orc Snipers &lt;br /&gt;
|Man-Skewer Boltboyz&lt;br /&gt;
|Orc Skulks&lt;br /&gt;
|-&lt;br /&gt;
|Boar Riders&lt;br /&gt;
|Orc Boarboy &lt;br /&gt;
|Orc Gore Riders&lt;br /&gt;
|-&lt;br /&gt;
|Wild Boar Riders&lt;br /&gt;
|Savage Boarboys, Savage Boarboy Maniaks&lt;br /&gt;
|Orc Gore Riders&lt;br /&gt;
|-&lt;br /&gt;
|Giant Boar Riders&lt;br /&gt;
|Gore-gruntas&lt;br /&gt;
|Orc Gore Riders&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Vehicles====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!OPR &lt;br /&gt;
!GW&lt;br /&gt;
!Mantic&lt;br /&gt;
|-&lt;br /&gt;
|Swamp Crawler&lt;br /&gt;
|Marshcrawla Sloggoth&lt;br /&gt;
|Giant, Riftforged Orc Storm Giant&lt;br /&gt;
|-&lt;br /&gt;
|Sludge Beast&lt;br /&gt;
|Snatchaboss on Sludgeraker Beast&lt;br /&gt;
|Riftforged Orc Storm Giant&lt;br /&gt;
|-&lt;br /&gt;
|Boar Chariot&lt;br /&gt;
|Orc Boar Chariot&lt;br /&gt;
|Orc Chariots&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Artillery====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! OPR&lt;br /&gt;
!GW&lt;br /&gt;
!Mantic&lt;br /&gt;
|-&lt;br /&gt;
|Orc Artillery &lt;br /&gt;
|Beast-skewer Killbow&lt;br /&gt;
|Goblin Sharpstick Thrower, Goblin Big Rock Thrower&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Other Manufacturers (Physical Minis)==&lt;br /&gt;
&lt;br /&gt;
* Mantic Games - [https://www.manticgames.com/games/kings-of-war/orcs/ Kings of War Orcs]&lt;br /&gt;
* Mantic Games - [https://www.manticgames.com/games/kings-of-war/kings-of-war-factions/riftforged-orcs/ Kings of War Riftforged Orcs]&lt;br /&gt;
* Corvus Belli - [https://warcrow.com/en Warcrow] | [[Orcs - Warcrow Miniatures|Unit Equivalences]]&lt;br /&gt;
&lt;br /&gt;
==Other Manufacturers (3D Printing)==&lt;br /&gt;
&lt;br /&gt;
* Avatars of War [https://www.myminifactory.com/users/AvatarsOfWar/collection/orcs-goblins myminifactory.com] [https://avatars-of-war.com/sh/en/ homepage]&lt;br /&gt;
* Highland Miniatures [https://www.myminifactory.com/users/Highlandsminis/collection/moredhun-s-orcs myminifactory.com] [https://www.patreon.com/highlands_miniatures patreon.com]&lt;br /&gt;
* MOMminiatures [https://www.myminifactory.com/users/MOMminiatures/collection/orcs myminifactory.com] [https://www.patreon.com/MOMminiaturas patreon.com]&lt;br /&gt;
&lt;br /&gt;
==Other Manufacturers (2D Minis)==&lt;br /&gt;
&#039;&#039;Note: This section needs more content. You can help the wiki by expanding it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Faction-Links&lt;br /&gt;
|Faction = Orcs&lt;br /&gt;
|Links =  [[Orcs|Overview]] - [[Orcs Miniatures|Miniatures]]&lt;br /&gt;
}}&lt;br /&gt;
{{AoF-Miniatures}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Age of Fantasy Miniatures]]&lt;br /&gt;
[[Category:Orcs]]&lt;/div&gt;</summary>
		<author><name>Regem</name></author>
	</entry>
	<entry>
		<id>https://www.onepagefan.wiki/index.php?title=Duchies_of_Vinci_Miniatures&amp;diff=3412</id>
		<title>Duchies of Vinci Miniatures</title>
		<link rel="alternate" type="text/html" href="https://www.onepagefan.wiki/index.php?title=Duchies_of_Vinci_Miniatures&amp;diff=3412"/>
		<updated>2025-07-05T15:22:58Z</updated>

		<summary type="html">&lt;p&gt;Regem: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MiniUpdate}}&lt;br /&gt;
[[File:Vinci Automa Guard-render.jpg|thumb|Official Vinci Automa Guard Models]]&lt;br /&gt;
&#039;&#039;Note: This page is based on OPR rules version 3.4.4.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Miniature guide for the [[Age of Fantasy]] faction [[Duchies of Vinci]].&lt;br /&gt;
&lt;br /&gt;
==Official Miniatures==&lt;br /&gt;
&lt;br /&gt;
=== Physical Miniseditedit source ===&lt;br /&gt;
The OPR Duchies of Vinci models are currently not available in physical form.&lt;br /&gt;
&lt;br /&gt;
===3D Printing===&lt;br /&gt;
[https://www.myminifactory.com/users/onepagerules?show=store&amp;amp;query=Duchies+of+Vinci MyMiniFactory]&lt;br /&gt;
&lt;br /&gt;
=== 2D Minis ===&lt;br /&gt;
[https://www.drivethrurpg.com/en/product/462116/duchies-of-vinci-full-army-bundle DriveThruRPG]&lt;br /&gt;
&lt;br /&gt;
== Unit Equivalences ==&lt;br /&gt;
&lt;br /&gt;
==== Heroes ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!OPR&lt;br /&gt;
!GW&lt;br /&gt;
|-&lt;br /&gt;
|Vinci Leader ([https://www.myminifactory.com/object/3d-print-vinci-master-assassin-163947 Master Assassin], [https://www.myminifactory.com/object/3d-print-vinci-guard-captain-163942 Captain], &lt;br /&gt;
War Master, Munitioner)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Vinci Scholar (Alchemist, Munitioner, [https://www.myminifactory.com/object/3d-print-vinci-inventor-helper-167508 Inventor])&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Core Units ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!OPR&lt;br /&gt;
!GW&lt;br /&gt;
!CB - Warcrow&lt;br /&gt;
|-&lt;br /&gt;
|Militia&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
* Black Legion Bucklermen&lt;br /&gt;
* Bulwarks (Halberd or Spear)&lt;br /&gt;
|-&lt;br /&gt;
|Harlequins&lt;br /&gt;
|&lt;br /&gt;
|Aggressors&lt;br /&gt;
|-&lt;br /&gt;
|Assassins&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Automa Drones&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Aerea Guard&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[https://www.myminifactory.com/object/3d-print-vinci-automa-guard-167509 Automa Guard]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[https://www.myminifactory.com/object/3d-print-vinci-city-guard-163949 City Guard]&lt;br /&gt;
|&lt;br /&gt;
|Black Legion Arquebusiers&lt;br /&gt;
|-&lt;br /&gt;
|Scouts&lt;br /&gt;
|&lt;br /&gt;
|Pioneers&lt;br /&gt;
|-&lt;br /&gt;
|Snipers&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Automa Brutes&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[https://www.myminifactory.com/object/3d-print-vinci-automa-cavalry-163950 Automa Cavalry]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Cavalry&lt;br /&gt;
|&lt;br /&gt;
|Black Angels&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Vehicles / Monsters ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!OPR&lt;br /&gt;
!GW&lt;br /&gt;
|-&lt;br /&gt;
|Vita Aerea&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Support Wagon&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[https://www.myminifactory.com/object/3d-print-vinci-carro-armato-167511 Carro Armato]&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Artillery ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!OPR&lt;br /&gt;
!GW&lt;br /&gt;
|-&lt;br /&gt;
|Vinci Artillery&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Titans ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!OPR&lt;br /&gt;
!GW&lt;br /&gt;
|-&lt;br /&gt;
|Vinci Titan&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Other Creators (Physical Minis)==&lt;br /&gt;
Corvus Belli - [https://warcrow.com/en Warcrow] | [[Duchies of Vinci - Warcrow Miniatures|Unit Equivalences]]&lt;br /&gt;
==Other Creators (3D Printing)==&lt;br /&gt;
&#039;&#039;Note: This section needs more content. You can help the wiki by expanding it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Other Creators (2D Minis)==&lt;br /&gt;
&#039;&#039;Note: This section needs more content. You can help the wiki by expanding it.&#039;&#039;{{AoF-Miniatures}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Age of Fantasy Miniatures]]&lt;br /&gt;
[[Category:Duchies of Vinci]]&lt;/div&gt;</summary>
		<author><name>Regem</name></author>
	</entry>
	<entry>
		<id>https://www.onepagefan.wiki/index.php?title=Duchies_of_Vinci_-_Warcrow_Miniatures&amp;diff=3411</id>
		<title>Duchies of Vinci - Warcrow Miniatures</title>
		<link rel="alternate" type="text/html" href="https://www.onepagefan.wiki/index.php?title=Duchies_of_Vinci_-_Warcrow_Miniatures&amp;diff=3411"/>
		<updated>2025-07-05T15:22:07Z</updated>

		<summary type="html">&lt;p&gt;Regem: Created page with &amp;quot;Miniature guide for using the [https://warcrow.com/universe/nations/hegemony-of-embersig Hegemony of Embersig] physical miniatures range from [https://warcrow.com/en Warcrow] for the [https://www.onepagerules.wiki/index.php/Age_of_Fantasy Age of Fantasy] faction Duchies of Vinci.  This equivalence list is only compatible with the Age of Fantasy: Skirmish game mode.  &amp;#039;&amp;#039;Note: This page is based on OPR rules version 3.4.4.&amp;#039;&amp;#039;  == Unit Equivalences ==  ==== Heroes ===...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Miniature guide for using the [https://warcrow.com/universe/nations/hegemony-of-embersig Hegemony of Embersig] physical miniatures range from [https://warcrow.com/en Warcrow] for the [https://www.onepagerules.wiki/index.php/Age_of_Fantasy Age of Fantasy] faction [[Duchies of Vinci]].&lt;br /&gt;
&lt;br /&gt;
This equivalence list is only compatible with the [[Age of Fantasy: Skirmish]] game mode.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: This page is based on OPR rules version 3.4.4.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Unit Equivalences ==&lt;br /&gt;
&lt;br /&gt;
==== Heroes ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!OPR&lt;br /&gt;
!CB - Warcrow&lt;br /&gt;
|-&lt;br /&gt;
|Vinci Leader&lt;br /&gt;
|&lt;br /&gt;
* Hetman&lt;br /&gt;
* [https://store.corvusbelli.com/en/warcrow/wargame/miniatures/mounted-hetman Mounted Hetman] (Automa Horse)&lt;br /&gt;
* [https://store.corvusbelli.com/en/warcrow/wargame/miniatures/strategos Strategos (War Master)]&lt;br /&gt;
* Gale Falchion (Master Assassin)&lt;br /&gt;
|-&lt;br /&gt;
|Vinci Scholar&lt;br /&gt;
|&lt;br /&gt;
* Corporal&lt;br /&gt;
* Gunnery Corporal (Munitioner or Invetor)&lt;br /&gt;
* Engineer (Munitioner or Invetor)&lt;br /&gt;
* War Surgeon (Alchemist)&lt;br /&gt;
* Frostfire Herald (Alchemist)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Core Units ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!OPR&lt;br /&gt;
!CB - Warcrow&lt;br /&gt;
|-&lt;br /&gt;
|Assassin&lt;br /&gt;
|Aide&lt;br /&gt;
|-&lt;br /&gt;
|Automa Guard&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Automa Cavalry&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Automa Drone&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|City Guard&lt;br /&gt;
|[https://store.corvusbelli.com/en/warcrow/wargame/miniatures/black-legion-arquebusiers Black Legion Arquebusiers]&lt;br /&gt;
|-&lt;br /&gt;
|Militia&lt;br /&gt;
|&lt;br /&gt;
* [https://store.corvusbelli.com/en/warcrow/wargame/miniatures/black-legion-bucklermen Black Legion Bucklermen]&lt;br /&gt;
* [https://store.corvusbelli.com/en/warcrow/wargame/miniatures/bulwarks Bulwarks] (Halberd or Spear)&lt;br /&gt;
|-&lt;br /&gt;
|Sniper&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Harlequins&lt;br /&gt;
|[https://store.corvusbelli.com/en/warcrow/wargame/miniatures/aggressors Aggressors]&lt;br /&gt;
|-&lt;br /&gt;
|Scout&lt;br /&gt;
|[https://store.corvusbelli.com/en/warcrow/wargame/miniatures/beyond-winds-north Pioneers]&lt;br /&gt;
|-&lt;br /&gt;
|Aerea Guard&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Cavalry&lt;br /&gt;
|[https://store.corvusbelli.com/en/warcrow/wargame/miniatures/black-angels Black Angels]&lt;br /&gt;
|-&lt;br /&gt;
|Automa Brute&lt;br /&gt;
|War Rig&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
[https://www.onepagerules.wiki/index.php/Category:Alternate_Age_of_Fantasy_Miniatures Alternate Age of Fantasy Miniatures]&lt;br /&gt;
&lt;br /&gt;
[[Duchies of Vinci Miniatures]]&lt;/div&gt;</summary>
		<author><name>Regem</name></author>
	</entry>
	<entry>
		<id>https://www.onepagefan.wiki/index.php?title=Duchies_of_Vinci_Miniatures&amp;diff=3410</id>
		<title>Duchies of Vinci Miniatures</title>
		<link rel="alternate" type="text/html" href="https://www.onepagefan.wiki/index.php?title=Duchies_of_Vinci_Miniatures&amp;diff=3410"/>
		<updated>2025-07-05T14:49:40Z</updated>

		<summary type="html">&lt;p&gt;Regem: /* Other Creators (Physical Minis) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MiniUpdate}}&lt;br /&gt;
[[File:Vinci Automa Guard-render.jpg|thumb|Official Vinci Automa Guard Models]]&lt;br /&gt;
&#039;&#039;Note: This page is based on OPR rules version 3.4.4.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Miniature guide for the [[Age of Fantasy]] faction [[Duchies of Vinci]].&lt;br /&gt;
&lt;br /&gt;
==Official Miniatures==&lt;br /&gt;
&lt;br /&gt;
=== Physical Miniseditedit source ===&lt;br /&gt;
The OPR Duchies of Vinci models are currently not available in physical form.&lt;br /&gt;
&lt;br /&gt;
===3D Printing===&lt;br /&gt;
[https://www.myminifactory.com/users/onepagerules?show=store&amp;amp;query=Duchies+of+Vinci MyMiniFactory]&lt;br /&gt;
&lt;br /&gt;
=== 2D Minis ===&lt;br /&gt;
[https://www.drivethrurpg.com/en/product/462116/duchies-of-vinci-full-army-bundle DriveThruRPG]&lt;br /&gt;
&lt;br /&gt;
== Unit Equivalences ==&lt;br /&gt;
&lt;br /&gt;
==== Heroes ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!OPR&lt;br /&gt;
!GW&lt;br /&gt;
!CB - Warcrow&lt;br /&gt;
|-&lt;br /&gt;
|Vinci Leader ([https://www.myminifactory.com/object/3d-print-vinci-master-assassin-163947 Master Assassin], [https://www.myminifactory.com/object/3d-print-vinci-guard-captain-163942 Captain], &lt;br /&gt;
War Master, Munitioner)&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
* Hetman&lt;br /&gt;
* Strategos (War Master)&lt;br /&gt;
|-&lt;br /&gt;
|Vinci Scholar (Alchemist, Munitioner, [https://www.myminifactory.com/object/3d-print-vinci-inventor-helper-167508 Inventor])&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
* Corporal&lt;br /&gt;
* Gunnery Corporal (Munitioner or Invetor)&lt;br /&gt;
* Engineer (Munitioner or Invetor)&lt;br /&gt;
* War Surgeon (Alchemist)&lt;br /&gt;
* Frostfire Herald (Alchemist)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Core Units ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!OPR&lt;br /&gt;
!GW&lt;br /&gt;
!CB - Warcrow&lt;br /&gt;
|-&lt;br /&gt;
|Militia&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
* Black Legion Bucklermen&lt;br /&gt;
* Bulwarks (Halberd or Spear)&lt;br /&gt;
|-&lt;br /&gt;
|Harlequins&lt;br /&gt;
|&lt;br /&gt;
|Aggressors&lt;br /&gt;
|-&lt;br /&gt;
|Assassins&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Automa Drones&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Aerea Guard&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[https://www.myminifactory.com/object/3d-print-vinci-automa-guard-167509 Automa Guard]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[https://www.myminifactory.com/object/3d-print-vinci-city-guard-163949 City Guard]&lt;br /&gt;
|&lt;br /&gt;
|Black Legion Arquebusiers&lt;br /&gt;
|-&lt;br /&gt;
|Scouts&lt;br /&gt;
|&lt;br /&gt;
|Pioneers&lt;br /&gt;
|-&lt;br /&gt;
|Snipers&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Automa Brutes&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[https://www.myminifactory.com/object/3d-print-vinci-automa-cavalry-163950 Automa Cavalry]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Cavalry&lt;br /&gt;
|&lt;br /&gt;
|Black Angels&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Vehicles / Monsters ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!OPR&lt;br /&gt;
!GW&lt;br /&gt;
!CB - Warcrow&lt;br /&gt;
|-&lt;br /&gt;
|Vita Aerea&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Support Wagon&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[https://www.myminifactory.com/object/3d-print-vinci-carro-armato-167511 Carro Armato]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Artillery ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!OPR&lt;br /&gt;
!GW&lt;br /&gt;
!CB - Warcrow&lt;br /&gt;
|-&lt;br /&gt;
|Vinci Artillery&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Titans ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!OPR&lt;br /&gt;
!GW&lt;br /&gt;
!CB - Warcrow&lt;br /&gt;
|-&lt;br /&gt;
|Vinci Titan&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Other Creators (Physical Minis)==&lt;br /&gt;
Corvus Belli - [https://warcrow.com/en Warcrow] | [[Duchies of Vinci - Warcrow Miniatures|Unit Equivalences]]&lt;br /&gt;
==Other Creators (3D Printing)==&lt;br /&gt;
&#039;&#039;Note: This section needs more content. You can help the wiki by expanding it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Other Creators (2D Minis)==&lt;br /&gt;
&#039;&#039;Note: This section needs more content. You can help the wiki by expanding it.&#039;&#039;{{AoF-Miniatures}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Age of Fantasy Miniatures]]&lt;br /&gt;
[[Category:Duchies of Vinci]]&lt;/div&gt;</summary>
		<author><name>Regem</name></author>
	</entry>
	<entry>
		<id>https://www.onepagefan.wiki/index.php?title=Ghostly_Undead_Miniatures&amp;diff=3409</id>
		<title>Ghostly Undead Miniatures</title>
		<link rel="alternate" type="text/html" href="https://www.onepagefan.wiki/index.php?title=Ghostly_Undead_Miniatures&amp;diff=3409"/>
		<updated>2025-07-03T00:01:51Z</updated>

		<summary type="html">&lt;p&gt;Regem: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;Note: This page is based on OPR rules version 3.4.4.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Miniature guide for the [[Age of Fantasy]] faction [[Ghostly Undead]].&lt;br /&gt;
&lt;br /&gt;
== Official Miniatures ==&lt;br /&gt;
There are no miniatures currently released by &#039;&#039;&#039;OnePageRules&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Unit Equivalences ==&lt;br /&gt;
==== Heroes ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!OPR&lt;br /&gt;
!GW&lt;br /&gt;
|-&lt;br /&gt;
|Grim Leader&lt;br /&gt;
|&lt;br /&gt;
* Guardian of Souls&lt;br /&gt;
* Knight of Shrouds&lt;br /&gt;
* Kurdoss Valentian&lt;br /&gt;
* Lord Executioner&lt;br /&gt;
* Reikenor the Grimhailer&lt;br /&gt;
* Spirit Torment&lt;br /&gt;
* Krulghast Cruciator&lt;br /&gt;
* Lady Olynder&lt;br /&gt;
|-&lt;br /&gt;
|Champion&lt;br /&gt;
|Guardian of Souls Knight of Shrouds&lt;br /&gt;
|-&lt;br /&gt;
|Ancient Wraith&lt;br /&gt;
|Cairn Wraith&lt;br /&gt;
|-&lt;br /&gt;
|Ancient Banshee&lt;br /&gt;
|Tomb Banshee&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Core Units ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!OPR&lt;br /&gt;
!GW&lt;br /&gt;
|-&lt;br /&gt;
|Ghost Horde&lt;br /&gt;
|Chainrasp&lt;br /&gt;
|-&lt;br /&gt;
|Mourner Banshees&lt;br /&gt;
|Myrmourn Banshee&lt;br /&gt;
|-&lt;br /&gt;
|Ghost Reapers&lt;br /&gt;
|Grimghast Reapers&lt;br /&gt;
|-&lt;br /&gt;
|Scythed Ghosts&lt;br /&gt;
|Dreadscythe Harridan&lt;br /&gt;
|-&lt;br /&gt;
|Ghost Revenants&lt;br /&gt;
|Bladegheist Revenants&lt;br /&gt;
|-&lt;br /&gt;
|Wraiths&lt;br /&gt;
|n/a&lt;br /&gt;
|-&lt;br /&gt;
|Craven Shooters&lt;br /&gt;
|Craventhrone Guard&lt;br /&gt;
|-&lt;br /&gt;
|Banshees&lt;br /&gt;
|n/a&lt;br /&gt;
|-&lt;br /&gt;
|Ghost Swarms&lt;br /&gt;
|Spirit Host&lt;br /&gt;
|-&lt;br /&gt;
|Glaive Stalkers&lt;br /&gt;
|Glaivewraith Stalker&lt;br /&gt;
|-&lt;br /&gt;
|Dread Knights&lt;br /&gt;
|Dreadblade Harrow&lt;br /&gt;
|-&lt;br /&gt;
|Hexed Knights&lt;br /&gt;
|Hexwraiths&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Vehicles / Monsters ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!OPR&lt;br /&gt;
!GW&lt;br /&gt;
|-&lt;br /&gt;
|Funeral Coach&lt;br /&gt;
|Black Coach&lt;br /&gt;
|-&lt;br /&gt;
|Ghost Chariot&lt;br /&gt;
|Mortis Engine&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Other Creators (Physical Minis) ==&lt;br /&gt;
&#039;&#039;Note: This section needs more content. You can help the wiki by expanding it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Other Creators (3D Printing) ==&lt;br /&gt;
* Fleshcraft Studio - [https://www.myminifactory.com/users/Fleshcraft-Studio/collection/unholy-ascension MyMiniFactory] (Unholy Ascension Collection ) | [https://www.myminifactory.com/users/Fleshcraft-Studio/collection/spawns-of-the-great-rot-geists MyMiniFatory] (Spawns of the Great Rot) | [https://www.patreon.com/Fleshcraftstudio Patreon]&lt;br /&gt;
* Z_Axis - [https://www.myminifactory.com/users/Z_Axis/collection/the-wraith-king-s-army-halloween-2022 MyMiniFactory.com]&lt;br /&gt;
* Monolith Arts - [https://www.myminifactory.com/users/MonolithArts?show=store&amp;amp;page=1&amp;amp;query=Lost+Souls MyMiniFactory]&lt;br /&gt;
&lt;br /&gt;
== Other Creators (2D Minis) ==&lt;br /&gt;
&#039;&#039;Note: This section needs more content. You can help the wiki by expanding it.&#039;&#039;{{AoF-Miniatures}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Age of Fantasy Miniatures]]&lt;br /&gt;
[[Category:Ghostly Undead]]&lt;/div&gt;</summary>
		<author><name>Regem</name></author>
	</entry>
	<entry>
		<id>https://www.onepagefan.wiki/index.php?title=Ghostly_Undead_Miniatures&amp;diff=3408</id>
		<title>Ghostly Undead Miniatures</title>
		<link rel="alternate" type="text/html" href="https://www.onepagefan.wiki/index.php?title=Ghostly_Undead_Miniatures&amp;diff=3408"/>
		<updated>2025-07-03T00:01:10Z</updated>

		<summary type="html">&lt;p&gt;Regem: /* Core Units */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MiniUpdate}}&lt;br /&gt;
&#039;&#039;Note: This page is based on OPR rules version 3.4.4.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Miniature guide for the [[Age of Fantasy]] faction [[Ghostly Undead]].&lt;br /&gt;
&lt;br /&gt;
== Official Miniatures ==&lt;br /&gt;
There are no miniatures currently released by &#039;&#039;&#039;OnePageRules&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Unit Equivalences ==&lt;br /&gt;
==== Heroes ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!OPR&lt;br /&gt;
!GW&lt;br /&gt;
|-&lt;br /&gt;
|Grim Leader&lt;br /&gt;
|&lt;br /&gt;
* Guardian of Souls&lt;br /&gt;
* Knight of Shrouds&lt;br /&gt;
* Kurdoss Valentian&lt;br /&gt;
* Lord Executioner&lt;br /&gt;
* Reikenor the Grimhailer&lt;br /&gt;
* Spirit Torment&lt;br /&gt;
* Krulghast Cruciator&lt;br /&gt;
* Lady Olynder&lt;br /&gt;
|-&lt;br /&gt;
|Champion&lt;br /&gt;
|Guardian of Souls Knight of Shrouds&lt;br /&gt;
|-&lt;br /&gt;
|Ancient Wraith&lt;br /&gt;
|Cairn Wraith&lt;br /&gt;
|-&lt;br /&gt;
|Ancient Banshee&lt;br /&gt;
|Tomb Banshee&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Core Units ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!OPR&lt;br /&gt;
!GW&lt;br /&gt;
|-&lt;br /&gt;
|Ghost Horde&lt;br /&gt;
|Chainrasp&lt;br /&gt;
|-&lt;br /&gt;
|Mourner Banshees&lt;br /&gt;
|Myrmourn Banshee&lt;br /&gt;
|-&lt;br /&gt;
|Ghost Reapers&lt;br /&gt;
|Grimghast Reapers&lt;br /&gt;
|-&lt;br /&gt;
|Scythed Ghosts&lt;br /&gt;
|Dreadscythe Harridan&lt;br /&gt;
|-&lt;br /&gt;
|Ghost Revenants&lt;br /&gt;
|Bladegheist Revenants&lt;br /&gt;
|-&lt;br /&gt;
|Wraiths&lt;br /&gt;
|n/a&lt;br /&gt;
|-&lt;br /&gt;
|Craven Shooters&lt;br /&gt;
|Craventhrone Guard&lt;br /&gt;
|-&lt;br /&gt;
|Banshees&lt;br /&gt;
|n/a&lt;br /&gt;
|-&lt;br /&gt;
|Ghost Swarms&lt;br /&gt;
|Spirit Host&lt;br /&gt;
|-&lt;br /&gt;
|Glaive Stalkers&lt;br /&gt;
|Glaivewraith Stalker&lt;br /&gt;
|-&lt;br /&gt;
|Dread Knights&lt;br /&gt;
|Dreadblade Harrow&lt;br /&gt;
|-&lt;br /&gt;
|Hexed Knights&lt;br /&gt;
|Hexwraiths&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Vehicles / Monsters ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!OPR&lt;br /&gt;
!GW&lt;br /&gt;
|-&lt;br /&gt;
|Funeral Coach&lt;br /&gt;
|Black Coach&lt;br /&gt;
|-&lt;br /&gt;
|Ghost Chariot&lt;br /&gt;
|Mortis Engine&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Other Creators (Physical Minis) ==&lt;br /&gt;
&#039;&#039;Note: This section needs more content. You can help the wiki by expanding it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Other Creators (3D Printing) ==&lt;br /&gt;
* Fleshcraft Studio - [https://www.myminifactory.com/users/Fleshcraft-Studio/collection/unholy-ascension MyMiniFactory] (Unholy Ascension Collection ) | [https://www.myminifactory.com/users/Fleshcraft-Studio/collection/spawns-of-the-great-rot-geists MyMiniFatory] (Spawns of the Great Rot) | [https://www.patreon.com/Fleshcraftstudio Patreon]&lt;br /&gt;
* Z_Axis - [https://www.myminifactory.com/users/Z_Axis/collection/the-wraith-king-s-army-halloween-2022 MyMiniFactory.com]&lt;br /&gt;
* Monolith Arts - [https://www.myminifactory.com/users/MonolithArts?show=store&amp;amp;page=1&amp;amp;query=Lost+Souls MyMiniFactory]&lt;br /&gt;
&lt;br /&gt;
== Other Creators (2D Minis) ==&lt;br /&gt;
&#039;&#039;Note: This section needs more content. You can help the wiki by expanding it.&#039;&#039;{{AoF-Miniatures}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Age of Fantasy Miniatures]]&lt;br /&gt;
[[Category:Ghostly Undead]]&lt;/div&gt;</summary>
		<author><name>Regem</name></author>
	</entry>
	<entry>
		<id>https://www.onepagefan.wiki/index.php?title=Ghostly_Undead_Miniatures&amp;diff=3407</id>
		<title>Ghostly Undead Miniatures</title>
		<link rel="alternate" type="text/html" href="https://www.onepagefan.wiki/index.php?title=Ghostly_Undead_Miniatures&amp;diff=3407"/>
		<updated>2025-07-02T23:59:46Z</updated>

		<summary type="html">&lt;p&gt;Regem: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MiniUpdate}}&lt;br /&gt;
&#039;&#039;Note: This page is based on OPR rules version 3.4.4.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Miniature guide for the [[Age of Fantasy]] faction [[Ghostly Undead]].&lt;br /&gt;
&lt;br /&gt;
== Official Miniatures ==&lt;br /&gt;
There are no miniatures currently released by &#039;&#039;&#039;OnePageRules&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Unit Equivalences ==&lt;br /&gt;
==== Heroes ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!OPR&lt;br /&gt;
!GW&lt;br /&gt;
|-&lt;br /&gt;
|Grim Leader&lt;br /&gt;
|&lt;br /&gt;
* Guardian of Souls&lt;br /&gt;
* Knight of Shrouds&lt;br /&gt;
* Kurdoss Valentian&lt;br /&gt;
* Lord Executioner&lt;br /&gt;
* Reikenor the Grimhailer&lt;br /&gt;
* Spirit Torment&lt;br /&gt;
* Krulghast Cruciator&lt;br /&gt;
* Lady Olynder&lt;br /&gt;
|-&lt;br /&gt;
|Champion&lt;br /&gt;
|Guardian of Souls Knight of Shrouds&lt;br /&gt;
|-&lt;br /&gt;
|Ancient Wraith&lt;br /&gt;
|Cairn Wraith&lt;br /&gt;
|-&lt;br /&gt;
|Ancient Banshee&lt;br /&gt;
|Tomb Banshee&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Core Units ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!OPR&lt;br /&gt;
!GW&lt;br /&gt;
|-&lt;br /&gt;
|Ghost Horde&lt;br /&gt;
|Chainrasp&lt;br /&gt;
|-&lt;br /&gt;
|Ghost Reapers&lt;br /&gt;
|Grimghast Reapers&lt;br /&gt;
|-&lt;br /&gt;
|Scythed Ghosts&lt;br /&gt;
|Dreadscythe Harridan&lt;br /&gt;
|-&lt;br /&gt;
|Mourner Banshees&lt;br /&gt;
|Myrmourn Banshee&lt;br /&gt;
|-&lt;br /&gt;
|Ghost Revenants&lt;br /&gt;
|Bladegheist Revenants&lt;br /&gt;
|-&lt;br /&gt;
|Wraiths&lt;br /&gt;
|n/a&lt;br /&gt;
|-&lt;br /&gt;
|Craven Shooters&lt;br /&gt;
|Craventhrone Guard&lt;br /&gt;
|-&lt;br /&gt;
|Banshees&lt;br /&gt;
|n/a&lt;br /&gt;
|-&lt;br /&gt;
|Ghost Swarms&lt;br /&gt;
|Spirit Host&lt;br /&gt;
|-&lt;br /&gt;
|Glaive Stalker&lt;br /&gt;
|Glaivewraith Stalker&lt;br /&gt;
|-&lt;br /&gt;
|Dread Knights&lt;br /&gt;
|Dreadblade Harrow&lt;br /&gt;
|-&lt;br /&gt;
|Hexed Knights&lt;br /&gt;
|Hexwraiths&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Vehicles / Monsters ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!OPR&lt;br /&gt;
!GW&lt;br /&gt;
|-&lt;br /&gt;
|Funeral Coach&lt;br /&gt;
|Black Coach&lt;br /&gt;
|-&lt;br /&gt;
|Ghost Chariot&lt;br /&gt;
|Mortis Engine&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Other Creators (Physical Minis) ==&lt;br /&gt;
&#039;&#039;Note: This section needs more content. You can help the wiki by expanding it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Other Creators (3D Printing) ==&lt;br /&gt;
* Fleshcraft Studio - [https://www.myminifactory.com/users/Fleshcraft-Studio/collection/unholy-ascension MyMiniFactory] (Unholy Ascension Collection ) | [https://www.myminifactory.com/users/Fleshcraft-Studio/collection/spawns-of-the-great-rot-geists MyMiniFatory] (Spawns of the Great Rot) | [https://www.patreon.com/Fleshcraftstudio Patreon]&lt;br /&gt;
* Z_Axis - [https://www.myminifactory.com/users/Z_Axis/collection/the-wraith-king-s-army-halloween-2022 MyMiniFactory.com]&lt;br /&gt;
* Monolith Arts - [https://www.myminifactory.com/users/MonolithArts?show=store&amp;amp;page=1&amp;amp;query=Lost+Souls MyMiniFactory]&lt;br /&gt;
&lt;br /&gt;
== Other Creators (2D Minis) ==&lt;br /&gt;
&#039;&#039;Note: This section needs more content. You can help the wiki by expanding it.&#039;&#039;{{AoF-Miniatures}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Age of Fantasy Miniatures]]&lt;br /&gt;
[[Category:Ghostly Undead]]&lt;/div&gt;</summary>
		<author><name>Regem</name></author>
	</entry>
	<entry>
		<id>https://www.onepagefan.wiki/index.php?title=Ratmen_Clans_Miniatures&amp;diff=3375</id>
		<title>Ratmen Clans Miniatures</title>
		<link rel="alternate" type="text/html" href="https://www.onepagefan.wiki/index.php?title=Ratmen_Clans_Miniatures&amp;diff=3375"/>
		<updated>2025-06-27T02:32:44Z</updated>

		<summary type="html">&lt;p&gt;Regem: /* Heroes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MiniUpdate}}&lt;br /&gt;
The &#039;&#039;&#039;Ratmen Clans&#039;&#039;&#039; are a faction from the Grimdark Future universe.&lt;br /&gt;
&lt;br /&gt;
== Official Miniatures ==&lt;br /&gt;
There are no miniatures currently released by &#039;&#039;&#039;OnePageRules&#039;&#039;&#039;.&lt;br /&gt;
== Unit Equivalences ==&lt;br /&gt;
==== Heroes ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!OPR&lt;br /&gt;
!Mantic&lt;br /&gt;
|-&lt;br /&gt;
|Rat Ogre Handler&lt;br /&gt;
|Brood Mother, Ratkin Tangle&lt;br /&gt;
|-&lt;br /&gt;
|Elite Handler&lt;br /&gt;
|Pack Leader, Master Creeper, Piper, Ratkin Warlock, Ratkin Tangle&lt;br /&gt;
|-&lt;br /&gt;
|Clan Handler&lt;br /&gt;
|Master Creeper, Piper, Ratkin Warlock, Ratkin Tangle&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Core Units ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!OPR&lt;br /&gt;
!Mantic&lt;br /&gt;
|-&lt;br /&gt;
|Stalkers&lt;br /&gt;
|Night Stalkers&lt;br /&gt;
|-&lt;br /&gt;
|Operators&lt;br /&gt;
|Night Crawlers&lt;br /&gt;
|-&lt;br /&gt;
|Saboteurs&lt;br /&gt;
|Creepers&lt;br /&gt;
|-&lt;br /&gt;
|Infiltrators&lt;br /&gt;
|Night Crawlers&lt;br /&gt;
|-&lt;br /&gt;
|Mecha-Beast Riders&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Elite Operators&lt;br /&gt;
|Progenitors, Brood Guard&lt;br /&gt;
|-&lt;br /&gt;
|Sharposhooters&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Weapon Experts&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Giant Rats&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Rat Swarms&lt;br /&gt;
|Rat Swarms&lt;br /&gt;
|-&lt;br /&gt;
|Rat Ogre Bodyguards&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Rat Ogre Agents&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Mine-Drones&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Vehicles / Monsters ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!OPR&lt;br /&gt;
!Mantic&lt;br /&gt;
|-&lt;br /&gt;
|Great Death Wheel&lt;br /&gt;
|Tunnel Runner&lt;br /&gt;
|-&lt;br /&gt;
|Combat Tank&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Burrower Tank&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Mecha Ogre&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Light Mecha-Walker&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Great Mecha-Beast&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Artillery ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!OPR&lt;br /&gt;
!Mantic&lt;br /&gt;
|-&lt;br /&gt;
|Artillery Gun&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Titans ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!OPR&lt;br /&gt;
!Mantic&lt;br /&gt;
|-&lt;br /&gt;
|Giant Mecha-Beast&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Mecha-Walker Titan&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Other Manufacturers (Physical Minis) ==&lt;br /&gt;
&lt;br /&gt;
* Mantic Games - https://www.manticgames.com/firefight/veer-myn/&lt;br /&gt;
&lt;br /&gt;
== Other Manufacturers (3D Printing) ==&lt;br /&gt;
&lt;br /&gt;
* ThatEvilOne - [https://www.myminifactory.com/users/ThatEvilOne/collection/cheesestealer-cult Cheesestealer Cult]&lt;br /&gt;
&lt;br /&gt;
== Other Manufacturers (2D Minis) ==&lt;br /&gt;
&#039;&#039;Note: This section needs more content. You can help the wiki by expanding it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Faction-Links&lt;br /&gt;
|Faction = Ratmen Clans&lt;br /&gt;
|Links =  [[Ratmen Clans|Overview]] - [[Ratmen Clans Miniatures|Miniatures]]&lt;br /&gt;
}}&lt;br /&gt;
{{GDF-Miniatures}}&lt;br /&gt;
[[Category:Grimdark Future Miniatures]]&lt;br /&gt;
[[Category:Ratmen Clans]]&lt;/div&gt;</summary>
		<author><name>Regem</name></author>
	</entry>
	<entry>
		<id>https://www.onepagefan.wiki/index.php?title=Alien_Hives&amp;diff=3374</id>
		<title>Alien Hives</title>
		<link rel="alternate" type="text/html" href="https://www.onepagefan.wiki/index.php?title=Alien_Hives&amp;diff=3374"/>
		<updated>2025-06-25T04:01:36Z</updated>

		<summary type="html">&lt;p&gt;Regem: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{OPR-Faction&lt;br /&gt;
|Faction = Alien Hives&lt;br /&gt;
|Image = AlienHives.png&lt;br /&gt;
|Setting = Grimdark Future&lt;br /&gt;
|Games = [[Grimdark Future]],&amp;lt;br&amp;gt;[[Grimdark Future Firefight|Grimdark Future: Firefight]],&amp;lt;br&amp;gt;[[Grimdark Future Warfleets|Grimdark Future: Warfleets]],&amp;lt;br&amp;gt;[[Grimdark Future Star Quest|Grimdark Future: Star Quest]]&lt;br /&gt;
|Species = Alien&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Alien Hives&#039;&#039;&#039; are a faction of aliens using biotechnology, and is made up of a variety of sub-species which come from the remote frontiers of the galaxy, striving to find their niche in Sirius.&lt;br /&gt;
&lt;br /&gt;
When they first arrived, they were viewed as monstrous invaders, but after a long war of extermination, breakthroughs in communication lead to a fragile peace. Now, the Hives must come to terms with the legacy of the long war and decide how they are to adapt.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
==== Origins and Evolution ====&lt;br /&gt;
The Alien Hives evolved on a world rich in biological diversity but lacking usable metals. This limitation led them to develop a civilization based on bioengineering and psychic abilities rather than conventional technology. Over time, they diversified into distinct subspecies, each specialized for a specific role within a rigid caste system, led by the apex predators of their society, the Hive Lords.&lt;br /&gt;
&lt;br /&gt;
Their technological approach focused on genetic manipulation and psychic capabilities, allowing them to modify not only their own biology but also that of native creatures. They believed these adaptations brought them closer to perfect harmony with their environment. One of their most remarkable achievements was the creation of living ships, bioengineered creatures capable of interstellar travel, designed to store atmosphere and nutrients to sustain their crews during long voyages. These vessels were not mere transports but mobile homes for many Hives, some of whom never set foot on a planet.&lt;br /&gt;
&lt;br /&gt;
=== Arrival in the Sirius Sector ===&lt;br /&gt;
After spreading across the Frontier, the Alien Hives reached the Sirius Sector, where their presence immediately sparked conflict. Their radically different appearance and behavior led many local factions to perceive them as non-sentient threats. The initial inability to communicate escalated into a war of extermination, with humans, elves, orcs, and other races attacking the Hives, viewing their migrations as destructive invasions.&lt;br /&gt;
&lt;br /&gt;
The turning point came when the DAO Union managed to tune into their psychic frequencies and establish contact with a Hive Lord. This breakthrough allowed for negotiations, revealing that the Hives were not mere predators but a civilization with its own logic of survival. However, peace brought new challenges: some lower castes began questioning their place in the hierarchy, influenced by Sirius&#039; individualistic societies, while certain Hive Lords rejected all interaction, fearing that cultural contamination would destroy their way of life.&lt;br /&gt;
&lt;br /&gt;
Though some clans adjusted their migratory routes to avoid inhabited planets, others insisted on their right to gather resources, even by force. Today, the Alien Hives remain an enigma in Sirius: a civilization that sees the universe as an itinerant ecosystem, perpetually at odds with those who divide it into borders and permanent colonies.&lt;br /&gt;
&lt;br /&gt;
== Society ==&lt;br /&gt;
&lt;br /&gt;
==== Caste Structure ====&lt;br /&gt;
Alien Hives society operates as a perfectly synchronized superorganism, where each individual fulfills a specific role determined by their biology. At the top of this hierarchy are the Hive Lords, apex predators that combine strategic intelligence with powerful psychic abilities. These innate leaders do not govern through direct commands, but rather through instinctive impulses and shared consciousness fields that the entire Hive can perceive.&lt;br /&gt;
&lt;br /&gt;
Beneath the Hive Lords operates a network of specialized castes that maintain society&#039;s functioning. The Bio-Engineers are perhaps the most vital, responsible for modifying and maintaining the organic technology that sustains their civilization. The Gatherers, in turn, are tasked with extracting and processing necessary resources during their migrations, working in perfect coordination.&lt;br /&gt;
&lt;br /&gt;
The Defenders represent the warrior caste, creatures modified for combat whose strength lies in their group psychic connection. Finally, the Psychics act as communication nodes, amplifying and translating the Hive Lords&#039; directives to ensure the entire swarm acts as a single entity.&lt;br /&gt;
&lt;br /&gt;
==== Nomadism and Philosophy ====&lt;br /&gt;
For the Alien Hives, constant migration isn&#039;t merely a survival strategy, but a fundamental philosophical principle. They view their nomadic lifestyle as the only truly sustainable form of existence, starkly contrasting with the sedentary civilizations they encounter in Sirius.&lt;br /&gt;
&lt;br /&gt;
This philosophy leads them to see themselves as cosmic gardeners, taking only what they need from each planet and allowing for natural regeneration. This perspective directly conflicts with factions like the Dwarf Guilds, known for their exhaustive mining operations, or human settlements that transform entire worlds to meet immediate needs.&lt;br /&gt;
&lt;br /&gt;
==== Internal Conflicts ====&lt;br /&gt;
Prolonged exposure to the Sirius Sector has begun creating tensions within their traditionally cohesive society. Among the Reformists, composed mainly of psychics and gatherers who have interacted with other species, a movement has emerged questioning the rigidity of the caste system.&lt;br /&gt;
&lt;br /&gt;
The Traditionalists, led by elder Hive Lords, view these ideas as an existential threat to their way of life. Meanwhile, some Isolationist Clans have chosen to sever all contact with the sector, retreating to the most remote regions of the Frontier in an attempt to preserve what they consider the purity of their civilization.&lt;br /&gt;
&lt;br /&gt;
==== Living Technology ====&lt;br /&gt;
Unlike other species that rely on metals and circuits, the Alien Hives have developed completely organic technology. Their ships are colossal living beings capable of self-regeneration and adaptation to different space environments. These interstellar creatures not only transport their population but also produce necessary resources for the journey.&lt;br /&gt;
&lt;br /&gt;
Their weaponry follows the same biological principle. From corrosive spore bombs to parasitic organisms designed to infiltrate enemy systems, each weapon is a living being modified for a specific purpose. Interface with this technology doesn&#039;t require mechanical controls, but rather occurs through psychic and chemical connections, creating perfect symbiosis between user and tool.&lt;br /&gt;
&lt;br /&gt;
==== Relations with Sirius Sector Factions ====&lt;br /&gt;
The Alien Hives&#039; relationship with the Sirius Sector remains complex and fraught with tension. While factions like the DAO Union see potential in mutually beneficial collaboration, other groups like the Havoc Brothers view them as either another resource to exploit or a threat to eradicate.&lt;br /&gt;
&lt;br /&gt;
Their ability to adapt to this new environment will depend on whether they can maintain their collective identity while navigating a universe that values - and often fears - individuality. As one Human Defense Force analyst observed: &amp;quot;They&#039;re not mere invaders. They&#039;re a mirror reflecting our own civilization&#039;s contradictions.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Miniatures==&lt;br /&gt;
&lt;br /&gt;
* OPR Alien Hives (Official)&lt;br /&gt;
* Tyranids (Warhammer 40K, Games Workshop)&lt;br /&gt;
* Deep Hive (Oshounaminis)&lt;br /&gt;
* Xenarids (Station Forge)&lt;br /&gt;
* Bugs (Puppetswar)&lt;br /&gt;
* Iron Hive (Maker&#039;s Cult)&lt;br /&gt;
&lt;br /&gt;
For a detailed look for the different units see: [[Alien Hives Miniatures]]{{GDF-Factions}}&lt;br /&gt;
[[Category:Grimdark Future Factions]]&lt;br /&gt;
[[Category:Alien Hives]]&lt;/div&gt;</summary>
		<author><name>Regem</name></author>
	</entry>
	<entry>
		<id>https://www.onepagefan.wiki/index.php?title=Alien_Hives&amp;diff=3373</id>
		<title>Alien Hives</title>
		<link rel="alternate" type="text/html" href="https://www.onepagefan.wiki/index.php?title=Alien_Hives&amp;diff=3373"/>
		<updated>2025-06-25T04:00:34Z</updated>

		<summary type="html">&lt;p&gt;Regem: /* Background Story */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{OPR-Faction&lt;br /&gt;
|Faction = Alien Hives&lt;br /&gt;
|Image = AlienHives.png&lt;br /&gt;
|Setting = Grimdark Future&lt;br /&gt;
|Games = [[Grimdark Future]],&amp;lt;br&amp;gt;[[Grimdark Future Firefight|Grimdark Future: Firefight]],&amp;lt;br&amp;gt;[[Grimdark Future Warfleets|Grimdark Future: Warfleets]],&amp;lt;br&amp;gt;[[Grimdark Future Star Quest|Grimdark Future: Star Quest]]&lt;br /&gt;
|Species = Alien&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Alien Hives&#039;&#039;&#039; are a faction of aliens using biotechnology, and is made up of a variety of sub-species which come from the remote frontiers of the galaxy, striving to find their niche in Sirius.&lt;br /&gt;
&lt;br /&gt;
When they first arrived, they were viewed as monstrous invaders, but after a long war of extermination, breakthroughs in communication lead to a fragile peace. Now, the Hives must come to terms with the legacy of the long war and decide how they are to adapt.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
==== Origins and Evolution ====&lt;br /&gt;
The Alien Hives evolved on a world rich in biological diversity but lacking usable metals. This limitation led them to develop a civilization based on bioengineering and psychic abilities rather than conventional technology. Over time, they diversified into distinct subspecies, each specialized for a specific role within a rigid caste system, led by the apex predators of their society, the Hive Lords.&lt;br /&gt;
&lt;br /&gt;
Their technological approach focused on genetic manipulation and psychic capabilities, allowing them to modify not only their own biology but also that of native creatures. They believed these adaptations brought them closer to perfect harmony with their environment. One of their most remarkable achievements was the creation of living ships, bioengineered creatures capable of interstellar travel, designed to store atmosphere and nutrients to sustain their crews during long voyages. These vessels were not mere transports but mobile homes for many Hives, some of whom never set foot on a planet.&lt;br /&gt;
&lt;br /&gt;
=== Arrival in the Sirius Sector ===&lt;br /&gt;
After spreading across the Frontier, the Alien Hives reached the Sirius Sector, where their presence immediately sparked conflict. Their radically different appearance and behavior led many local factions to perceive them as non-sentient threats. The initial inability to communicate escalated into a war of extermination, with humans, elves, orcs, and other races attacking the Hives, viewing their migrations as destructive invasions.&lt;br /&gt;
&lt;br /&gt;
The turning point came when the DAO Union managed to tune into their psychic frequencies and establish contact with a Hive Lord. This breakthrough allowed for negotiations, revealing that the Hives were not mere predators but a civilization with its own logic of survival. However, peace brought new challenges: some lower castes began questioning their place in the hierarchy, influenced by Sirius&#039; individualistic societies, while certain Hive Lords rejected all interaction, fearing that cultural contamination would destroy their way of life.&lt;br /&gt;
&lt;br /&gt;
Though some clans adjusted their migratory routes to avoid inhabited planets, others insisted on their right to gather resources—even by force. Today, the Alien Hives remain an enigma in Sirius: a civilization that sees the universe as an itinerant ecosystem, perpetually at odds with those who divide it into borders and permanent colonies.&lt;br /&gt;
&lt;br /&gt;
== Society ==&lt;br /&gt;
&lt;br /&gt;
==== Caste Structure ====&lt;br /&gt;
Alien Hives society operates as a perfectly synchronized superorganism, where each individual fulfills a specific role determined by their biology. At the top of this hierarchy are the Hive Lords, apex predators that combine strategic intelligence with powerful psychic abilities. These innate leaders do not govern through direct commands, but rather through instinctive impulses and shared consciousness fields that the entire Hive can perceive.&lt;br /&gt;
&lt;br /&gt;
Beneath the Hive Lords operates a network of specialized castes that maintain society&#039;s functioning. The Bio-Engineers are perhaps the most vital, responsible for modifying and maintaining the organic technology that sustains their civilization. The Gatherers, in turn, are tasked with extracting and processing necessary resources during their migrations, working in perfect coordination.&lt;br /&gt;
&lt;br /&gt;
The Defenders represent the warrior caste, creatures modified for combat whose strength lies in their group psychic connection. Finally, the Psychics act as communication nodes, amplifying and translating the Hive Lords&#039; directives to ensure the entire swarm acts as a single entity.&lt;br /&gt;
&lt;br /&gt;
==== Nomadism and Philosophy ====&lt;br /&gt;
For the Alien Hives, constant migration isn&#039;t merely a survival strategy, but a fundamental philosophical principle. They view their nomadic lifestyle as the only truly sustainable form of existence, starkly contrasting with the sedentary civilizations they encounter in Sirius.&lt;br /&gt;
&lt;br /&gt;
This philosophy leads them to see themselves as cosmic gardeners, taking only what they need from each planet and allowing for natural regeneration. This perspective directly conflicts with factions like the Dwarf Guilds, known for their exhaustive mining operations, or human settlements that transform entire worlds to meet immediate needs.&lt;br /&gt;
&lt;br /&gt;
==== Internal Conflicts ====&lt;br /&gt;
Prolonged exposure to the Sirius Sector has begun creating tensions within their traditionally cohesive society. Among the Reformists, composed mainly of psychics and gatherers who have interacted with other species, a movement has emerged questioning the rigidity of the caste system.&lt;br /&gt;
&lt;br /&gt;
The Traditionalists, led by elder Hive Lords, view these ideas as an existential threat to their way of life. Meanwhile, some Isolationist Clans have chosen to sever all contact with the sector, retreating to the most remote regions of the Frontier in an attempt to preserve what they consider the purity of their civilization.&lt;br /&gt;
&lt;br /&gt;
==== Living Technology ====&lt;br /&gt;
Unlike other species that rely on metals and circuits, the Alien Hives have developed completely organic technology. Their ships are colossal living beings capable of self-regeneration and adaptation to different space environments. These interstellar creatures not only transport their population but also produce necessary resources for the journey.&lt;br /&gt;
&lt;br /&gt;
Their weaponry follows the same biological principle. From corrosive spore bombs to parasitic organisms designed to infiltrate enemy systems, each weapon is a living being modified for a specific purpose. Interface with this technology doesn&#039;t require mechanical controls, but rather occurs through psychic and chemical connections, creating perfect symbiosis between user and tool.&lt;br /&gt;
&lt;br /&gt;
==== Relations with Sirius Sector Factions ====&lt;br /&gt;
The Alien Hives&#039; relationship with the Sirius Sector remains complex and fraught with tension. While factions like the DAO Union see potential in mutually beneficial collaboration, other groups like the Havoc Brothers view them as either another resource to exploit or a threat to eradicate.&lt;br /&gt;
&lt;br /&gt;
Their ability to adapt to this new environment will depend on whether they can maintain their collective identity while navigating a universe that values - and often fears - individuality. As one Human Defense Force analyst observed: &amp;quot;They&#039;re not mere invaders. They&#039;re a mirror reflecting our own civilization&#039;s contradictions.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Miniatures==&lt;br /&gt;
&lt;br /&gt;
* OPR Alien Hives (Official)&lt;br /&gt;
* Tyranids (Warhammer 40K, Games Workshop)&lt;br /&gt;
* Deep Hive (Oshounaminis)&lt;br /&gt;
* Xenarids (Station Forge)&lt;br /&gt;
* Bugs (Puppetswar)&lt;br /&gt;
* Iron Hive (Maker&#039;s Cult)&lt;br /&gt;
&lt;br /&gt;
For a detailed look for the different units see: [[Alien Hives Miniatures]]{{GDF-Factions}}&lt;br /&gt;
[[Category:Grimdark Future Factions]]&lt;br /&gt;
[[Category:Alien Hives]]&lt;/div&gt;</summary>
		<author><name>Regem</name></author>
	</entry>
	<entry>
		<id>https://www.onepagefan.wiki/index.php?title=Beastmen_Miniatures&amp;diff=3372</id>
		<title>Beastmen Miniatures</title>
		<link rel="alternate" type="text/html" href="https://www.onepagefan.wiki/index.php?title=Beastmen_Miniatures&amp;diff=3372"/>
		<updated>2025-06-24T23:32:28Z</updated>

		<summary type="html">&lt;p&gt;Regem: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MiniUpdate}}&lt;br /&gt;
&#039;&#039;Note: This page is based on OPR rules version 3.4.4.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Miniature guide for the [[Age of Fantasy]] faction [[Beastmen]].&lt;br /&gt;
&lt;br /&gt;
== Official Miniatures ==&lt;br /&gt;
=== Physical Minis ===&lt;br /&gt;
&lt;br /&gt;
* [https://only-games.co/collections/onepagerules?filter.p.m.shop3d.range=Beastmen Only-Games.co Store]&lt;br /&gt;
&lt;br /&gt;
=== 3D Printing ===&lt;br /&gt;
&lt;br /&gt;
* [https://www.myminifactory.com/users/onepagerules?show=store&amp;amp;query=Beastmen MyMiniFactory]&lt;br /&gt;
&lt;br /&gt;
=== 2D Minis ===&lt;br /&gt;
&lt;br /&gt;
* [https://www.drivethrurpg.com/en/product/462109/beastmen-full-army-bundle DriveThruRPG]&lt;br /&gt;
&lt;br /&gt;
== Unit Equivalences ==&lt;br /&gt;
===== Heroes =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!OPR&lt;br /&gt;
!GW&lt;br /&gt;
!Bestiarum&lt;br /&gt;
|-&lt;br /&gt;
|Kemba Brute Boss&lt;br /&gt;
|Doombull&lt;br /&gt;
|Slaughterhorn Chieftain,&amp;lt;br&amp;gt;Aurox Bloodbrand&lt;br /&gt;
|-&lt;br /&gt;
|Ndwari Centaur Boss&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Ndoli Beast Lord&lt;br /&gt;
|Beastlord, Wargor, Morghur&lt;br /&gt;
|Grimskar the Beastlord&lt;br /&gt;
|-&lt;br /&gt;
|Waheni Hunt Master&lt;br /&gt;
|Bray Shaman, Malagor&lt;br /&gt;
|Herd Keeper,&amp;lt;br&amp;gt;Graybane the Bloodcaller&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Core Units =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!OPR&lt;br /&gt;
!GW&lt;br /&gt;
!Bestiarum&lt;br /&gt;
|-&lt;br /&gt;
|Waheni Hunters&lt;br /&gt;
|Ungor&lt;br /&gt;
|Capra Scouts&lt;br /&gt;
|-&lt;br /&gt;
|Ndoli Warriors&lt;br /&gt;
|Gor Herd&lt;br /&gt;
|Capra Raiders&lt;br /&gt;
|-&lt;br /&gt;
|Ndoli Elites&lt;br /&gt;
|Bestigors&lt;br /&gt;
|Capra Marauders&lt;br /&gt;
|-&lt;br /&gt;
|Kemba Brutes&lt;br /&gt;
|Minotaurs,&amp;lt;br&amp;gt;Bullgors&lt;br /&gt;
|Aurux Reavers,&amp;lt;br&amp;gt;Aurux Battlesmiths,&amp;lt;br&amp;gt;Aurux Warriors&lt;br /&gt;
|-&lt;br /&gt;
|Waheni Raiders&lt;br /&gt;
|Ungor Raiders&lt;br /&gt;
|Capra Hunters&lt;br /&gt;
|-&lt;br /&gt;
|Ndwari Centaurs&lt;br /&gt;
|Centigors&lt;br /&gt;
|Armogors&lt;br /&gt;
|-&lt;br /&gt;
|Crazed Boars&lt;br /&gt;
|Razorgors&lt;br /&gt;
|Boargores&lt;br /&gt;
|-&lt;br /&gt;
|Hapari Harpies&lt;br /&gt;
|Harpies&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Hounds&lt;br /&gt;
|Chaos Warhounds&lt;br /&gt;
|Gorehounds&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Vehicles / Monsters =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!OPR&lt;br /&gt;
!GW&lt;br /&gt;
!Bestiarum&lt;br /&gt;
|-&lt;br /&gt;
|Light Chariot&lt;br /&gt;
|Tuskgor Chariot&lt;br /&gt;
|Capra Chariot&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Chariot&lt;br /&gt;
|Razorgot Chariot&lt;br /&gt;
|Capra Chariot&lt;br /&gt;
|-&lt;br /&gt;
|Silombi Cyclops&lt;br /&gt;
|Cygor&lt;br /&gt;
|Cyrox&lt;br /&gt;
|-&lt;br /&gt;
|Kemba Brute Giant&lt;br /&gt;
|Ghorgon&lt;br /&gt;
|Ghorox&lt;br /&gt;
|-&lt;br /&gt;
|Slimey Beast&lt;br /&gt;
|Chimera, Jabberslythe&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Titans =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!OPR&lt;br /&gt;
!GW&lt;br /&gt;
!Bestiarum&lt;br /&gt;
|-&lt;br /&gt;
|Burning Titan&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Other Creators (Physical Minis) ==&lt;br /&gt;
&lt;br /&gt;
* [[Beastmen Miniatures/Privateer Press|Privateer Press]] - Circle Orboros&lt;br /&gt;
&lt;br /&gt;
== Other Creators (3D Printing) ==&lt;br /&gt;
&lt;br /&gt;
* Avatar of War - [https://avatars-of-war.com/sh/en/ website] [https://www.myminifactory.com/users/AvatarsOfWar/collection/beastmen myminifactory.com] [https://www.patreon.com/avatarsofwar patreon.com]&lt;br /&gt;
* Bestiarum Games - [https://www.myminifactory.com/users/Bestiarum%20Miniatures?show=objects&amp;amp;page=1&amp;amp;query=beastmen myminifactory.com] [https://www.patreon.com/BestiarumMiniatures patreon.com]&lt;br /&gt;
* Clay Beast Creation - [https://www.myminifactory.com/users/Clay%20Beast%20Creation/collection/fallenbeasts myminifactory.com] [https://www.patreon.com/ClayBeastCreation patreon.com]&lt;br /&gt;
* Crippled God Foundry - [https://www.crippledgodfoundry.com/ website] [https://www.myminifactory.com/object/3d-print-beastmen-unleashed-november-23-fantasy-bundle-345404 myminifactory.com] [https://www.patreon.com/crippledgodfoundry patreon.com]&lt;br /&gt;
* Daybreak Miniatures - [https://www.myminifactory.com/users/DaybreakMiniatures/collection/beastmen-the-rawmen-of-haarkanjaka myminifactory.com] [https://www.patreon.com/Daybreak_Miniatures patreon.com]&lt;br /&gt;
&lt;br /&gt;
== Other Creators (2D Minis) ==&lt;br /&gt;
&#039;&#039;Note: This section needs more content. You can help the wiki by expanding it.&#039;&#039;{{AoF-Miniatures}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Age of Fantasy Miniatures]]&lt;br /&gt;
[[Category:Beastmen]]&lt;/div&gt;</summary>
		<author><name>Regem</name></author>
	</entry>
	<entry>
		<id>https://www.onepagefan.wiki/index.php?title=Tyria&amp;diff=3371</id>
		<title>Tyria</title>
		<link rel="alternate" type="text/html" href="https://www.onepagefan.wiki/index.php?title=Tyria&amp;diff=3371"/>
		<updated>2025-06-24T22:54:45Z</updated>

		<summary type="html">&lt;p&gt;Regem: Created page with &amp;quot;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border: 2px solid #acacac;text-align: center; width:99%&amp;quot; !&amp;#039;&amp;#039;&amp;#039;Page under construction.&amp;#039;&amp;#039;&amp;#039;  This article is incomplete, see the &amp;lt;u&amp;gt;Contributors Guide&amp;lt;/u&amp;gt; to learn how you can help improve it. |- |}  == History == Tyria was once a prosperous land united under the Human Empire, which thrived during the Golden Age of Voidgate exploration. However, the arrival of the Havoc Gods plunged the continent into chaos during t...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border: 2px solid #acacac;text-align: center; width:99%&amp;quot;&lt;br /&gt;
!&#039;&#039;&#039;Page under construction.&#039;&#039;&#039; &lt;br /&gt;
This article is incomplete, see the [[Contributors Guide|&amp;lt;u&amp;gt;Contributors Guide&amp;lt;/u&amp;gt;]] to learn how you can help improve it.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Tyria was once a prosperous land united under the [[Human Empire]], which thrived during the Golden Age of Voidgate exploration. However, the arrival of the [[Havoc Gods]] plunged the continent into chaos during the Havoc Wars. The gods were sealed into the Orb of Fate, but its destruction by the Last Emperor’s heirs unleashed the [[Great Rift]], shattering Tyria. Now, the continent is a battleground for surviving factions, freed [[Rift Daemons|Daemons]], and planar invaders.&lt;br /&gt;
&lt;br /&gt;
==== Pre-Imperial Era ====&lt;br /&gt;
Before the rise of the Human Empire, Tyria was a wild and untamed land ruled by ancient monsters and divided among scattered tribes. Giant beasts like dragons, cave-krakens, and swamp-crawlers dominated the landscape, forcing smaller races to live in constant danger. Humans survived as hunter-gatherers until their discovery of agriculture around 2325 BR allowed them to establish permanent settlements and begin forming small kingdoms.&lt;br /&gt;
&lt;br /&gt;
As Humans expanded their territories, they pushed other races into remote regions. The Elves retreated into the vast Heartwood Forest where they made alliances with the mysterious Treemen Ancients. Dwarves withdrew to mountain strongholds, developing advanced metalworking skills in their underground halls. Orcs adapted to the harsh Western Steppe, following their traditional Way of Bone as nomadic hunters. Goblins survived in the most inhospitable areas, living in caves and badlands through cunning and scavenging.&lt;br /&gt;
&lt;br /&gt;
During this time, ancient ruins containing strange portals called Voidgates began to be discovered. Some cultures worshipped these mysterious gates as divine artifacts, while others feared their unknown powers. Human warlords gradually consolidated power through both warfare and alliances, setting the stage for greater unification. Meanwhile, tensions grew among the Elves, leading to a civil war that resulted in the High Elves being exiled from the Heartwood and establishing their own coastal city-states.&lt;br /&gt;
&lt;br /&gt;
This chaotic but formative period lasted until the strongest Human kingdoms finally united under a single banner around 1252 BR, marking the founding of the Human Empire and the beginning of a new era for Tyria. The age of scattered tribes and monster-dominated wilderness was ending, giving way to civilization and empire - though many of the old dangers and conflicts would continue to shape Tyria&#039;s future.&lt;br /&gt;
&lt;br /&gt;
==== Rise of the Human Empire ====&lt;br /&gt;
The rise of the Human Empire marked a turning point in Tyrian history, transforming the continent from a collection of warring city-states into a unified civilization. Around 1252 BR, several powerful human kingdoms federated after generations of conflict, forming what would become one of Tyria&#039;s most dominant forces. The early Empire expanded through both conquest and diplomacy, offering protection and prosperity to those who swore fealty while crushing resistance from rival factions.&lt;br /&gt;
&lt;br /&gt;
A key challenge came from the Chivalrous Kingdoms, a coalition of noble houses that sought to stop the Empire&#039;s expansion. However, infighting among the kingdoms weakened their alliance, allowing Imperial forces to defeat them through superior discipline and strategy. The conquered territories were integrated into the growing Empire, their nobility absorbed into the Imperial hierarchy. Only two powers managed to resist complete assimilation - the Elves of the Heartwood to the east maintained their isolation through powerful magic and the Treemen&#039;s protection, while the western Dwarfholds proved too formidable to conquer outright.&lt;br /&gt;
&lt;br /&gt;
The Empire&#039;s golden age began with the Voidgate breakthrough around 218 BR. Imperial wizards learned to create and control these magical portals, enabling instant travel across vast distances. This revolutionized trade, communication, and military logistics, binding the far-flung territories together as never before. The Imperial Capital became the wealthiest city in Tyria, a center of learning and culture where diverse peoples mingled. The Wizarding Guild standardized magical practices, sending explorers through Voidgates to study other planes and recover ancient knowledge.&lt;br /&gt;
&lt;br /&gt;
At its height under Emperor Zeydino Vohraza (352 BR), the Empire stretched from the southern deserts to the frozen Northlands. Imperial roads connected cities, while Voidgates allowed resources and troops to move freely across the continent. This period of peace and prosperity became known as the Golden Age, when art, architecture, and scholarship flourished. However, the Empire&#039;s very success would eventually attract unwanted attention from beyond Tyria&#039;s borders, setting the stage for the catastrophic Havoc Wars that would test the Empire to its limits. The extensive Voidgate network, while the source of Imperial power, would prove to be its greatest vulnerability when dark forces from other planes took notice of Tyria&#039;s magical innovations.&lt;br /&gt;
&lt;br /&gt;
==== Havoc Wars ====&lt;br /&gt;
The Havoc Wars began when Tyria&#039;s growing use of Voidgates attracted the attention of powerful entities from beyond, the Havoc Gods. These four dying deities, each representing a different aspect of chaos (Change, Lust, Plague, and War), saw the Human Empire&#039;s planar explorations as an opportunity to prolong their existence. They first sent their Daemon servants through the Voidgates around 211 BR, offering bargains and corrupting influential figures across Tyria.&lt;br /&gt;
&lt;br /&gt;
As the Daemons spread their influence, the Empire faced rebellions and plagues. The Imperial Senate recalled border garrisons to protect the heartlands, abandoning outlying territories. This decision proved disastrous - the Northland tribes, feeling betrayed by the Empire&#039;s withdrawal, turned to worship the Havoc Gods in desperation. When the gods themselves manifested in Tyria, their united followers became an unstoppable horde known as the Havoc Warriors.&lt;br /&gt;
&lt;br /&gt;
The war reached its turning point when the Havoc Gods marched on the Imperial Capital. Facing certain defeat, the Empire&#039;s allies - Wood Elves, High Elves, and Dwarves - devised a desperate plan. A secret council of the mightiest wizards performed a ritual that trapped the Havoc Gods within the Orb of Fate (171 BR), sacrificing their lives in the process. With their gods suddenly gone, the Havoc forces collapsed into disarray.&lt;br /&gt;
&lt;br /&gt;
The war&#039;s aftermath left deep scars. The Dwarfholds had fallen to Orc invaders during the conflict, while Vampiric nobles rose in the western borderlands. Though the Empire survived, it never fully recovered its former glory. The Orb of Fate became central to Imperial coronation ceremonies, a reminder of both their greatest victory and most devastating war - setting the stage for the catastrophe to come when ambitious heirs would eventually shatter the Orb and unleash the Great Rift.&lt;br /&gt;
&lt;br /&gt;
==== The Great Rift ====&lt;br /&gt;
The Great Rift stands as the most catastrophic moment in Tyrian history, a turning point that marked the end of an era of relative stability and ushered in an age of permanent chaos. It all began with the death of the last Emperor, a wise ruler whose reign had maintained a fragile balance between the Empire&#039;s various factions. His heirs - spoiled twins coddled by a court of sycophants - proved utterly unfit for leadership. In their desperate grasp for power, they stormed the sacred temple housing the Orb of Fate, the artifact containing the Havoc Gods. What followed was tragedy of biblical proportions: the orb shattered in their incompetent hands, releasing the malevolent deities and unleashing an arcane explosion of continental scale.&lt;br /&gt;
&lt;br /&gt;
The imperial capital fell first, swallowed whole by the earth in mere seconds along with its entire population. The magical shockwave rippled across all of Tyria like an unstoppable earthquake, fracturing the world&#039;s crust and creating the Great Rift - a network of fissures that split the continent into pieces. Entire cities vanished into the abyss, ancient forests burned, mountains collapsed upon dwarven kingdoms, and the Beastmen&#039;s Sacred Tree was lost forever to the depths. The physical world wasn&#039;t the only casualty: the very laws of magic became distorted, causing dimensional portals to activate randomly across the land.&lt;br /&gt;
&lt;br /&gt;
The newly freed Havoc Gods showed their gratitude in the most perverse way possible - they resurrected the twins responsible for their liberation, transforming them into immortal creatures of incalculable power before disappearing to scheme their next moves. Meanwhile, demonic legions began emerging from the freshly opened portals, eager to serve their masters after centuries of exile. The Human Empire, already weakened by previous Havoc Wars, couldn&#039;t withstand this blow. What remained of its power structure disintegrated almost immediately, with provinces declaring independence, guilds fighting for control, and local warlords capitalizing on the power vacuum.&lt;br /&gt;
&lt;br /&gt;
Amid this anarchy, some factions found opportunities where others saw only ruin. The dwarves, seizing the confusion, rose against their orc oppressors in a series of bloody rebellions. In Vinci&#039;s swampy lands, ingenious scholars discovered veins of mind-amplifying crystals, giving them a technological edge. And the ratmen, always society&#039;s outcasts, built their fortified citadels in the most devastated territories - places no one else wanted.&lt;br /&gt;
&lt;br /&gt;
A hundred and fifty years have passed since that fateful day, and Tyria remains a continent fractured both physically and politically. The Rift hasn&#039;t healed - if anything, it seems to be slowly expanding, leaking strange arcane energies that mutate everything in their path. The Havoc Gods operate from the shadows, their intentions unknown but undoubtedly malevolent. Demons have become a constant presence in the world. And somewhere in the darkness, the immortal twins bide their time, tormented by guilt yet still hungry for power, dreaming of reclaiming the empire they helped destroy. The Great Rift wasn&#039;t just a historical catastrophe - it has become a metaphor for Tyria&#039;s very state: a broken world whose wounds won&#039;t heal, and whose future hangs by a thread over the abyss.&lt;br /&gt;
&lt;br /&gt;
==== Tyria at War ====&lt;br /&gt;
The once-unified Human Empire now struggles to maintain control over its heartlands while various factions wage endless battles across the fractured landscape. Imperial watchtowers stand as lonely sentinels along the Rift&#039;s edges, their garrisons ever-vigilant against demonic incursions that spill forth from the glowing fissures. In the western borderlands, Vampiric nobles lead undead legions against Imperial loyalists in a centuries-old stalemate, their cursed bloodlines fueling an eternal war of attrition. Meanwhile, the Kingdom of Angels clashes with Beastmen remnants in the ruined Savannah, fanatical warriors meeting agile hunters in brutal skirmishes among the bones of a dead civilization.&lt;br /&gt;
&lt;br /&gt;
The northern territories have become battlegrounds between Havoc Dwarves and the resilient Halfling tribes, while Ratmen fortresses endure relentless assaults from demonic warbands. Even the skies aren&#039;t safe - Dwarven sky-cities engage in aerial duels with Vinci&#039;s flying machines over crucial trade routes. Beneath the waves, Deep-Sea Elves raid shipping lanes, dragging entire crews into the depths. What began as isolated conflicts have snowballed into an age where war has become Tyria&#039;s natural state, with every faction fighting multiple enemies on different fronts. Mercenaries and sellswords thrive in this chaos, their loyalties shifting with the tides of battle, while common folk huddle behind whatever walls still stand. The battles rage on with no end in sight, as the land itself seems to feed the violence, its magical wounds whispering promises of power to those desperate enough to listen. In Tyria at War, there are no true victors - only those who haven&#039;t lost yet.&lt;br /&gt;
&lt;br /&gt;
== Timeline ==&lt;br /&gt;
&lt;br /&gt;
==== Ancient Era ====&lt;br /&gt;
&lt;br /&gt;
* 2325 BR - Humans discover agriculture, allowing them to dominate Tyria&#039;s fertile lands.&lt;br /&gt;
* 1252 BR - The Human Empire is founded as city-states unite under one banner.&lt;br /&gt;
* 918 BR - Elven Civil War results in High Elves being exiled from the Heartwood forest.&lt;br /&gt;
&lt;br /&gt;
==== Imperial Golden Age ====&lt;br /&gt;
&lt;br /&gt;
* 352 BR - Human Empire reaches its peak, stretching from southern deserts to the Northlands.&lt;br /&gt;
* 218 BR - Voidgate breakthrough allows planar travel and begins an era of prosperity.&lt;br /&gt;
&lt;br /&gt;
==== Havoc Wars Period ====&lt;br /&gt;
&lt;br /&gt;
* 211 BR - Havoc Gods arrive in Tyria, corrupting northern tribes and starting the wars.&lt;br /&gt;
* 192 BR - Great Alliance forms (Human Empire, Wood Elves, High Elves and Dwarves).&lt;br /&gt;
* 171 BR - Havoc Gods are imprisoned in the Orb of Fate by a powerful wizard ritual.&lt;br /&gt;
&lt;br /&gt;
==== Post-War Era ====&lt;br /&gt;
&lt;br /&gt;
* 18 BR - The Last Emperor ascends, temporarily restoring stability to the Empire.&lt;br /&gt;
* 0 (The Great Rift) - Orb of Fate is destroyed, unleashing the Havoc Gods and cracking the continent.&lt;br /&gt;
&lt;br /&gt;
==== Current Age ====&lt;br /&gt;
&lt;br /&gt;
* 36 AR - Imperial Senate forms to govern what remains of the Human Empire.&lt;br /&gt;
* ~150 AR - Present day - Tyria remains divided as factions fight for dominance.&lt;br /&gt;
&lt;br /&gt;
== Geography ==&lt;br /&gt;
Tyria is a fractured continent marked by the Great Rift, a massive scar stretching from the former Imperial Capital.&lt;br /&gt;
&lt;br /&gt;
=== Regions ===&lt;br /&gt;
&lt;br /&gt;
* Heartwood: Ancient forest home to the Wood Elves and Treemen Ancients.&lt;br /&gt;
* Northlands: Frozen wastes; stronghold of Havoc Dwarves and exiled tribes.&lt;br /&gt;
* Western Steppe: Orc-dominated plains; site of the fallen Dwarfholds.&lt;br /&gt;
* Dark Isles: Pirate havens ruled by Dark Elves and Snake Elves.&lt;br /&gt;
* Wild Savannah: Ruined homeland of the Beastmen, ravaged by the Rift.&lt;br /&gt;
&lt;br /&gt;
== Factions ==&lt;br /&gt;
&lt;br /&gt;
* [[Beastmen]]: Scattered survivors of the Wild Savannah&#039;s fallen civilization.&lt;br /&gt;
* [[Dark Elves]]: Pirate lords of the Dark Isles, opposed to High Elf rule.&lt;br /&gt;
* [[Eternal Wardens]]: Interplanar warriors who hunt Daemons across Tyria.&lt;br /&gt;
* [[Havoc Dwarves]]: Northern Dwarves who embraced the Havoc Gods after the Rift freed them from Orcs.&lt;br /&gt;
* [[High Elves]]: Seafaring traders and former rulers of the Dark Isles.&lt;br /&gt;
* [[Human Empire]]: The remnants of Tyria&#039;s once-great empire, now ruled by a Senate after the Great Rift shattered its capital.&lt;br /&gt;
* [[Kingdom of Angels]]: Fanatical humans crusading to reclaim lost territories.&lt;br /&gt;
* [[Ogres]]: Fleeing their ruined empire, they seek new lands in Tyria.&lt;br /&gt;
* [[Orcs]]: Divided between steppe nomads (Way of Bone) and iron-wielding conquerors (Way of Iron).&lt;br /&gt;
* [[Ratmen]]: Mutant outcasts who worship a mysterious Rat Goddess.&lt;br /&gt;
* [[Rift Daemons]]: Servants of the Havoc Gods, emerging from the Great Rift to spread chaos.&lt;br /&gt;
* [[Vampiric Undead]]: Cursed nobles who rule the western borderlands with undead legions.&lt;br /&gt;
* [[Volcanic Dwarves]]: Fire-worshipping Dwarves who hunt Orcs for vengeance.&lt;br /&gt;
* [[Wood Elves]]: Guardians of the Heartwood Forest, allied with ancient Treemen.&lt;/div&gt;</summary>
		<author><name>Regem</name></author>
	</entry>
	<entry>
		<id>https://www.onepagefan.wiki/index.php?title=User:Regem&amp;diff=3370</id>
		<title>User:Regem</title>
		<link rel="alternate" type="text/html" href="https://www.onepagefan.wiki/index.php?title=User:Regem&amp;diff=3370"/>
		<updated>2025-06-24T13:54:23Z</updated>

		<summary type="html">&lt;p&gt;Regem: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Quiso aportar, arruinó.&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border: 2px solid #acacac;text-align: center; width:99%&amp;quot;&lt;br /&gt;
![[Grimdark Future Miniatures]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;•[[Alien Hives Miniatures|Alien Hives]] •[[Battle Brothers Miniatures|Battle Brothers]]&#039;&#039;&#039; ([[Battle Brothers Miniatures|Blood Brothers]], [[Battle Brothers Miniatures|Dark Brothers]], [[Battle Brothers Miniatures|Dark Brothers]], [[Battle Brothers Miniatures|Knight Brothers]], [[Battle Brothers Miniatures|Watch Brothers]], [[Battle Brothers Miniatures|Wolf Brothers]]) &#039;&#039;&#039;•[[Blessed Sisters Miniatures|Blessed Sisters]] •[[Custodian Brothers Miniatures|Custodian Brothers]] •[[DAO Union Miniatures|DAO Union]] •[[Dark Elf Raiders Miniatures|Dark Elf Raiders]] •[[Dwarf Guilds Miniatures|Dwarf Guilds]]&amp;lt;br&amp;gt;•[[Elven Jesters Miniatures|Elven Jesters]] •[[Eternal Dynasty Miniatures|Eternal Dynasty]] •Gangs of New Eden&#039;&#039;&#039; ([[Gangs of New Eden Miniatures|Badland Nomads]], [[Gangs of New Eden Miniatures|Berserker Clans]], [[Gangs of New Eden Miniatures|Brute Coalitions]], [[Gangs of New Eden Miniatures|City Runners]], [[Gangs of New Eden Miniatures|Mega-Corps]], [[Gangs of New Eden Miniatures|Mercenaries]], [[Gangs of New Eden Miniatures|Psycho Cults]], [[Gangs of New Eden Miniatures|Security Forces]], [[Gangs of New Eden Miniatures|Shadow Leagues]], [[Gangs of New Eden Miniatures|Shortling Federations]], [[Gangs of New Eden Miniatures|Worker Unions]]) &#039;&#039;&#039;•[[Havoc Brothers Miniatures|Havoc Brothers]]&#039;&#039;&#039; ([[Havoc Brothers Miniatures|Change Disciples]], [[Havoc Brothers Miniatures|Lust Disciples]], [[Havoc Brothers Miniatures|Plague Disciples]], [[Havoc Brothers Miniatures|War Disciples]]) &#039;&#039;&#039;•[[High Elf Fleets Miniatures|High Elf Fleets]] •[[Human Defense Force Miniatures|Human Defense Force]]&amp;lt;br&amp;gt;•[[Human Inquisition Miniatures|Human Inquisition]] •[[Infected Colonies Miniatures|Infected Colonies]] •[[Jackals Miniatures|Jackals]] •[[Machine Cult Miniatures|Machine Cult]] •[[Orc Marauders Miniatures|Orc Marauders]] •[[Prime Brothers Miniatures|Prime Brothers]]&#039;&#039;&#039; ([[Prime Brothers Miniatures|Blood Prime Brothers]], [[Prime Brothers Miniatures|Dark Prime Brothers]], [[Prime Brothers Miniatures|Dark Prime Brothers]], [[Prime Brothers Miniatures|Knight Prime Brothers]], [[Prime Brothers Miniatures|Watch Prime Brothers]], [[Prime Brothers Miniatures|Wolf Prime Brothers]]) &#039;&#039;&#039;•[[Ratmen Clans Miniatures|Ratmen Clans]]&amp;lt;br&amp;gt;•[[Rebel Guerrillas Miniatures|Rebel Guerrillas]] •[[Robot Legions Miniatures|Robot Legions]] •[[Saurian Starhost Miniatures|Saurian Starhost]] •[[Soul-Snatcher Cults Miniatures|Soul-Snatcher Cults]] •[[Titan Lords Miniatures|Titan Lords]] •Wormhole Daemons&#039;&#039;&#039; ([[Wormhole Daemons Miniatures|Daemons of Change]], [[Wormhole Daemons Miniatures|Daemons of Lust]], [[Wormhole Daemons Miniatures|Daemons of Plague]], [[Wormhole Daemons Miniatures|Daemons of War]])&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; border:1px solid #ccc;&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:center; padding:6px;&amp;quot; |&#039;&#039;&#039;[[Grimdark Future Miniatures]]&#039;&#039;&#039;&lt;br /&gt;
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| style=&amp;quot;text-align:left; padding:8px 8px;&amp;quot; |&#039;&#039;&#039;[[Alien Hives Miniatures|Alien Hives]] • [[Battle Brothers Miniatures|Battle Brothers]]&#039;&#039;&#039; ([[Battle Brothers Miniatures|Blood Brothers]], [[Battle Brothers Miniatures|Dark Brothers]], [[Battle Brothers Miniatures|Knight Brothers]], [[Battle Brothers Miniatures|Watch Brothers]], [[Battle Brothers Miniatures|Wolf Brothers]]) &#039;&#039;&#039;• [[Blessed Sisters Miniatures|Blessed Sisters]] • [[Custodian Brothers Miniatures|Custodian Brothers]] • [[DAO Union Miniatures|DAO Union]] • [[Dark Elf Raiders Miniatures|Dark Elf Raiders]] • [[Dwarf Guilds Miniatures|Dwarf Guilds]] • [[Elven Jesters Miniatures|Elven Jesters]] • [[Eternal Dynasty Miniatures|Eternal Dynasty]] • [[Gangs of New Eden Miniatures|Gangs of New Eden]]&#039;&#039;&#039; ([[Gangs of New Eden Miniatures|Badland Nomads]], [[Gangs of New Eden Miniatures|Berserker Clans]], [[Gangs of New Eden Miniatures|Brute Coalitions]], [[Gangs of New Eden Miniatures|City Runners]], [[Gangs of New Eden Miniatures|Mega-Corps]], [[Gangs of New Eden Miniatures|Mercenaries]], [[Gangs of New Eden Miniatures|Psycho Cults]], [[Gangs of New Eden Miniatures|Security Forces]], [[Gangs of New Eden Miniatures|Shadow Leagues]], [[Gangs of New Eden Miniatures|Shortling Federations]], [[Gangs of New Eden Miniatures|Worker Unions]]) &#039;&#039;&#039;• [[Havoc Brothers Miniatures|Havoc Brothers]]&#039;&#039;&#039; ([[Havoc Brothers Miniatures|Change Disciples]], [[Havoc Brothers Miniatures|Lust Disciples]], [[Havoc Brothers Miniatures|Plague Disciples]], [[Havoc Brothers Miniatures|War Disciples]]) &#039;&#039;&#039;• [[High Elf Fleets Miniatures|High Elf Fleets]] • [[Human Defense Force Miniatures|Human Defense Force]] • [[Human Inquisition Miniatures|Human Inquisition]] • [[Infected Colonies Miniatures|Infected Colonies]] • [[Jackals Miniatures|Jackals]] • [[Machine Cult Miniatures|Machine Cult]] • [[Orc Marauders Miniatures|Orc Marauders]] • [[Prime Brothers Miniatures|Prime Brothers]]&#039;&#039;&#039; ([[Prime Brothers Miniatures|Blood Prime Brothers]], [[Prime Brothers Miniatures|Dark Prime Brothers]], [[Prime Brothers Miniatures|Knight Prime Brothers]], [[Prime Brothers Miniatures|Watch Prime Brothers]], [[Prime Brothers Miniatures|Wolf Prime Brothers]]) &#039;&#039;&#039;• [[Ratmen Clans Miniatures|Ratmen Clans]] • [[Rebel Guerrillas Miniatures|Rebel Guerrillas]] • [[Robot Legions Miniatures|Robot Legions]] • [[Saurian Starhost Miniatures|Saurian Starhost]] • [[Soul-Snatcher Cults Miniatures|Soul-Snatcher Cults]] • [[Titan Lords Miniatures|Titan Lords]] • [[Wormhole Daemons Miniatures|Wormhole Daemons]]&#039;&#039;&#039; ([[Wormhole Daemons Miniatures|Daemons of Change]], [[Wormhole Daemons Miniatures|Daemons of Lust]], [[Wormhole Daemons Miniatures|Daemons of Plague]], [[Wormhole Daemons Miniatures|Daemons of War]])&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:99%; border:2px solid #ccc;&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;Grimdark Future Miniatures&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |&lt;br /&gt;
[[Alien Hives Miniatures|Alien Hives]] • &lt;br /&gt;
[[Battle Brothers Miniatures|Battle Brothers]] ([[Battle Brothers Miniatures|Blood Brothers]], [[Battle Brothers Miniatures|Dark Brothers]], [[Battle Brothers Miniatures|Knight Brothers]], [[Battle Brothers Miniatures|Watch Brothers]], [[Battle Brothers Miniatures|Wolf Brothers]]) • &lt;br /&gt;
[[Blessed Sisters Miniatures|Blessed Sisters]] • &lt;br /&gt;
[[Custodian Brothers Miniatures|Custodian Brothers]] • &lt;br /&gt;
[[DAO Union Miniatures|DAO Union]] • &lt;br /&gt;
[[Dark Elf Raiders Miniatures|Dark Elf Raiders]] • &lt;br /&gt;
[[Dwarf Guilds Miniatures|Dwarf Guilds]] • &lt;br /&gt;
[[Elven Jesters Miniatures|Elven Jesters]] • &lt;br /&gt;
[[Eternal Dynasty Miniatures|Eternal Dynasty]] • &lt;br /&gt;
Gangs of New Eden ([[Gangs of New Eden Miniatures|Badland Nomads]], [[Gangs of New Eden Miniatures|Berserker Clans]], [[Gangs of New Eden Miniatures|Brute Coalitions]], [[Gangs of New Eden Miniatures|City Runners]], [[Gangs of New Eden Miniatures|Mega-Corps]], [[Gangs of New Eden Miniatures|Mercenaries]], [[Gangs of New Eden Miniatures|Psycho Cults]], [[Gangs of New Eden Miniatures|Security Forces]], [[Gangs of New Eden Miniatures|Shadow Leagues]], [[Gangs of New Eden Miniatures|Shortling Federations]], [[Gangs of New Eden Miniatures|Worker Unions]]) • &lt;br /&gt;
[[Havoc Brothers Miniatures|Havoc Brothers]] ([[Havoc Brothers Miniatures|Change Disciples]], [[Havoc Brothers Miniatures|Lust Disciples]], [[Havoc Brothers Miniatures|Plague Disciples]], [[Havoc Brothers Miniatures|War Disciples]]) • &lt;br /&gt;
[[High Elf Fleets Miniatures|High Elf Fleets]] • &lt;br /&gt;
[[Human Defense Force Miniatures|Human Defense Force]] • &lt;br /&gt;
[[Human Inquisition Miniatures|Human Inquisition]] • &lt;br /&gt;
[[Infected Colonies Miniatures|Infected Colonies]] • &lt;br /&gt;
[[Jackals Miniatures|Jackals]] • &lt;br /&gt;
[[Machine Cult Miniatures|Machine Cult]] • &lt;br /&gt;
[[Orc Marauders Miniatures|Orc Marauders]] • &lt;br /&gt;
[[Prime Brothers Miniatures|Prime Brothers]] ([[Prime Brothers Miniatures|Blood Prime Brothers]], [[Prime Brothers Miniatures|Dark Prime Brothers]], [[Prime Brothers Miniatures|Knight Prime Brothers]], [[Prime Brothers Miniatures|Watch Prime Brothers]], [[Prime Brothers Miniatures|Wolf Prime Brothers]]) • &lt;br /&gt;
[[Ratmen Clans Miniatures|Ratmen Clans]] • &lt;br /&gt;
[[Rebel Guerrillas Miniatures|Rebel Guerrillas]] • &lt;br /&gt;
[[Robot Legions Miniatures|Robot Legions]] • &lt;br /&gt;
[[Saurian Starhost Miniatures|Saurian Starhost]] • &lt;br /&gt;
[[Soul-Snatcher Cults Miniatures|Soul-Snatcher Cults]] • &lt;br /&gt;
[[Titan Lords Miniatures|Titan Lords]] • &lt;br /&gt;
Wormhole Daemons ([[Wormhole Daemons Miniatures|Daemons of Change]], [[Wormhole Daemons Miniatures|Daemons of Lust]], [[Wormhole Daemons Miniatures|Daemons of Plague]], [[Wormhole Daemons Miniatures|Daemons of War]])&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Regem</name></author>
	</entry>
</feed>