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CabalVision has divided the regions across the world into 21 separate regions. Although in some cases there has been some disgruntlement here and there regarding the decisions made by CabalVision officials, such as the High Elves from Ulthuan and the Dark Elves from Naggaroth complaining about being banded together, there is no doubt that these are the officially recognized regional divisions in CIBBL.
According to CabalVision regulations, a region is only considered active and competitive if at least 3 officially recognized teams have been registered and accepted in the official CIBBL registration books. CabalVision does its best to encourage regional divisions with 4+ teams in it in the interest of competitive division health.
For details about the Secret League rosters used in CIBBL, please go here or go here.
The native Four Nations, with their weird style, the monstrous Fimir the mysterious Albion and the enormous Giant teams reside on the small island on Albion, sharing a division with their eastern neighbors on Norsca, the Norse and the Norse Dwarf from Karak Drak.
The magical forest of Athel Loren is where the forest spirit teams of Treeman and Dryad meet the acrobatic Wood Elf, the wild Kurnous elves, the Isha fey and the mythical Zoat.
The far away land of Cathay is where the Cathay teams reside, with their oriental grace. The barbarian Hung lurk just outside of this mighty empire. Nippon is represented by daemon worshipping Northern Nipponese and their southern counterparts with ninjas and warrior monks in their ranks. The backstabbing assassins of Clan Eshin are found in both Cathay and Nippon. And lastly, don't overlook the Ninja Flings, who may be small in stature, but masters of stealing your pie.
Spawn of Chaos and the mortal followers of Khorne, Nurgle, Slaanesh, Tzeentch and the renegade chaos god Malal are vying for dominance and the blessing of their god in this wasteland.
The smoke shrouded, desolate lands are where the industrious Chaos Dwarf, their less corrupted brethren, the Black Dwarf, the sneaky Hobgoblin and the cruel Hobgoblin Slavers dwell and play their bloody games, as well as a contingent of Gnoblar, here free enough from the Ogre Kingdom oppression to form a team of their own, and finally, the brutal Ogre make their home here.
Under the World Edge Mountains, in the caverns only illuminated by phosporescent fungi the mad Squig and the Night Goblin, the spiteful Snotling, the mutated skaven and goblins of the Underworld and the mean, sneaky Goblin are playing their not too skillful, but oh so bloody, nasty games.
In the Mountains of Mourn and the Eastern Steppes, the mighty Ogre Kingdom, bands of Orc and Black Orc play their brutal games, joined by Chaos and Chaos Pact teams from these desolate areas, as well as the Kurgan tribesmen.
This division is hosting the Human from the cities of the Empire, the religiously fanatic Sisters of Sigmar and equally fanatic Witch Hunters, the ferally devotional Cult of Ulric, the Halfling from the Moot and some feral inhabitants of the forests, the Beastmen.
The seafaring teams of Blood Bowl can be found in this division. The mostly human Pirates of Sartosa, their dark elf rivals the Black Ark, the tough Sea Elf, the harrowing Undead Pirates, the bloodthirsty Sons of Stromfels and the underwater Nautican play their games on giant galleons, floating islands and sometimes the underwater cities of the Nauticans.
Located in Sylvania, the Haunted hills are teeming with creatures of the night. Undead, Necromantic and Golem teams led by necromancers, Were creatures and teams of Ethereals are facing off against each other on silent nights here, as well as the Sylvania Pact, an uneasy alliance of various vampires.
The exotic teams of the Kingdoms of Ind and Lumbria face off against those ranging from the strange, far-away lands of Khuresh, the primal Simyin, the cold-blooded Snakemen and the bloodcurdling menaces, the Blood Naga, in these hot lands.
In the ancient land of Nehekhara the teams of the once mighty city states of Lybaras, Ka-Sabar, Mahrak, Numas, Zandri and Khemri battle for supremacy.
The southern, inhospitable jungles of Lustria are the home of the bitter rivalry between the Lizardman, their cousins the Slann, the venerable enduring remains of the Relic Slann, the Forest Halflings and the Amazon.
The fair knights of Bretonnia, the ragtag teams of Tilea, the well-drilled Estalian, the rough-and-tumble Border Princes and the tough Kislevites face off in this division.
In the immaterial Realm of Chaos the Daemonic servants of the five Chaos Gods, Khorne, Nurgle, Slaanesh, Tzeentch and Malal are playing their games of eternal hatred.
The smaller Skaven clans, the stormvermin of Clan Mors, the mad breeders of Clan Moulder, the pustulent members of Clan Pestilens and the ingenious scientists of Clan Skryre try to cheat and claw their way to victory.
This searing hot and mostly humid land is where the frenzied tribes of the Savage Orc, the spider riding Forest Goblin, the nimble Skink with their bloodthirsty kroxigors, the fallen of Rasetra and the dervishes of Araby try to prove themselves - along with the Dust Goblin roaming in the deserts.
The aristocracy of the night plays their games under the twin moons in Sylvania. All bloodlines are present, the beguiling Lahmia, the feral Strigoi, the noble Von Carstein, the militant Blood Dragon, the reclusive Necrarch, and of course the smaller families of Vampire.
A most spectacular division with the haughty High Elf of Ulthuan, the pure sisters of Avelorn, the cruel Dark Elf of Naggaroth, the sly Khainite Assassins, the bloodthirsty Witch Elf and the always cool Pro Elf trying to prove their superiority in the art of Blood Bowl.
In the mighty caverns of the World Edge Mountains, the deathseeking Slayer, the geniuses of the Engineers, the tough Ironbreakers, the regular Dwarf clans and their smaller relatives, the Gnome, face off in grinding engagements.
Not all teams have a fixed home. Whether by choice or necessity, some teams find themselves wandering from location to location, either for a short period or a longer one. The Carnival of Chaos sets up their circus of madness in a town or city just as long as it suits them. The Centigor roam in drunken revelry in the darker, wilder regions. The Half-Elf, unsurprisingly, have trouble calling one place home - as they are not usually not (fully) accepted by either of their parents. The Minotaur are prone to roam around in herds, in a semi-nomadic style, and who is to stop them from doing so? The Old World Alliance is a rag-tag team of humans, dwarves and halflings - and that means it is hard to call one place your home!
The Elemental incarnations of Earth, Air, Fire and Water are incarnations from the raw elements themselves! However, while they originally had a division to their own, these days they often a type of Wanderers in their own right.