TEXT: PRINCES OF ULTHUAN 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  A WARHAMMER FANTASY ROLEPLAY 4th EDITION UNOFFICIAL SUPPLEMENT 
  
  Introduction 
  Hail, future prince of Ulthuan and presumed fan of the High Elves! Within this unofficial 
  rule supplement you will find expanded rules for playing High Elves in Warhammer 
  Fantasy Roleplay 4th edition. Such as new careers, expanded regional backgrounds and 
  new equipment! Princes of Ulthuan is written with the premise about adventuring in the 
  Old World and is focused on such. It can of course be used for adventures in Ulthuan 
  itself but it is primarily written with the Old World as presented in the 4th edition core 
  rulebook as primary setting. To use this you will need a copy of the Warhammer Fantasy 
  Roleplay 4th edition Rulebook, as this document is intended as a supplement to the rules 
  presented in the core rulebook. Furthermore, it is intentionally left sparse in fluff to not 
  repeat that which is already present in the core rulebook or the armybooks. However, a 
  suggested reading list will be given below to inspire your own path to bringing glory to 
  the Asur. 
  The Armybooks: Of course, this forms the basis of the expansion upon the core 
  rulebook that is presented here. With the 6th and 7th editions being favored due to the 
  authors preferences in fluff. 
  Black Library: Several series of Black Library books about the High Elves exist such as 
  the the Sons of Ellyrion, Defenders of Ulthuan and Tyrion & Teclis series and more. 
  Elric of Melniboné: Without Games Workshops liberal ripping off of Moorcocks Elric 
  series there would be no Warhammer. While the Melnibonéans are most similar to the 
  Dark Elves they have obviously influenced the High Elves as well. 
  Lord of the Rings: It’d be criminal of me if I didn’t recommend it. The 
  Silmarillion in particular portrays elves with all their passions, pride, hubris 
  and hamartia that Warhammer elves have. 
  The Classical Near East: Ancient history can obviously be seen as a clear 
  and direct influence in the High Elves aesthetics. Particularly the Hellenic 
  world, as Ulthuan in many ways can be compared to Atlantis and their 
  pantheon bears many similarities with the Hellenic pantheon. Though 
  their inspirations go far beyond just the Hellenes as Egypt and 
  Mesopotamia too are wells the High Elves draw upon. 
   
  
  New High Elf Backgrounds 
  The core rulebook presents a ’generic’ High Elf you might encounter in the Old World, 
  with none of Ulthuans ten kingdoms specified as origin. This is likely for simplicities sake 
  to save page count as it represents the typical High Elf on business in the Old Worl fairly 
  well. But as there is significant enough difference between the Asur of the ten kingdoms 
  they are not properly represented by the generic High Elf in the corebook. Below you will 
  find a list of Skills and Talents for High Elves from each of the ten kingdoms. To use 
  them simply replace the High Elf skills and talent list in the core rulebook with the skills 
  and talent list of your choice and create a High Elf character as normal. 
  THE INNER KINGDOMS 
  The Inner Kingdoms, set within the twilit ring of the Annulii, are shielded from contact 
  with the outer world by the mountains that surround them and the buffer states of the 
  Outer Kingdoms. Many of the inhabitants of the inner lands are introverted and dreamy. 
  They make scholars, mystics and sorcerers without peer, but all too often are affected by a 
  languor that means they rarely bestir themselves except for the most pressing and dire of 
  circumstances. 
  Eataine & Lothern 
  The Asur of Eataine and the current capitol of Lothern are urbane and worldwise, the 
  maritime trade of the High Elves centered in the Phoenix Kings shining seat of power in 
  Lothern. They are mariners, diplomats, traders and explorers with very few peers among 
  the Asur. The Asur of Eataine are represented in the core rulebook, simply use the skills 
  and talents for High Elves on p.36 to play them. 
  Caledor 
  The proud Caledorians live in the thinly populated 
  volcanic mountains to the west of Eataine. Once it was 
  the seat of the greatest of the Phoenix Kings and one 
  of Ulthuans greatest kingdoms for one reason – 
  Dragons. But the volcanoes of the Dragonspine 
  mountains have cooled and the dragons have become 
  increasingly hard to rouse from their slumber and the 
  power of Caledors Dragon Princes have waned. 
  Despite this, the Caledorians are still a proud people, 
  the Dragon Princes themselves known as the most 
  arrogant of all Asur and rightfully so. 
  Skills: Climb, Cool, Entertain (Sing), Evaluate, 
  Language (Eltharin), Leadership, Lore (Dragons), 
  Melee (Basic), Navigation, Perception, Play (any one), 
  Ranged (Bow)  
  Talents: Acute Sense (Sight), Commanding Presence 
  or Warrior Born, Night Vision, Second Sight or Sixth 
  Sense, Read/Write 
  
  Ellyrion 
  A land of gentle summers and mild winters, where herds of Elven steeds 
  thunder across sweeping plains. Ellyrion is a land of rolling plains 
  and tall grasses where the greatest horses in all of Ulthuan are bred 
  by the Ellyrian Horsemasters. A people as close to born into the 
  saddle as any elf. The Reaver Knights of Ellyrion is perhaps the 
  greatest light cavalry in the world. The people of Ellyrion are a 
  dauntless and daring breed, the most energetic of the Asur of 
  the Inner Kingdoms whose fame as horsemen is well 
  earned. 
  Skills: Animal Care, Cool, Entertain (Sing), Evaluate, 
  Language (Eltharin), Leadership, Melee (Basic), 
  Navigation, Perception, Play (any one), Ranged (Bow), 
  Ride (Horse)  
  Talents: Acute Sense (Sight), Trickrider or Roughrider, 
  Night Vision, Second Sight or Sixth Sense, Read/Write 
  Avelorn 
  North-east of Ellyrion, across the river Arduil, lies the great Forest of Avelorn, most 
  ancient of all the Elven realms. Upon its tangled groves ancient glamours lie, and under 
  its eaves creatures of legend still walk. Treemen tend the wild gardens of oak and suntree. 
  Great Eagles nest in enchanted hills and Unicorns walk in its sun-dappled glades. Summer 
  lies eternal on Avelorn’s enchanted glades and it is also the realm where the Everqueen 
  holds court. The Asur that live here are a strange, fey breed who share much in common 
  with the Wood Elves of Athel Loren. Courtly intrigue is second nature to these elves, as 
  their carefree surface hides bitter rivalry and competition for prestige and positions in the 
  Evercourt. 
  Skills: Charm, Cool, Entertain (Sing), Gossip, Language (Eltharin), Leadership, Melee 
  (Basic), Perception, Play (any one), Ranged (Bow), Outdoor Survival, Stealth (Rural) 
  Talents: Acute Sense (Sight), Suave or Schemer, Night Vision, Second Sight or Sixth 
  Sense, Read/Write 
  Saphery 
  South and east of Avelorn, on the shores of the Sea of Dreams, lies Saphery, the land of 
  wizardry. The heart of Saphery is the Tower of Hoeth, the shrine of the God of Wisdom. 
  This is the greatest repository of magical knowledge in the world, compiled down the 
  centuries by High Elf mages and scholars, many of whom still dedicate their lives to the 
  accumulation of magical lore. The Asur of Saphery are contemplative and introverted 
  folk, prone to loosing themselves in their studies or duties more so than other Asur of the 
  Inner Kingdoms. Magic also permeates Saphery more than any other kingdom and even 
  the humblest of farmers and craftsmen know simple petty magic. 
  Skills: Cool, Entertain (Sing), Evaluate, Language (Eltharin), Leadership, Lore (Any), 
  Melee (Basic), Navigation, Perception, Play (any one), Ranged (Bow), Research  
  Talents: Acute Sense (Sight), Petty Magic or Savvy, Night Vision, Second Sight or Sixth 
  Sense, Read/Write 
  
  THE OUTER KINGDOMS 
  The Outer Kingdoms, set on the outside of the ring of the Annulii mountains are wartorn 
  and harsh lands compared to the idyllic Inner Kingdoms. Many of its lands where ravaged 
  by the Sundering and they are subject to raids from the evil Druchii and those few 
  incursions from the lesser races who manage to land on Ulthuans shores. This has made 
  the Asur of the Outer Kingdoms embittered and harsh. They make for Ulthuans greatest 
  warriors, commanders and sailors and unlike their kin in the Inner Kingdoms are rarely 
  struck by the ennui that often affects the Asur. 
  Tiranoc 
  Tiranoc is the westernmost realm of Ulthuan. Once it was the fairest of the Elf lands. 
  Majestic snow-capped peaks towered over sweeping flower-strewn plains. The people 
  were great sailors who colonized much of the eastern New World. Wealth flowed from 
  these colonies and the charioteers of Tiranoc, famed throughout the land for their skill 
  and daring, raced between their white marble cities. But during the Sundering Tiranoc 
  suffered grievously and much of it was lost beneath the sea. Tiranoc today has largely 
  been rebuilt, but its people have not forgotten and they are among the first to take up 
  arms when the Dark Elves are sighted along Ulthuans shores and their hearts burn with a 
  hatred of their dark kin second only to the Asur of the Shadowlands. 
  Skills: Animal Care, Cool, Drive, Entertain (Sing), Evaluate, Language (Eltharin), 
  Leadership, Melee (Basic), Navigation, Perception, Play (any one), Ranged (Bow)  
  Talents: Acute Sense (Sight), Crack the Whip or Hatred (Dark Elves), Night Vision, 
  Second Sight or Sixth Sense, Read/Write 
  The Shadowlands 
  The Shadowlands are a dark and desolate region, but was 
  once part of a mighty Elven kingdom called Nagarythe. 
  Here, the first Phoenix King once held court, and it was 
  here that the greatest battles against Daemonkind were 
  won. That desperate struggle hardened and embittered 
  the folk of Nagarythe, so that other Elves came to regard 
  them as a cruel and bloodthirsty people. After Aenarion’s 
  death his son Malekith inherited the kingdom. When 
  Malekith rose against the the rightful Phoenix king he led 
  his warriors in a savage and destructive war where 
  Nagarythe in the end was sunk beneath the waves in the 
  Sundering. Malekith and his warriors fled to Naggaroth 
  and became the Druchii, the Dark Elves. Those few 
  Nagarythi that stayed behind became the Shadow 
  Warriors, a nomadic breed of Asur with hard hearts, warlike demeanours and a ruthless 
  pride that makes other Asur view them with distrust. 
  Skills: Cool, Endurance, Intuition, Intimidate, Language (Eltharin), Melee (Basic), 
  Navigation, Perception, Ranged (Bow), Stealth (Rural), Outdoor Survival, Track 
  Talents: Acute Sense (Sight), Hatred (Dark Elves), Night Vision, Second Sight or Sixth 
  Sense, Read/Write 
   
  
  Chrace 
  Chrace was once a relatively empty and peaceful land, occupied only by those who sought 
  to escape the civilized realms and return to nature. Troops constantly move through en 
  route to war with the Dark Elves. As the war has gone on, the lands have become 
  perilous. The isolated communities of the wooded highlands have been fortified. Locals 
  are great hunters and scouts, adept at guerrilla warfare and skilled with bow, sword and 
  axe. The mountains of Chrace are the home of the fearsome white lions and to be 
  counted as a real hunter, an Elf of Chrace must kill one of these mighty beasts single-
  handed. The Asur of Chrace are a hardy folk, proud and strong warriors famed for their 
  skill with axe and great courage, though their gregarious highland hunters are often 
  considered coarse and unsophisticated by Asur of the Inner Kingdoms. 
  Skills: Athletics, Cool, Entertain (Sing), Language (Eltharin), Leadership, Melee (Basic), 
  Navigation, Perception, Ranged (Bow), Stealth (Rural), Outdoor Survival, Track 
  Talents: Acute Sense (Sight), Hunter’s Eye or Rover,, Night Vision, Second Sight or Sixth 
  Sense, Read/Write 
  Cothique 
  Cothique is a coastal kingdom, inhabited by shrewd and hardy seafolk. It’s a cold realm, 
  battered by chill northeastern winds, and little-loved, save by its own people. Yet even 
  these folk of Cothique are renowned for their wanderlust, and reputedly spend as little 
  time within their own land as possible. The waters around Cothique are highly dangerous 
  after the fall of northern Ulthuan during the Sundering, filled with sea monsters lurking 
  beneath the waves and haunted ruins from Cothiques ravaging during the Sundering. 
  These forgotten halls are in many places just covered by the sea and in others jut out like 
  broken islands from a forgotten age. To sail such waters requires great skill and the sailors 
  of Cothique are the greatest among the Asur. The Asur of Cothique are shrewd and 
  hardy, whose lives and incomes come primarily from the sea. Unlike most other Asur, 
  they are outward looking and adventurous and there are few places in the known world 
  that has not felt the tread of Cothique sailors and explorers feet. 
  Skills: Cool, Dodge, Endurance, Entertain 
  (Sing), Language (Eltharin), Leadership, Melee 
  (Basic), Navigation, Perception, Ranged (Bow), 
  Sail, Swim 
  Talents: Acute Sense (Sight), Sea Legs or 
  Seasoned Traveller, Night Vision, Second Sight 
  or Sixth Sense, Read/Write 
   
   
  
  Yvresse 
  Yvresse is the land of mists. The mainland of Yvresse lies along the eastern coast of 
  Ulthuan, but the realm also encompasses the islands of the Eastern Ocean. The mainland 
  is a wild coastland, fringed by deep coniferous forests. The foothills of the Annulii march 
  off into the distant peaks that tower dramatically into the clouds. This is the least densely 
  populated area of Ulthuan, the bleak coastal realm is often considered unbeautiful by 
  elves of other kingdoms. But to the Asur of Yvresse the towering cliffs and soaring sea 
  birds that nest there are sights as fine as any to be seen on Ulthuan. Less than a century 
  ago Yvresse was almost overrun by Grom the Paunch’s vast greenskin horde that ravaged 
  much of the land and was only turned back before the walls of Tor Yvresse by Eltharion 
  the Grim. The Asur of Yvresse are dour of demeanour, their recent hardships and decline 
  of their realm giving them little reason for optimism. While considered humourless, they 
  are dutiful and resolute and many a supposed invasion has been thwarted by Yvresse 
  warriors waylaying their foes in the Shifting Isles. 
  Skills: Cool, Endurance, Evaluate, Language (Eltharin), Leadership, Melee (Basic), 
  Navigation, Play (Any one), Perception, Ranged (Bow), Sail, Swim 
  Talents: Acute Sense (Sight), Coolheaded or Hatred (Greenskins), Night Vision, Second 
  Sight or Sixth Sense, Read/Write
  
  High Elf Careers 
  New Career: White Lion of Chrace 
  Ever since the time of Caledor the First, the closest bodyguards of the Phoenix Kings have come from the 
  forested wilds of Chrace. These are the bravest of the young Elves of Chrace, chosen for the honour of 
  serving the Phoenix King by ancient rites. Not all are worthy to serve, and each must demonstrate his 
  skill and bravery by tracking down one of the fieirce white lions that roam the dark forests and barren 
  mountains of that land. When they find one they must kill it in hand-to-hand combat and take its pelt. 
  Those that have proved themselves wear the cloak of the white lion as a sign of their undoubted courage 
  and may serve the Phoenix King as one of his bodyguard. In the Old World, the Chracians can be found 
  as emissaries and champions of the Phoenix King and his interests. Indeed, during Finubars reign the 
  White Lions have become an increasingly common sight among the envoys of Ulthuan. 
  White Lion Advance scheme 
  Career path 
  Tier 1: Woodsman – Silver 1 
  Skills: Athletics, Charm Animal, Consume Alcohol, 
  Endurance, Melee (Two-handed), Outdoor Survival, 
  Perception, Track 
  Talents: Rover, Strider (Woodlands), Strike Mighty 
  Blow, Very Strong 
  Trappings: Chracian Axe, White Lion Cloak 
  Tier 2:  White Lion – Silver 3 
  Skills: Cool, Dodge, Intuition, Melee (Basic), Language 
  (Battle), Secret Signs (Ranger) 
  Talents: Combat Aware, Hardy, Reversal, Stout-hearted 
  Trappings: Full Chracian Panoply  
  Tier 3:  Champion – Silver 5 
  Skills: Animal Training (Lion), Drive, Intimidate, 
  Heal 
  Talents: Combat Master, Fearless (Any), 
  Furious Assault, Tenacious 
  Trappings: Lion Chariot, Important 
  person in your charge  
  Tier 4:  Guardian – Gold 2 
  Skills: Leadership, Lore (Warfare) 
  Talents: Commanding Presence, Etiquette 
  (Soldiers), Inspiring, War Leader 
  Trappings: Magical Weapon, Unit of White 
  Lions 
  WS 
  BS S 
  T 
  I 
  Agi 
  Dex 
  Int 
  WP 
  Fel 
  Base - 
  Base Silver 
  Base - 
  - 
  - 
  Bronze Gold 
  
  New Career: Swordmaster of Hoeth 
  There are many ways to travel the path of wisdom. Some fast and 
  meditate for years, others study obscure and arcane tomes, but for a 
  few their true path lies in martial prowess. These are the 
  Swordmasters, though they are not only experts with a blade; they 
  also learn to fight with their bare hands or with any other weapon 
  they can reach, especially their finely balanced ceremonial 
  greatswords. The centre of their cult is the White Tower of Hoeth, 
  at the heart of ancient Saphery. Here they study the secret ways of 
  battle, honing their bodies and skills to unbelievable levels. Some 
  say they can cut a candle in half without disturbing the flame, others 
  that they can fight in complete darkness, guided only by the sound of 
  their foes breathing. In the Old World, Swordmasters are quite 
  rare. Mostly dispatched as part of the elven warhosts in times of 
  war. Those few that make their way as individuals are often sent to 
  recover ancient magical artifacts, slay practitioners of chaos magic or 
  act as guardians for those few scholars of the White Tower who 
  travel abroad. 
  Swordmaster Advance scheme 
   
  Career path 
  Tier 1: Initiate – Silver 1 
  Skills: Athletics, Art (Calligraphy), Dodge, Melee (Brawl), Melee (Two-handed), Language 
  (Any),  Lore (Any), Perception 
  Talents: Beat Blade, Distract, Feint, Step Aside 
  Trappings: Hoeth Greatsword, Scholars robes, academic treatises 
  Tier 2:  Swordmaster – Silver 3 
  Skills: Cool, Endurance, Heal, Intuition, Language (Battle), Secret Signs (White Tower of 
  Hoeth) 
  Talents: Combat Reflexes, Deflect Shots, Strike Mighty Blow, Riposte 
  Trappings: Full Swordmaster Panoply 
  Tier 3:  Blademaster – Silver 5 
  Skills: Melee (Any), Intimidate, Lore (Any), Sleight of Hand 
  Talents: Careful Strike, Combat Master, Disarm, Menacing 
  Trappings: Mastery of the blade 
  Tier 4:  Bladelord – Gold 2 
  Skills: Lore (Any), Leadership 
  Talents: Furious Assault, Reaction Strike, Strike to Injure, 
  Strong-minded 
  Trappings: A secret martial arts technique, Magical greatsword 
  WS 
  BS S 
  T I 
  Agi 
  Dex 
  Int 
  WP 
  Fel 
  Base - 
  Base - 
  Base 
  Bronze - 
  Gold 
  Silver 
  - 
  New Talent: Deflect Shots 
  Max: 1 
  Such is the legendary skill of the 
  Swordmasters that they are capable 
  of knocking arrows and bolts aside 
  as if they were sword blows. A 
  Swordmaster with this talent may 
  oppose non-Blackpowder Ranged 
  attacks as if they were Melee 
  attacks. 
  
  New Career: Shadow Warrior of Nagarythe 
  Even in times of relative peace, the Shadow Warriors are never 
  at rest. They constantly patrol the barren shores and bleakest 
  hills as they watch for the inevitable Dark Elf raiders; the evil 
  Druchii who sank their homeland beneath the waves and who 
  steal their children and slaughter their kin. Little wonder then 
  that battles between them are bitterly fought with no quarter 
  asked or given. Tainted by association with the Witch King and 
  the violent madness of Aenarion, the survivors of Nagarythe are 
  a very different type of Asur. Since the destruction of their lands 
  they have been a rootless and nomadic people, drawn to fighting 
  and unable to settle to more peaceful tasks. They are intense and 
  brooding, proud and warlike and this has made them little 
  trusted by the other Elves of Ulthuan. In the Old World 
  Shadow Warriors are the rarest of the Asur. As their 
  wanderings seldom bring them to its shores. However, those few 
  warrior bands that do travel to the Old World invariably do so 
  to bring death and ruin to the few Druchii who dwell there. 
  Shadow Warrior Advance scheme 
   
  Career path 
  Tier 1: Shadow Hunter – Brass 4 
  Skills: Athletics, Climb, Endurance, Ranged (Bow), Trade (Bowyer), Outdoor Survival, 
  Stealth (Any), Perception 
  Talents: Marksman, Rover, Shadow, Strider (Any) 
  Trappings: Nagarythe Full Helm, Elf Bow and quiver with 12 Elf arrow 
  Tier 2:  Shadow Warrior – Silver 1 
  Skills: Cool, Consume Alcohol, Dodge, Melee (Basic), Intimidate, Track,  
  Talents: Accurate Shot, Fast Shot, Menacing, Relentless 
  Trappings: Elven Long Sword, Full Shadow Warrior Panoply 
  Tier 3:  Shadow Ranger – Silver 3 
  Skills: Heal, Navigation, Intuition, Secret Signs (Shadow Warriors) 
  Talents: Fleet Footed, Hardy, Seasoned Traveler, Sharpshooter 
  Trappings: Druchii scalps, Brooding demeanour 
  Tier 4:  Shadow-walker – Silver 5 
  Skills: Leadership, Language (Any) 
  Talents: Fearless (Dark Elves), Iron Will, Sniper, Tenacious 
  Trappings: Warband of Shadow Warriors, Druchii trophy heads, Infamy among the 
  Druchii 
   
   
  WS 
  BS 
  S 
  T 
  I 
  Agi 
  Dex Int 
  WP 
  Fel 
  Silver 
  Base - 
  Bronze Base Base - 
  - 
  Gold 
  - 
  
  New Career: Lothern Sea Guard 
  Eataine does not field a citizen militia as all other kingdoms do, 
  instead contributing the Lothern Sea Guard to the Phoenix 
  King’s army. Unlike the normal levy, they are not only called 
  upon in times of need, but remain at arms at all times. The riches 
  of our people are great, and the legends greater still, so there is 
  never any shortage of villainous cut-throats who will stoop to any 
  depth to steal their way into our fair capital and plunder our 
  ancestral wealth. The Sea Guard patrol the shores around 
  Lothern and man the many batteries of Eagle Claw bolt throwers 
  that overlook the harbor approaches. They also form a corps of 
  marines to crew the many sleek vessels of our fleet that circle the 
  world in its long patrols. In the Old World, the Sea Guard are 
  by far the most common Asur warriors one would encounter. As 
  they are often found both at sea boarding and inspecting 
  suspicious vessels as well as guarding important trading enclaves 
  and other maritime interests in the ports where the trading houses 
  of Ulthuan make business. 
  Seaguard Advance scheme 
   
  Career path 
  Tier 1: Recruit – Brass 5 
  Skills: Athletics, Climb, Cool, Dodge, Endurance, Melee (Pole arm), Ranged (Bow), Sail 
  Talents: Marksman, Strong Back, Strong Swimmer, Warrior Born 
  Trappings: Tall helm, Spear, Bow and quiver with 12 arrows 
  Tier 2:  Sea Guard – Silver 2 
  Skills: Consume Alcohol, Gamble, Gossip, Melee (Basic), Row, Swim 
  Talents: Drilled, Sea Legs, Seasoned Traveller, Shieldsman  
  Trappings: Full Sea Guard Panoply, Elven Large Shield 
  Tier 3:  Ship’s Sergeant – Silver 4 
  Skills: Heal, Intuition, Leadership, Perception 
  Talents: Combat Aware, Enclosed Fighter, Old Salt, Warleader 
  Trappings: Plumed Lothern Tall helm, Unit of Sea Guard 
  Tier 4:  Sea Master – Gold 2 
  Skills: Navigation, Language (Any) 
  Talents: Inspiring, Unshakeable, Orientation, Pilot 
  Trappings: Eye-patch, Asur patrol ship with Sea Guard crew, Patrol charts, sextant and 
  spy glass 
   
   
  WS 
  BS 
  S 
  T 
  I 
  Agi 
  Dex 
  Int 
  WP 
  Fel 
  Base Base Silver 
  - 
  Base - 
  - 
  - 
  Bronze Gold 
  
  THE PANOPLY OF ULTHUAN 
  Elven goods are the source of much of 
  Ulthuans great wealth. As the materials, 
  craftsmanship and quality of what the Asur 
  produce is only rivaled by the craftsmanship of 
  the Dwarfs. Even the lowliest of items used 
  and made by elven craftsmen are stunning 
  works of art compared to what men of the 
  Empire and Bretonnia make and their finery 
  put kings to shame. While elves have their own 
  preference and sense of fashion that make 
  them stand out, indeed most would never 
  lower themselves to wear clothes of human 
  styles, all their clothes are well made and 
  generally impressive to the typical human in 
  the Old World. Due to the High Elves trading 
  network a High Elf in the Old World can 
  generally rely on acquiring elven goods without 
  any hassle, as the prices and limited stock 
  offered to human traders is something fellow 
  elves are not troubled with. 
  As with all other things of elven make, their 
  arms and armour are exceptionally well made. 
  Blades forged with techniques that take 
  centuries to master produce keen and light 
  weapons that never dull and armour even for 
  the militia is made for each wearer individually 
  and fits more like bulky clothing rather than 
  steel. 
  In the following pages you will find several 
  different types of elven weapons and armour, 
  these are intended for high elf characters 
  adventuring in the Old World and represent 
  what they might be able to acquire via the trading 
  houses and similar networks that the High Elves have established along the coasts and 
  rivers of the Old World. The prices are intended for what a High Elf character might be 
  charged, any non-elf that attempts to purchase these items will either be denied or pay a 
  greatly inflated price. 
   
   
  
  HIGH ELF WEAPONS  
  Weapon 
  Price 
  Enc 
  Availability 
  Reach/Range 
  Damage 
  Qualities and Flaws 
  BASIC 
  Elven Large 
  Shield 
  5GC 
  2 
  Scarce 
  Very Short 
  +SB+3 
  Shield 3, Defensive, 
  Fine, Undamaging 
  Elven Long 
  Sword 
  4GC 
  1 
  Scarce 
  Average 
  +SB+4 
  Fast, Fine 
  TWO-HANDED 
  Chracian Axe 
  6GC 
  2 
  Rare 
  Long 
  +SB+6 
  Hack, Impact, Fine 
  Hoeth 
  Greatsword 
  15GC 
  2 
  Rare 
  Long 
  +SB+5 
  Damaging, Hack, Fast, 
  Fine 
  POLEARM 
  (2h)Sar’ishar 
  1GC 
  3 
  Rare 
  Massive 
  +SB+4 
  Impale, Fine 
  (*)Ellyrian Spear 
  1GC 
  1 
  Scarce 
  Very Long 
  +SB+4 
  Impale, Fine 
    
  HIGH ELF ARMOUR 
  Armour 
  Price 
  Enc 
  Availability 
  Penalty 
  APs 
  Locations 
  Qualities and Flaws 
  SOFT LEATHER 
  Elven High 
  Boots 
  18/- 
  1 
  Scarce 
  - 
  1 
  Legs 
  Fine, Partial 
  MAIL** 
  Elven Mail 
  Skirt 
  5GC 
  2 
  Scarce 
  - 
  2 
  Legs 
  Flexible, Lightweight 
  Elven Mail 
  Coat 
  7GC 
  2 
  Scarce 
  - 
  2 
  Arms, Body 
  Flexible, Lightweight 
  Elven Mail 
  Shirt 
  5GC 
  2 
  Scarce 
  - 
  2 
  Body 
  Flexible, Lightweight 
  PLATE 
  Tall Helm 
  5GC 
  1 
  Scarce 
  -10 
  Perception 
  2 
  Head 
  Impenetrable, Partial 
  Nagarythe 
  Full Helm 
  5GC 
  1 
  Rare 
  -20 
  Perception 
  2 
  Head 
  Impenetrable, 
  Weakpoints 
  Elven 
  Cuirass 
  15GC 
  2 
  Rare 
  - 
  2 
  Body 
  Impenetrable, 
  Weakpoints 
  Elven 
  Vambraces 
  10GC 
  1 
  Rare 
  - 
  2 
  Arms 
  Impenetrable, Partial 
  Elven 
  Greaves 
  7GC 
  1 
  Scarce 
  - 
  2 
  Legs 
  Impenetrable, Partial 
  Elven Plate 
  Leggings 
  15GC 
  2 
  Rare 
  -10 Stealth 
  2 
  Legs 
  Impenetrable, 
  Weakpoints 
  SCALE** 
  Elven Scale 
  Coat 
  5GC 
  2 
  Scarce 
  - 
  2 
  Arms, Body, 
  Legs 
  Flexible, Lightweight, 
  Partial (on arms and 
  legs) 
  FULL ARMOUR SET 
  Dragon 
  Armour 
  100GC 
  4 
  Exotic 
  -20 
  Perception, 
  -20 Stealth 
  4 
  All 
  Fine, Lightweight, 
  Impenetrable, 
  Weakpoints,  
  **Elven Mail and Scale does not confer any Stealth penalties. 
  
  HIGH ELF WEAPONS 
  Elven Large Shield 
  The large triangular shields used by the High Elves are surprisingly light and durable for 
  their size, no more weighty or unwieldy than a smaller shield. Often covered in 
  iconography, designs and heraldry of the home kingdom, noble house or other signifiers 
  of the wielder they are quite varied in their appearance beyond their basic shape. Several 
  variants exist with slight alterations to the shape, such as the Caledorian style employed by 
  the Dragon Princes. Elven large shields are capable of being slung on a strap over the 
  shoulder and strapped to the shield arm, allowing the wielder to use spears along the 
  shield with no issue. 
  Elven Long Sword 
  Though similar to the cruciform swords used by humanity, the long leaf-shaped blades of 
  the ’long swords’ of the elves are impossibly quick and nimble. More like rapiers in speed 
  and quickness than the arming swords they resemble, though through cunning elven 
  smithing are as able cut and thrust swords as any other cruciform sword. Elven Long 
  Swords are one handed swords with long leaf-shaped blades of either steel or ithilmar and 
  typically crescent shaped crossguards. Light and quick for their size they are very common 
  side arms to elven warriors and exist in as many variants and styles as there are elven 
  smiths to make them.  
  Chracian Axe 
  Derived from the traditional woodsman’s axe of Chrace, these finely crafted weapons are 
  said to be sharp enough to fell a tree or cleave a man in half with a single blow. Passed 
  down from father to son, Chracian axes come in several different variants in the shape of 
  the axe head. But share similarity in being generally as tall as its wielder with large single 
  bitted axe heads with a single small hook or spike at the back of the axe head. 
  Hoeth Greatsword 
  The ceremonial greatswords wielded by the Swordmasters of Hoeth are perhaps the apex 
  of the swordmakers art. As the finely forged and enchanted blades are as large as any 
  zweihänder but as quick and nimble as a rapier. In the hands of a Swordmaster they 
  weave a deadly song of steel and ithilmar that cut down lesser warriors like wheat before 
  the scythe. Typically as tall, or slightly taller, than the wielder a Hoeth Greatsword is 
  specifically forged for the Swordmaster who will wield it and are generally richly 
  decorated with jewels and inlays of precious metals.  
   
   
  
  Sar’ishar 
  Unusual in the reign of Finubar, the Sar’ishar or ”Great Spear” is a form of pike ranging 
  18-20ft in length, with a long steel spear head at the front and iron buttspike at the other 
  as a counter-weight. Unlike most human examples it is not quite as unwieldy or heavy and 
  is joined together by a steel tube in the middle allowing it to be taken apart for transport 
  on marches. A weapon that mostly saw use during the reign of Bel-Shanaar against 
  barbarian hordes where it’s closed phalanx ranks were highly effective, but the rigid and 
  inflexible use of Sar’ishar pike phalanxes was eventually seen as ill suited to the Asur way 
  of war. Though som eccentrics and elven mercenary regiments still use it, it is an 
  uncommon weapon mostly prized by collectors of archaic weapons. 
  Ellyrian Spear 
  A long bladed form of the typical Asur spear used by Ellyrian Reaver Knights. 
  Lightweight and finely balanced it can be used with one hand on horse back effectively as 
  a short lance and on foot as a typical spear in two hands. Often decorated with cloth 
  streamers and tassels suitable to the daring style of the Ellyrians. 
  HIGH ELF ARMOUR 
  An ancient and long lived culture as the High Elves have developed several different 
  distinct types and styles of armour. Individual pieces are rarely used on their own and 
  most elves don panoplies of armour as part of the citizen militia forged and decorated in 
  the style of their kingdom. Below a description of each piece of armour will be given 
  followed by detailed descriptions of the full panoplies of the iconic warriors of Ulthuans 
  kingdoms. 
  Elven Mail 
  Exquisitely made, often out of Ithilmar, and one of the most common types of armour 
  worn by adventuring elves is their form of chainmail. It is lightweight, strong and 
  beautiful to behold. Elven mail is never made in chausses, as they prefer wearing mail in 
  long skirts along their shirts to either completement other types of armour or as part of a 
  full set. Likewise elves prefer wearing their distinctive Tall helms rather than mail coifs. 
  Typically fastened with a broad leather belt around the waist as is typical of elven fashion. 
   
  
  Elven Scale Coat 
  Unusual armour in the Old World and quite curious to most of its inhabitants. Scale 
  armour is fashioned from forged steel or ithilmar plates, cut into small scales and then 
  tied or riveted together to form armour much like the scales of a lizard or a dragon. The 
  typical Scale coat is very common among the elven citizen militia where it is usually worn 
  alongside several plate armour pieces, as the Scale coat generally only fully covers the 
  torso, with the limbs being partially covered. The arms are usually covered with a wide 
  sleeve to the elbow and the legs to varying length, usually in a slit skirt reaching the 
  ankles. Like chain mail it is also fastened with a broad leather belt around the waist. 
  Tall Helm 
  The iconic helm of the High Elves, coming in many different 
  styles and variants, most famous is the mirror-polished 
  ’Ithiltaen’ of the Silver Helms. It’s most common shape is that 
  of a tall, conical steel or ithilmar helmet covering most of the 
  head and face with a T or Y shaped slit made by its cheek 
  guards, nose guard and eye holes. Often richly decorated with 
  hair and feather plumes, crests and horns depending upon the 
  status and background of the wearer. Some Tall Helm variants 
  also come with a mail mask to protect the face and neck, these 
  variants replace Partial with Weakpoints instead. 
  Nagarythe Full Helm 
  Similar to the Tall helm, but shorter and covering the face fully. The Full Helm used by 
  the Shadow Warriors give these grim warriors a very sinister look and few Asur besides 
  them would ever consider wearing one. 
  Elven Cuirass 
  Functionally very similar to those made by other races, except even its simplest forms are 
  all beautiful to look at. Pauldrons and shoulder guards of various types are almost always 
  a part of a full elven cuirass, but faulds are unusual as the elves rely on scale or mail to 
  protect those parts of the torso not covered by their cuirasses. It is also not uncommon to 
  see elven cuirasses forged in the shape of the idealised muscular torso of an elven male, 
  typically known as the ’heroic’ Chracian style. So named as the style is believed to 
  originate in Chrace and is immensly popular with Chraces famously strong warriors. 
  Elven Vambraces & Greaves 
  Unlike dwarfs and humans, they rarely use plate armour for the entire limb. Instead 
  relying on scale or mail to protect the upper arms and thighs. Beyond this their vambraces 
  and greaves are not unusual beyond being very well made as all elven armour is. An elven 
  vambrace typically covers the arm from wrist to elbow and those forged for cavalry 
  include a gauntlet. Elven greaves cover the lower leg from ankle to knee or just above it. 
  As with cuirasses, they are sometimes forged to look akin to idealised muscles in the 
  heroic Chracian style. 
   
  
  Elven plate leggings 
  Most commonly seen on High Elf cavalry such as the armour of the Silver Helms or part 
  of the Dragon Armour of Caledor. It is similar to those used by mankind, encasing almost 
  the entirety of leg and foot in steel, and consists of much the same parts, albeit richly 
  decorated and of much finer craftsmanship. 
  Dragon Armour 
  Perhaps the apex of the elven armourers craft, the Caledorian Dragon armour is almost 
  exclusively used by the Dragon Princes and other Caledorian nobility, forged in the 
  antique style of the Dragon Riders of old. A suit of Dragon armour encases the entire 
  body in ithilmar armour with a padding layer of leather and cloth, consisting of a mixture 
  of plate and scale with a winged Tall Helm to complete it. It is immensly richly decorated 
  with draconic fluting as a true mark of the wearers rank and status. A single suit of 
  Dragon Armour in the Old World would be worth the ransom of the Emperor himself. It 
  is also enchanted to be resistant against fire and anyone wearing a suit of Dragon Armour 
  is immune to fire and heat based attacks, such as the Breath Creature trait of Dragons or 
  spells from the Lore of Fire.  
  Citizen Militia Panoply 
  The most basic of all panoplies used by the High Elves. For Spearmen it consists of a Tall 
  Helm, Elven Cuirass, Scale Coat, Vambraces and Greaves. For Archers it consists merely 
  of simple robes, though some regiments are armoured similarly to the Spearmen. The 
  panoply of the Citizen militia are all forged in the native styles of their kingdoms. Such as 
  Chracians favouring the so called ’heroic’ style of forging cuirasses, vambraces and 
  greaves in the likeness of muscles and Caledorians having fluting and wings similar to the 
  Dragon Armours worn by their nobility. Usually these styles are far simpler than the 
  similar styles used by higher status warriors. 
  Sea Guard Panoply 
  Similar to the panoply of the Spearmen, the Sea Guards panoply consists of a Tall Helm, 
  Elven Cuirass, Scale Coat, Vambraces and Greaves. Typically they are decoared with 
  draconic and marine iconography. Such as horns, scales, sea dragons and seaweed 
  streamers. The Tall Helms of highborn Sea Guard or Sea Guard officers usually have 
  horns and plumes to indicate rank. 
  Swordmaster Panoply 
  Surprisingly simple for these superlative warriors. The Swordmasters panoply consists of 
  a plumed Tall Helm, sometimes fully enclosed like a Full Helm (replace Partial with 
  Weakpoints in this variant), a cuirass, vambraces, greaves and a scale coat with an ankle 
  length skirt. As with all things worn by the Swordmasters it is incredibly well made and 
  allows them to move with the agility one would expect of these warriors. 
   
   
  
  Chracian Panoply 
  The Panoply of the White Lions is perhaps the most elaborate armours made in all of 
  Chrace as befits the bodyguards of the Phoenix King. The Chracian panoply consists of a 
  plumed Tall Helm, often decorated with antlers to honour Kurnous, a cuirass, greaves, 
  vambraces and a scale coat with a knee length skirt. Nearly all Chracian panoplies used by 
  the White Lions are forged in the heroic Chracian style and it makes these already strong 
  warriors look all the more impressive. Their panoply is completed by the White Lion 
  cloak worn in many different styles, most commonly with a shortened Tall Helm to wear 
  the lions head on top of their helmets, the lions head on their shoulder or as a heavy fur 
  cloak. Some Champions of the White Lions replace their Greaves with Plate leggings for 
  increased protection. 
  Shadow Warrior panoply 
  As befits these stealthy and far ranging warriors 
  their panoply is generally lighter than all the 
  others. Consisting in its entirety of a Nagarythe 
  Fully Helm, Scale coat with a knee length skirt, 
  vambraces and the knee length elven high boots 
  to provide some protection for the legs. This is 
  complemented with dark cloaks and robes to 
  give the Shadow Warriors their typically sinister 
  appearance, 
  White Lion Cloak 
  The lion cloaks that give the White Lions of 
  Chrace their name are skinned from a lion the 
  warrior personally had to slay to prove their 
  worth to join the White Lions. The tough hide of 
  the Chracian lions add a significant layer of 
  protection for the White Lions against missiles 
  but little in melee as their fighting style does not 
  allow them to use it defensively as one would 
  with other cloaks. A White Lion Cloak provides 
  +2AP against ranged attacks on all locations 
  while worn and to acquire one, one has to kill a 
  Chracian White Lion or a White Lion warrior. 
  Two very daunting tasks that carry significant 
  risk. 
   
   
  
  Bestiary of Ulthuan 
  Elven Steed 
  Elven Steeds are renowned for their beauty and speed and are the greatest horses to be 
  found in all of the world. Noble, intelligent, quick and graceful beasts whose like is not 
  found among the horses used by the other races of the world.  
   
   
  Traits: Bestial, Size (Large), Skittish, Stride, Weapon+7 
  Optional: Armour, Trained (Broken, Drive, Entertain, Mount, War) 
  Chracian Lion 
  These fearsome beasts are deadly hunting cats, powerful creatures with a muscular frame 
  and a sharp, cunning mind. Almost as tall at the shoulders as an Elven Steed, a Chracian 
  Lion is far stronger, able to break bones with each sweep of its claws and shatter even 
  helmeted heads with a single chomp of its fanged maw. When Chracian Lion prides hunt, 
  none within their chosen grounds are safe. They will range far and wide, coordinating by 
  instinct, in search of prey. A Chracian Lion's loyalty is to its kin, first and last. This 
  fidelity, along with their incredible ferocity when they attack, has given rise to a great 
  many songs and poems throughout Ulthuan, and it is with a clear measure of pride that 
  the Phoenix King's bodyguard have adopted the famed White Lions of Chrace as their 
  namesakes. 
   
  Traits: Arboreal, Armour 1, Bestial, Bite+9, Night Vision, Size (Large), Stride, Tracker, 
  Weapon+9 
  Optional: Trained (Broken, Drive, Guard, War) 
  M 
  WS 
  BS S 
  T 
  I 
  Agi 
  Dex Int WP 
  Fel W 
  9 
  36 
  - 
  45 
  35 
  25 
  45 
  - 
  20 
  15 
  15 
  22 
  M 
  WS 
  BS S 
  T 
  I 
  Agi 
  Dex Int WP 
  Fel W 
  7 
  55 
  - 
  55 
  40 
  40 
  40 
  - 
  15 
  30 
  15 
  32 
  
  Acknowledgements 
  This is a fan made supplement and in no way endorsed by Games Workshop or Cubicle 7 
  all art belong to their respective artists etc. With that out of the way, credits should be 
  given to the anons over at /wfg/ for giving feedback, ideas and suggestions for the 
  careers and magical lores.  
   
  Thanks for reading, I hope you’ve enjoyed the fan material in the supplement and that it’s 
  given you the proper AYYY LMAO experience! 
   
  - Naggaroth Anon 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  For questions, email me at naggarothanon@gmail.com 
   
   
   
   
   
   
   
   
  Warhammer Fantasy Roleplay 4th Edition © Copyright Games Workshop Limited 2018. Warhammer Fantasy 
  Roleplay 4th Edition, the Warhammer Fantasy Roleplay 4th Edition logo, GW, Games Workshop, Warhammer, The 
  Game of Fantasy Battles, the twin-tailed comet logo, and all associated logos, illustrations, images, names, creatures, 
  races, vehicles, locations, weapons, characters, and the distinctive likeness thereof, are either ® or TM, and/or © 
  Games Workshop Limited, variably registered around the world, and used under licence. Cubicle 7 Entertainment and 
  the Cubicle 7 Entertainment logo are trademarks of Cubicle 7 Entertainment Limited. All rights reserved. 
  
SOURCE: textdata/thevault/Warhammer/Fantasy Roleplay/4e (C7)/Cato Contribution/Warhammer Fantasy Roleplay/4th Edition/Homebrew & Fan Material/Princes of Ulthuan 1.2.pdf