I give myself to Ulric, that I shall not fear to die. Once worshiped as the foremost god of warfare amongst the ancient tribes of the Reik Basin and seen as the patron deity of the Early Empire, his influence in the southerly regions of the Empire has mostly been usurped by the newly emergent Sigmarite and Myrmidian faiths. Despite this, the Ulrican flock remains first and foremost in Middenland , Ostland and most of Nordland , for the war-like provinces of the north know that there is only one true warrior amongst the heavens, and thus continue to remain an impenetrable stronghold of the Ulrican Church. According to legend, Ulric is said to have once walked the land, leading a tribe of warriors known as the Teutogens out from the East.

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Book Design: Mathias Eliasson. Rules Development: Mathias Eliasson. Special Thanks To: All the players that have contributed with feedback and ideas This book is completely unofficial and in no way endorsed by Games Workshop Limited. Used without permission. No challenge to their status intended. All Rights Reserved to their respective owners. The men of Middenheim must be brave if they are to stand against the Chaos hordes from the north.

Mortar and Cannon are wheeled into position to smash the siege engines of the enemy with iron and fire. Courageous knights heed the clarion call signalling them into battle, pennants fluttering in the wind. Called to the battlements, grim-faced Teutogen Guard prepare to repulse the warriors of Chaos with their mighty hammers. And from the highest tower the banner of Middenheim is caught by the breeze, a flicker of bright hope against the darkling sky.

This section introduces the Cult of Ulric and its part in the Warhammer world. It includes its society and history. You will also find information on the land of Middenland, the homeland of the ancients Teutogens. Each and every troop type in the Cult of Ulric army is examined here. You will find a full description of the unit, alongside the complete rules for any special abilities or options they possess. This section also includes the Ulric Armoury — magical artefacts that are unique to the army — along with rules to use them in your games.

The army list takes all of the characters, warriors, monsters and war machines from the Ulricans section and arranges them so that you can choose an army for your games. Units are classed as characters Lords or Heroes , Core, Special or Rare, and can be taken in different quantities depending on the size of the game you are playing.

For the other books in the series and the latest rules updates, visit: www. He is acknowledged across the Old World but the centre of his worship is Middenheim, the city of the White Wolf, in the north of the Empire. Ulric is a pragmatic god and his church is less overtly pious than that of Sigmar, rarely inclined to holy crusades and dogmatic preaching. However, Ulric is the patron of soldiers, and every initiate of Ulric is a warrior. At such times as the state is unable or unwilling to deal with an enemy, Ar-Ulric is able to use his religious influence to call on his followers and his political power to procure state troops, drawing together powerful armies to destroy the foes of the Empire in the name of Ulric.

Like the others, he was, in the distant past, the god of one of the great tribes of men that would eventually come together to form the human nations of the present day The tribe that worshipped Ulric were called the Teutogens, and inhabited the lands that are now the north of the Empire. Ulric is one of the oldest of all gods worshipped by men. Along with Myrmidia, goddess of War and Sigmar, the deified founder of the Empire, Ulric is a warrior god.

He despises cowardice and weakness, and expects his followers to display directness and independence in all walks of life. Ulric is the fierce warrior god of battle, winter and wolves. His followers are expected to be self-assured and independent, strong, fierce and honourable in all that they do. Ulric is the patron of soldiers, and every initiate of Ulric is a warrior.

Millennia ago, Ulric is said to have led a tribe of Humans to a boundless, forested land. The tribe, called the Teutogens by most modern scholars, was wild and savage, and took to slaughtering the indigenous forest people to prove their worth.

These bloody tribesmen quickly spread through the forests, butchering for many generations, exalting their God with every kill. After uncounted years of war and conquest, Ulric led his folk to a great, flat-topped mountain, hidden deep in the darkest recesses of the frigid north.

To light their way, the God struck the mountain with his fist and a roaring, silvery flame sprung forth. The Teutogens followed this unearthly glow, until, in the heart of winter, they arrived at the base of the holy mountain. Hungry White Wolves hunted there and let loose blood-curdling howls as the Humans invaded their territory. The cold, weary tribesmen hefted their weapons and howled in return, unwilling to back away, no matter how tired or sore they were.

Ulric, pleased with this, bathed them all in bright, white light, which panicked the wolves, and caused them to flee. The Teutogens, in awe of the hallowed place, immediately swore to build the greatest of temples, and to forever worship Ulric, their God of Winter, War and Wolves. Tens of centuries later the cold fire on the mountain still blazes with blue-white rage, but it is now hidden from sight by the massive Ulrican temple built so long ago.

Called the Eternal Flame, it is of extreme importance to the cult, and pilgrims arrive from far and wide to witness it. Many believe Middenheim, the great capital that surrounds the temple, can never fall while the hoary fire still burns, and the recent failed siege during the Storm of Chaos has only strengthened this belief. After all, where Valten, Sigmar Reborn, disappeared when the war ended, the Eternal Flame burns on, and always will.

Only in Middenland, ancestral home of the Teutogens, has Ulric maintained his dominance, although most 10 northern communities still favour the deity.

The cult was once the most powerful in the Empire, but it has grown increasingly less popular in the civilised world. Other warlike Gods, such as defensive Sigmar or refined Myrmidia, have taken his place. Much of the original network of Ulrican holy sites now lies in ruins, abandoned as locals turned to other deities.

The Ulric Creed teaches that when the Dark Gods grew fat in the north, Ulric pleaded with his brothers and sisters to strike before they grew too powerful.

However no help came. Thus, the Howling Wolves teach that self-reliance is of paramount importance, for their God prefers his followers to fend for themselves, just as he did. The best teacher, they claim, is the mistake you survive. Such harsh language is not popular with many in the Empire, especially not amongst the swelling middle classes. However, most soldiers still call upon Ulric and wear wolf-head charms, but even this is growing increasingly less common in the south of the Empire.

Indeed, in the far south of the Old World, in hotter Estalia and Tilea, Ulricans are barely welcome, and certainly sneered at. Far more popular, and certainly more famous, is the Order of the Knights of the White Wolf, the wild templars of Ulric.

In comparison to the waning priesthood, The White Wolves are the largest Knightly Order in the Empire, and the oldest order of templars in the world. A company of the hammer-wielding knights can be found attached to almost every Ulrican Temple. However, they are also universally feared, for their great skill at arms and heroism is rivalled by their quick tempers and aggressive natures.

It teaches, through metaphor and analogy, how he expects all his worshippers to act. In all the tales, Ulric takes the direct route, and the God clearly relishes the inevitable confrontation this causes.

Much like their God, Ulricans are aggressive, argumentative, and confrontational, and, some would say, stubbornly single-minded with it.

However, Ulric is also an honourable God, and, as he hates trickery and deception, he always keeps his word. Similarly, his followers seek to demonstrate their honourable hearts, and never resort to deceit.

Ulric also despises cowardice. The Ulric Creed is full of those he punishes for succumbing to fear, so Ulricans always stand brave and true, only retreating when ordered to by a recognised superior. However, this can cause problems when two Ulricans of equal rank disagree, as both invariably refuse to back down. Because of this, brawls and heated arguments to establish dominance are common. Once a winner is established, the loser is expected to obey his better as if he were a superior within the cult.

Might, for Ulric and his cult, is right. Indeed, belligerent social rules of this kind are common amongst Ulricans. To outsiders, this seems to conflict with their desire to working in groups, rather than as loners.

However, Ulricans simply see arguments, fist-fights and flaring passions as part of the order of things, and most harbour no illwill from defeat to another Ulrican the best teacher, after all, is the defeat you survive ; indeed, for many, conflict forms tighter bonds of friendship.

Unsurprisingly, most initiates are fierytempered young Middenlanders with bad attitudes. Some temples only accept those who have already proven themselves in battle, and will only consider soldiers, mercenaries, militiamen and similar, or those of pure Teutogen blood.

The daily life of initiates is largely controlled by their temples, but there are no cult-wide laws saying what must, or must not, be done. As long as initiates do not disobey orders, all is well. Martial training and theological teachings are common activities, but many temples demand other subjects be mastered, such as winter-survival techniques, wrestling, and lessons in history or rhetoric.

Defend your honour whenever it is challenged. Stand honest and true. Wolfskin may only be worn if you have killed the wolf yourself with weapons you have handcrafted from nature. Black-powder weapons, crossbows and helmets are not favoured by Ulric.

Use of them shows a lack of courage. The sacred fires in the holy places of Ulric must never be allowed to go out. Dismissal from the cult is very rare, as Ulricans can beat discipline into even the most stubborn rebel. It is far more common for initiates to flee.

When their superiors deem them worthy, initiates are sent many miles into the wilds with nothing but their robes, and left to fend for themselves. This ritual often takes place during the Hochwinter festival, which celebrates the discovery of the Eternal Flame.

Some temples have the initiates find their way back to the temple, others stage attacks on the "abandoned" souls to test them. Whatever happens, this final rite is often harrowing, but rarely fatal.

Upon their return, if the initiates have proven themselves before Ulric, they take their vows of celibacy and join the ranks of the priesthood. It is common for a great parry to be held before these vows are sworn, offering the initiate one last chance to let loose before he eternally swears to chastity and dons the priestly robes.

The rare female initiates have robes with scooped necklines and wear a plain, highnecked grey or white blouse underneath. Because of this, most initiates are scored with a latticework of minor scars. Wolf pelts are also very common, and high-ranking priests often embellish these with silk linings, and use jewels for eyes. Knights of the White Wolf are equipped with full-plate armour, often lacquered black or treated with dark oils.

White Wolves always wear a wolf pelt across their shoulders, and it is a point of pride to be wearing the largest skin in the company. As this can be a disadvantage in war, braids are common.



Once, the worship of Ulric was almost universal among the tribes of the Reik basin. All the clans, from the Teutogens in the north to the Brigundians in the south paid homage to the Lord of Winter, and it was the greatest honour amongst the tribes for a warrior to die in battle and enter the halls of Ulric, where they would feast in his hall and hunt amidst the snowy plains of his realm. Whenever men rode to war, it was to the cries of wolves and under the sole gaze of the Wolf-King. When Sigmar was named Emperor of all the lands of Men, it was before the Ar-Ulric, a warrior-priest filled with the primal power of the god, he knelt to be crowed by. Thus, it was Sigmar himself, now held as the patron god of the Empire, who was the first Ulrican to bear the mantle of Emperor. However, the southern provinces have forgotten the might of Ulric.



Description[ edit edit source ] The Cult of Ulric, known also as the Church of Ulric or the Ulrican Cult is a state-official religious organisation that administrates the worship and prayers of the followers of Ulric, God of War, Winter and Wolves. Second only in power and influence to that of the Cult of Sigmar, the Cult of Ulric is amongst the most ancient of religions, dating back long before the Empire of Man was created by its founder, Sigmar Heldenhammer. He is worshipped predominantly in the north of the Empire, within the territories of the Grand Barony of Nordland, the Grand Principality of Ostland and especially the Grand Duchy of Middenland. Worshippers of Ulric preserve the spirit and traditions of their pre-Imperial ancestors, and the leadership of the Cult of Ulric is able to trace its roots back over three millennium. Every High Priest is in charge of a major temple and has a Deputy High Priest, sometimes called a Denfather to help aid and administrate the Temple. Beneath them are the priest of various levels, and below them the initiates of the Cult. He is commonly depicted as a massive warrior in the style of the tribes who founded the Empire: his long hair flows unbound, his thick black beard is silvered with frost, he wields a giant two-handed hammer and goes into battle without a helm to show his bravery.


Cult of Ulric

Book Design: Mathias Eliasson. Rules Development: Mathias Eliasson. Special Thanks To: All the players that have contributed with feedback and ideas This book is completely unofficial and in no way endorsed by Games Workshop Limited. Used without permission. No challenge to their status intended. All Rights Reserved to their respective owners.

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