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Made in gb
Eternally-Stimulated Slaanesh Dreadnought

Funny enough on the total war warhammer forums I did a general lore thread I assume many of you have seen me there but for people who are new to the setting and were interested in learning about AOS I went through the battle tomes I had dissected the relevant information, well enough for people to get an understanding of the army.

So of course to save some people cash or for them to even pick up the battle tome to read all of it I did this! Yes it was a lot of typing the first time.

Of course I shall start with my favourite fluff from AOS so far flesh eater courts.

"Listen well to the tale of the Rot-Skinned king and his darksome court. From the weft and the weave of war he came, claws a-scrabbling over fallow fields thick with crawling flies and milky-eyed dead. Alongside the fine king and his lordly courtiers did prance, scenting the air for morbid smells. Pale of skin and wild of eye were they - seeking out the promise of riches to be had, they danced a jaunty path through the gravedigger's garden. What blade and axe had planted, hungry claws harvested for their king and his subjects.

The foolish and the desperate heeded the dark king's call- starving wretches eager to sell their souls, impatient for a chance to partake of the kings table of fleshy morsels. For a fully belly they came, their minds already embracing the kings madness, if only to live a day longer. Maybe they knew and maybe not, but to take even a bite from that creature's plate was to be forever damned.

Where once stood fair and honest peoples there now were servants of the Rot-Skinned king. Reason, like a setting sun, faded from their eyes, replaced with an endless night of madness. And so the court grew and grew, it's hissing cackling courtiers herding a tide of fresh-made ghouls. Those who sought to thwart or hide from them met the same -fate - all were overwhelmed by the frenzied cannibals caught up in the delusion of their master."

The Carrion King, Sumeros Summerking, The blood Rose prince and Ushoran(I will call him Ushoran since we all know who that is and for people not to get confused) these are the names the Carrion king goes by. The story goes once Ushoran was a beautiful vampire, he was surronded by servants, lesser vampire and knights and had the favor of nagash himself. Still as with all possible out comes he fell out of favor with nagash some say nagash cursed him and transformed him into the hideous appearance we all know.

Some even say that neferata was the one who cursed him because he drew her ire (neferata give Ushoran a break for once ) still even so due to this horrific transformation and loss of visage his fury was great and scores of nagash's kingdoms were destroyed.

To punish him nagash imprisoned his wayward servant Ushoran in the shroud cage a towering edifice of broken promises and it's walls reflected every lie the king told himself. Reducing him to a raving wreck twisted in mind as in body. The king would of been trapped there for eternity had not sigmar interved and invaded the realm of death for a supposed betrayal by the great necromancer.

Sigmar accidentally broke the cage during his rampage with his warriors letting the king out. The king slunk into the shadows escaping and began spreading his madness.

Now upon being freed Ushoran came across starving people and those ravaged by war. In his madness he saw starving peasants and soldiers that needed to be taken care of and fed. So he began feeding them flesh slowly devolving them into flesh eaters, ghouls and cannibals.

Soon his madness started to spread effecting the very minds of the ghouls they began to think he was their shining king in golden armor. Riding a great a mighty dragon his court began to grow larger and then those he found worthy among them he turned into his new sons and daughters and they too left and began their own courts spreading the madness of their king.

One day the Carrion king Ushoran vanished into the shadows never to be seen again. Still the kings carry on his legacy growing their courts to give hope and to feed the masses who were ravaged by war. Nagash gazed upon the swelling size of the flesh eater courts and moved to claimed them even though they are not truly dead they are his. They are the servants of Ushoran.

Still the great necromancer and his generals found them hard to control so he began seeking out the location of the Carrion king who alludes him. If he had the orignal king the source of the madness all of them would belong to nagash. Still even to this day even so many courts have bent the knee to him without the king. Some flesh eater courts view nagash as a golden god with wings of an angel and wields light to destroy his enemies. Some flee trying to escape servitude and are being chased by Nagash's servants.

So yeah if you see the Carriorn king report it to nagash.

Now the units.

Crypt Ghouls

Crypt Ghouls a word known to many in the mortal realms cannibals and mordants these poor souls fill the majority of the kings army. As the insanity of the ghoul king begins to take hold they no longer see themselves as monsters, nor do they consider the flesh they eat to be an aberration to the natural order. They now see themselves as faithful foot soldiers of their wonderful king or as scouts.

Crypt Horrors

Crypt horrors were ghouls who gained the favour of the king and were allowed to sup the blood from his veins becoming large monstrosities the Abhorrant ghoul king's blood infusing them his/her dark sorcery. In their delusion Crypt Horror's believe themselves to be heroic knights charging into battle clad in shining armor. As is their role in the court.

They are honored for their service by the king and his court via prized skulls and limbs and bone weapons the most decorated become Crypt Haunters. They view these gifts as shining armor and swords.

Crypt Haunters.

Crypt Flayers

When the blood of monsters flows upon the table of the ghoul king he might bestow a wonderful transformation on some of his soldiers. The flesh of a terrorghiest being infused with the blood of the ghoul king and through dark sorcery those that eat this meat change into Crypt flayers. Crypt flayers are regarded with awe by their kin they are viewed as a good omen. In their madness they believe these creatures to be warriors borne aloft by enchanted pinions due to the blessing of their sovereign.

The Crypt inferal's are taller and stronger than the rest and they lead in the front being a shining example to their "men".

Terrorghiest and zombie dragon.

Going to keep this part brief since there is not much to it. They view them as tamed pets and mighty magical dragons and beasts not undead and rotting carcasses. Oh yeah Ghoul kings can also ride zombie dragons now as well.


After being infected by the madness of the ghoul king these maddened beasts view themselves as the paladins of their king and court leading packs of ghouls and crypt horrors into battle and their frenzy reaches new heights to destroy the "barbarians" when in the presence of their king.

Well that's a brief overview I recommend people to pick up the book I did not want to make the post TOO long since there is a lot more interesting stories and bits in the battle tome. Like a story of a court starving and attacking a chaos horde and the ghoul king turning the chaos lord into a vampire since he found him interesting.

My second favorite and one of the most interesting is skaven Clan pestelins

"Scuttling through the shadows skaven infest the realms in numbers so great - were they known - they would rive the other races to madness and despair. In foetid ruins tunnels and war-torn ruins, amidst shadowed forests and beneath crumbling peaks, the skaven multiply everyday."

As ingenious as they are cowardly and spiteful, the deranged ratmen tamper with the very fabric of reality. They concoct monstrous plagues and invent applaing weapons of war, gnawing tunnels through the roots of the realms to spy and slaughter where they please. Every skaven hold unshakeable conviction that he is a genius, born to lead the swarming armies of conquest to war - from an honoured position at the rear, of course.

This maniacal desire for power stems from the skaven deity, the Great Horned Rat. Skave legend tells that, during the last days of the world - that - was, he became so powerful that the gods of chaos themselves were compelled to admit the horned rat to their ranks.

Thus was able to spread his children across the Mortal Reamls, and though the other Dark Gods see this newcomer as little more than an amusing distraction, the rat - god plans to prove them wrong. The verminous empires of the skaven have grown great during the dominion of chaos, and the Horned Rat's Children see much. Each day they lay new plans. For conquest and domination, and it may be that before long, the Horned Rat will provide mocking allies with a terrible surprise".

(This image came from a review I really wanted to use it because it's one of the best art in the book and the one without the book is waaaay too small).

The Clan pestilens of the skaven out of all skaven clans are only concerened with plague, decay and ruin. They form the Horned Rat's multifarious churches of contagion, they worship the great horned rat in the form of the Great Corrupter. You commonly see them working together with the forces of nurgle people think they are similar but they are not.

Nurgle is concerened with creating a garden of decay joyfully watching the cycle of life and Death by compaison, the Horned Rat cares only for the entropy and the pestilent withering of all. As the Great Corrupter, He seeks the Final Corruption of everything, knowing this will bring about his own acension as the most powerful deity of them all.

The great corrupter has charged Clan Pestilens with finding and gathering the Thirteen Great Plagues. (I think this is the suprise)

"The Clans Pestilens believe that the skaven will achieve supremacy only once their god is of one mind and one aspect - that of the great Corrupter. The churches of Contagion know that they most conquer not only the other races, but ther other skaven clans as well. For this they require the Thirteen Great plagues.

These Metaphysical aberrations strike not only at the flesh but at the soul and, in some cases, even at the warp and weft of reality. Each is recorded in one of the thirteen Libers Pestilent, tomes of forbidden lore that exude spiritual foulness.

To date, the clans have discovered seven of these terrible diseases, and have unleashed their power only rarely. This is now through any sense of restraint, for such concepts are foreign to the skaven mindset. Rather, each Great plague is a malefic concoction that require bizarre, rare ingredients and con only be brewed under specific conditions.

Were the Thirteen Great plagues to be combined in a single unholy vessel, the priest who achieved this dark miracle would bring about the Age of the Great Corrupter, and the ascendancy of Pestilens. There has been much debate - and many civil wars - over how this would come to pass. Some say the rest of the skaven race would be wiped out, or transformed into plague monks. Others claim that the resultant plague would destroy all non - skaven life, slay the great god - king sigmar, or even rot the realms themselves.

Ultimately, the question is moot; the Horned Rat has charged his disciples with finding the great plagues, and so they obey."

"The 7 Great plagues held by Clan Pestilens.

The Great Plagues

The Clans have searched for the thirteen Great Plagues since the age of myth, when they learned of their existence from the Horned Rat himself. They follow Portents, visions and tales of monstrous diseases - to date - have locked seven of the sorcerers plagues.

Undulant Scourge - Liber Writhsome

Simply speaking aloud the ingredients from this pox is enough to cause a hideous death. Victimes are overcome by a terrible squirming that rapidly manifests in thicking, work like shapes beneath their skin. Horror turns to agony as slick - scaled tentacles burts from the victims skin, while their body crumples in on itself, sucked through reality to feed some terrible presence that has latched onto their soul.

The Undulant Scourge spreads to any unfornate enough to feel it's tentacular caress. Where those stinging tentacles slither from is a mystery. Even plague priests believe it is better simply not to know.

Crimsonweal Curse - Liber Diabolus

Once one has acquired the bloodworms that squirm amid the gore around the throne of the might khorne, this pox is easy to brew. Still, the Clans Pestilens do so but rarely and with great care. Crimsonweal Curse lives in the blood and is possessed of malicious sentience. It wants to be brewed, just as it wants to spread to all living things. Plague monks included. Those infected find blood welling from their eyes, ears, mouth and pores in ever greater volumes.

Soon a trickle becomes a gush, which becomes a jetting spray that infects all it touches. More than one Clan Pestilens burrow has been left corpse - strewn mausoleum awash with cooling gore after incautious priests let the curse loose on their own ranks.

Redmaw Plague - Liber Ravenous

With ingredients including the crystallized woes of the world and stagnant waters from the garden of nurgle, this is a challenging brew to create. Spread through ingestion or bite, the Redmaw plague drives its victims into an insane cannibalistic rage.

They Rip and tear with hands and teach devouring friend and doe alike with frantic fervor. This is a hunger that can never be sated, however, the victim's gut churning with ever more potent acids which eat through the unfortunate's flesh, dissolving it into meat - slop within hours of infection.

Bubonic Blightplague - Liber Bubonicus

A concotion of black warpstone the bile of a sickened god(gods can get sick? interesting :3) and the fangs of the ur- behemoth, this pox can only be brewed with the Horned Rat's favour. It causes a monsterous swelling and blackening of it's victims flesh and organs, while daemonic plague - fleas burst from ravaged corpses to spread sickbness to all living things.

The NeverPlague - Liber Conundrus

This is by far the strangest Great Plague discovered, for non yet understand it's purpose. The plague priests have brewed this concoction once every century, following the liber Conundrus exactly. At the precise moment that the brewing is complete, a single, spectral peal rings out as though a mighty bell had tolled somewhere in the ether.

No further effects have ever been observed, but this only makes the inquisitive skaven more desperate than ever to discover the meaning of this eerie mystery. (Most interesting perhaps we will see the effects in a future book?)

Two more great plagues are known to the Clans Pestilens. The lore of Grey Shrivelling is found within Abominus while the Liber Consumptus contations the malign secrets of the Final Rotting. Six more appalling sorcerous Maladies remain lost amongst the myriad landscapes of the mortal realms, and the servants of the Great Corrupter will never Stop searching.

Until the last secrets of the Libers Pestilent are clutched in their scabrous claws."

Well.... that's it! That's in my opinion the main overview of what skaven Clan Pestilens are doing now my opinion? I think the Horned Rat is gathering these plagues to make a plague that will effect the gods themselves. All gods or only chaos? Who knows the plagues are mighty interesting in my opinion.


"They are the gale that howls through forest canopies. They are the fury of the wild places. They are the stabbing thorn and the tearing root, the grinding rock and the chocking vine. They are the Sylvaneth, vengeful forest spirits of terrifying power, and to those who despoil their lands, they are death...."

The sylvaneth are the offering of the goddess Alarielle, Queen of the Radiant Wood. They are beings of nature creatures of life magic whose flesh and sinew are crafted from the living boughs of the wyldwood. The relationship between the sylvaneth and the mortal realms is wholly symbiotic, as are their bones with each other - all the children of Alarielle aer connected by the haunting spirit - song that courses through them.

Fey creatures of the wilderness, the sylvaneth can appear capricious or cruel to some. Their motivations seem inconstant, their deeds whimsical and strange. The Sylvaneth are not moved by mortal desires such as expanding their borders or amassing plunder. Instead they are driven to safeguard the natural cycles of the Mortal Realms no matter how weird or dangerous those might be, and to cleanse the land of that which taints it.

Thy sylvaneth can those prove difficult allies, for their goals and motivations often conflict with those they are fighting alongside. Thought sometimes misunderstood by mortal allies, the sylvaneth are good and noble beings staunch enemies of chaos.

During the age of Myth, the sylvaneth claimed places of natural power all across the Mortal Realms. It was these places they fought and died to defend during the Age of Chaos, battling with wild determination even as their everqueen fought her own war against nurgle in the realm of life. Despite their efforts, the sylvaneth were driven back, until only scattered pockets of resistance remained. Their doom seemed assured. Yet extinction was not to be their fate....

My thoughts: Right, sylvaneth communicate to each other via a type of song and of course the everqueen can influence that since she kinda made them. Now of course when she was reborn into her war aspect recently they re-surged again. Filled with a song of war against chaos.

There is a whole story in the book made into short form on how she was reborn and began taking the fight to chaos and they did end up closing the all - gate claiming Ghyran for order. Plus sigmar and Alarielle's forces pushed the other factions back during the summer campaign. So far things have been good for her.


Soulpods are sacred to the sylvaneth in a way that no other living thing could be, save perhaps their mother goddess. They are the wellsprings of life from which the sylvaneth are born and are enriched by the spirits of those whose days are done. These strange life forms are singular expressions of the natural cycle that exists at the heart of everything the sylvaneth stand for, and without them, Alarielle's children would slowly die out.

Soulpods take many different forms, for life delights in variety. Some are tall emerale plants, their stalks and boughs heavy with glowing golden coccons. Others grow as gnarled trees, as kaleidoscopic fungal orbs, or as thorn - studded seeds with diaphanous wings. Some are clouds of magical spores, churning masses of subterranean roots, or even stranger things.

The soulpods are the loves and hopes of Alarielle given form, living expressions of her oldest dreams from the days before days. (Old world? Athel Loren? that's what I think.) The eldest of them grew from those very kernels of thought, and live on as an eternal echo of the world - that - was. (When they mention the world that was they mean the old world of whfb.) Within them lies a deep and abiding magic, a force for good that cleanses the lands which the soulpods grow.

Soulpod groves exist at the heart of every sustainable sylvaneth enclave, and birth each new generation of forest spirits. Even Alarielle does not know what will emerge from each budding soulpod, for life is capricious and beautiful in all it's forms. Whatever beings sprout forth swell the sylvaneth ranks for war, and it is for this reason that the servants of chaos seek to destroy the soulpods with as great a fervour as the sylvaneth defend them.

My Thoughts: The branch wych collects Lamentiri the small shiny bit in the sylvaneth model and replants them in soul pods or in a soul pod grove and then new sylvaneth sprout from them.

Yeah after a battle is done they collect soulpods from the dead sylvaneth to be replanted so they can grow into new things. Possible plant life etc but let's be real they hope for more soldiers.

Enclaves and Glades

Right sylvaneth are divided into enclaves and their warhost is made up of a glade lead by a Regent and then the Regents make up the royal court of Alarielle with of course the everqueen on the top.

"First and most glorious amongst sylvaneth society is the Royal Moot. This is the court of Alarielle herself, and it comprises the queen of the Radiant wood and the Regents of the Glades. This mighty assemblage has gathered in person only a handful of times in all the history of the mortal realms. Some of the Regents are strange beings for whom travel across vast distances is not easy, and even for those who can, it is a perilous to journey in such war torn times.

Thus, the Royal Moot most often meets in part, or else the Regents send to Alarielle their most trusted Lieutenants to speak on their behalf. It is this assemblage that makes the most important decisions for the sylvaneth race and that enact's Alarielle's will, even if some of them resent it more than others. The Everqueen has more direct and warlike agents in the Free spirits.

These include the sons of Durthu and the Kurnoth Hunters, courageous forest spirits who exist outside the hierarchies of the glades and who speak with the voice of Alarielle. The Free Spirits are powerful fighters and this, coupled with their unquestioning dedication to their mother goddess, makes them indispensable warriors in battles to retake the Mortal Realms.

Lastly, there are the shunned ones, the Outcasts. (Drycha leads them in her dreadnought armor.) Cut off from all but the most violent notes of the spirit - song, these malign creatures are quite mad. They are filled with cruelty, and delight in tormenting other living beings, yet they are still sylvaneth. When war calls, these dark creatures slink from the shadows to join the fight, though they are little loved by their nobler kin."

My thoughts: What's interesting is that there is quite a lot of politics among them how best to push the Sylvaneth agenda forward and all of them do it differently. Some war with chaos, Some restore life to the mortal realms and some are just dam crazy *looks at a certain branchwraith who's name begins with a D*

Glades of the Sylvaneth

There are more than three but I will mention the main three don't want the post to be too long.

Oakenbrow Glade

The lore masters of Oakenbrow are incredibly well - versred in the arts of war. Within their ancient minds, they hold thousands of years of cumulative martial experience, allowing them to effortlessly outmaneuver any foe upon the field of battle.

The sylvaneth of the Oakenbrow clans are noble of aspect and regal of bearing, even the lowliest Dryads carrying themselves with poise and solemnity. This glade is one of the largest, with hundreds of clans spread across the Mortal Realms, and they have perhaps the most numerous standing musters of Noble spirits. This makes the High king of the oakenbrow a powerful regent indeed, and it speaks well of this vast and elder being that he is gracious and fair in his rule.

The disciplined warriors of the Oakenbrow clans favour Sigmar's stormcasts greatly. In these storm - forged warriors , the sylvaneth see kindred spirits, brave and determined crusaders who will die before they see chaos Victorious.

HarvestBoon Glade

The spirits of the Harvestboon glade strive at all times to heal and restore the realms to life, but it would be unwise to think them peaceful. Even their Forest are aggressive warriors, avatars of nature's reconquest over the dominion of chaos. So far, there are only nine Harvestboon clans, but since Alarielle's rebirth, their numbers have been spiralling higher with breathtaking speed. New Harvestboon wargroves are mustered daily, marching out to battle with their spirit song full of hope.

The deeds of the Harvestboon polarise the opinions of the other glades more than any other subject. Some, the heartwood chief amongst them, see this dynamic young glade as the shape of things to come and the harbingers of Alarielle's vengeance. The regents of the Moot are less convinced, complaining that it can only be a matter of time before the Willowqueen's clans overreach themselves and bring trouble down upon all the sylvaneth.

The Outcasts (Drycha in her dreadnought armor and friends)

"Only one twisted in mind and soul would seek the company of such horrors, yet Drycha Hamadreth has named herself their Regent. It is said that Drycha is a truly ancient spirit who fought in the wars at the end of the world - that - was. Many say she failed Alarielle at that time. Certainly, it was not until the darkest days of the age of chaos that the Everqueen relented and planted Drycha's soulseed, releasing the branchwraith from her millennial limbo.

In truth, Alarille feared the damage that Drycha's firebrand madness might do and the horrors she might wreak. The Everqueen worried also that Drycha's was a necessary darkness, and that by keeping her imprisoned, the mother had somehow weakened her children.

Alarielle planted her barbed seed in the hateful chasm known as the Hamadrithil. There dwelt an ancient and malicious sentience that Alarielle hoped would make Drycha strong. The Everqueen got her wish and more. What burst from the rift was no mere Branchwraith. Drycha Hamadreth walked in a body of twisted vines and gnarled thorn root, the embodiment of the Hamadrithil's malice given form.

Ever torn between rage and depression, Drycha's bitter soul drew deadly spites to infest her form. The flitterfuries came to bask in the heat of Drycha's rage, while squimlings suckled at her sorrow.

Drycha sang her own song, a discordant dirge of hatred for all those not of the sylvaneth, and she few the Outcasts to her in great number, along with other disaffected clans besides. Drycha's host was uncontrollable, a force of nature's wrath that ripped through allies of the sylvaneth as readily as their enemies. Unable to command her wayward daughter, but unwilling to destroy her, Alarielle was forced to name Drycha an Outcast herself.

This seems to have strengthened Drycha's resolve, for she rules the other outcasts as a twisted queen in place of their estranged mother.


"Since the emerging from the Hamadrithil, Drycha fought a war unending against all who would face her. From one Mortal Realm to the next, her crusade of Violence crossed time and space. (Old world) Sylvaneth clans where whirled up in her war like leaves in a gale, hurled against Drycha's enemies unto mutual annihilation. Still, Drycha swept ever onwards, as unable to stop her rampage as she was unwilling.

Rage and sorrow were at war within the Hamadreth's ancient soul, while the venomous malice of Hamadrithil tainted her with a constant need to cause pain. Even in dimly recalled times before,(ooooold Woooorld!) Drycha had been embittered and unbalanced, an extremist who sought sylvaneth survival at the cost of all others.

Now she embodied the ideals of that crusade, a twisted queen of the desperate and the dispossessed. Though her pilgrimage of slaughter seemed random, there were those who saw a deeper, darker scheme at work in everything Drycha Hammadreth did. Of this, Alarielle would not speak, but the Royal Moot suspected much.

My thoughts: Well.... that's it! Well there is tons more information in the book and stories I just wanted to get the important stuff down as always. To give people an idea about the faction. Honestly I am quite interested in where the story will go for Drycha.

It's clear the everqueen in her war aspect full well knows what she is using Drycha for even if I assume the Royal Moot wishes her and the outcasts destroyed.

Beastclaw Raiders

"Baergut Vosjarl was the first Frostlord, and he witnessed the creation of the first Beastclaw Alfrostuns. Many Legends surround the Beastclaw hero, and most Ogors believe it was some act of Baergut's that summoned the first Everwinter. Amongst these tales perhaps the most famous is the story of how Mork Tricked Beargut into eating the heart of the frozen ur-bear Johar.

Mork had been angered by the Frostlord's bold Claims of ogors' ascendancy over all other beasts. Devising a cunning trick, the god led Baergut into the wastelands, where no food existed, on the promise of a great battle. When the ogor arrived in the lair of Jorhar, Baergut was almost mad with hunger. After a Savage fight, the Frostlord hacked open Johar and greedily ate it's innards, including the monster's still - beating heart.

The organ was so powerful it refused to be digested, and from that day, each beat a cold wind was called to Baergut. Frostlords claim that on the winds howl, the sound of Johar's heart can still be heard, summoning the winter to the Beastclaws."

Out of slate-great snowfall and howling gales the Beastclaw Riaders Ride. Monstrous hunting parties atop huge mounts, they pillage the land crushing and devouring everything in their path. With crude brutality of their assault comes a howling icy wind, cast forth from snow - heavy clouds and the ogors' own frigid war - beasts. Soon, nothing remains of the but a wasteland of cracked ice and frozen bones.

The raid moves on, looking for fresh prey. This is the way of the nomadic Beastclaw Raiders, who do not fight for land, empire or the glory of the gods, but care only about their next meal.

My thoughts: Yeah generally they are roving raiders that leave nothing in their wake and they bring a terrible winter with them. Some view the everwinter as a blessing or curse from Gorkamorka of course we have the small snip-it that could be interepted as a curse. In my mind it's both. Considering the story of Baergut Vosjarl.

How the Beast Claw raiders view their Diety Gorkamorka or is it Gork? Or maybe Mork?

Ogors see much of themselves in the feral hunger and strength of Gorkamorka. Like the god of destruction, they are huge in girth and muscle, lumbering across the land, bringing down prey and ripping off chunks of meat to stuff into their over sized maws.

To the Beastclaw Raiders the savage god exists all around them in the brutality of nature. When the wind blows in their favour or the land shakes, sending creatures scurrying out into the open this is the hand of Gorkamorka at work.

Gorkamorka is also in the Everwinter that followers the raid. The Huskard Torr, spiritual leader of the tribe speaks to the god through this ever-present cold, and often communes with the mountain gales or reads the future in the icy entrials of frozen monsters.

Beastclaw Raiders see Gorkamorka as a god of winter and beasts, but they do not build temples for him. If they wish to offer up bones of their kills or mark a place of a great feast, a tribe might raise a Heng stone. These monolithic shards of ice are graven with ogor runes and the face of Gorkamorka, and are among the few objects of it's own creation that an Alfrostun will leave behind.

My thoughts: Their religion and how they view Gork or maybe Mork? Or even Gorkamorka is really interesting what's great is that in each destruction book each of the destruction forces views Gorkamorka differently.

What happens during the BeastClaw's Raid

There is no mistaking the arrival of the Alfrostuns. As the first Icy Gales created by the everwinter gust over a land, they herald a twilight time for it's people. Temperatures drop away and trees begin to die. Rivers Cease to flow and snow clouds consume the sun. This is the cursed hunting ground of these unnatural snows and screaming winds ride ogor warriors that kill without restraint, until their mounts are heavy with plundered meat.

Nothing is left of the peoples upon whom they prey, not even scraps for carrion creatures. Even where the rampant destruction of war has reduced almost all civilisation to rubble, the icy desolation left by the Alfrostuns is unmistakable. Kingdoms taken by cruel tyrants, greedy overlords and the influence of the dark gods retain some form of twisted life in the aftermath of the slaughter.

Not so the places destroyed by the BeastClaw Raiders. They become wastelands utterly anathema to life, frost - covered graveyards of crumbling ruins and rime-encased corpses - all buried under a heavy blanket of sorcerous snow that can take centuries to thaw.

In many places rituals are practiced to ward away or placate the ogors. Many tribes treat the Beastclaws as devils and spiteful gods, hopeful that if they can make proper offerings their lands might be spared. Sacrifices are hung in cages, or meat is hauled up into mountain passes and place on stakes.

All in vain attempt to appease the raiders. Hardened generals pull their cloaks tighter and look to the horizon when the cold winds blow strong, for even the greatest armies and lords fall prey to the ogor hunters and the everwinter. The Beastclaw Raiders are a threat that always lurks just beyond the edge of the storm, a pitiless predator race that feeds upon those weakened by winter and war.....

My thoughts : Don't treat with them these people need sigmar's light in their lives to kill these raiders oh and you are screwed if they come along to eat you and you have no form of proper army.


Found a cool image displaying their runes.

Will be helpful for those who want to paint them unto their units or possibly other ogor units in your army

Well that's it sorry for taking so long(had real life stuff to take care of) there is ALOT more stuff in the battle tome that just a small few bits. Still I wanted to put the relevant information to those who are either new or don't have the book yet.

Mistweaver and the Realms Ulgu and Hysh opening and What the slaaneshi lords are doing


A riddle ensconced in a mystery obscured by an illusion, everything about the sorcerous mistweaver Saih is a elusive puzzle. Some claim she is from the shadow - haunted Ulgu, although proof is not forthcoming. Who does she serve? who are her allies? Who are her foes? Just why has she sought the sliver tower?

The only thing that those who fight alongside mistweaver saih really know about this enigmatic alef sorceress is that she is a truly powerful enchantress(In the sliver tower novel you don't want to mess with her I shall explain later), blasting apart those who have drawn her ire with bolts of magic.

She baffles and blinds enemies with insidious illusions that play on their darkest fears and anxieties, sowing paranoia and discord whereever she goes, turning enemies on one another or even upon themselves, all the while floating serenly in a haze of sorcerous power.

Ulgu and Hysh Opening

Into the light and Dark Sigmar sent his Stormcast Eternal's, but how those wars fared no one could tell. Few returned, none could speak clearly of what they have seen. Even the far seeing eyes of the Immortal Gods could not be sure of what they behold........ (It's clear Malerion, Tyrion and Teclis are doing something and most likely related to slaanesh in the first campaign book it's noted that Malerion can block the sight of tzeentch with his power over the shadows)

Before the coming of Chaos, Hysh and Ulgu were called the Mirrior Realms, for each reflected back upon the other - a likeness that was opposite, yet in some ways the same. Hysh was the Realm of Light, the lands where reason and symmetry ruled, a place rife with symbolism and double meanings. Yet to gaze upon pure truth is like staring at the sun -both lead to blindness. Opposite Hysh were the veiled lands of Ulgu, the dreaded Realm of Shadow. Thirteen unending regions, all lands of secrets and half truths, all places where mystery blew upon the breeze. If one stared long enough upon the breeze. If one stared long enough upon those shifting mists, definite shapes could be seen or guessed upon - but were these visions real or illusory? In a land of unreason, who can tell what is real and what is not?

Yet always the struggle between order and chaos continues.

Oh and there is another interesting bit the second to last point before the current time line in the campaign book. The last time line point is with tzeentch rising (Which is happening like now going by the sliver tower novel and the end of the All gates campaign book).

The Six Citadels

With the attention of Khorne, Tzeentch and Nurgle drawn elsewhere, the champions of Slaanesh met at the Lavish Six Citadels. Their rivalry for Slaanesh's mantle was put aside while they conferred with agents of Clans Enshin buying secrets not known to mortals.

DA BONESPLITTERZ FOR GORKAMORKA wait? Iz it Gork or Mork? hmmm

Urgronk Wurrteef had a powerful vision from Gork after being hit on the head by a drunken Gargant. In it, the greenskin followed a great tree beast walking across the realm of Life, it's savage spirit taking on the shape of Gorkamorka as it smashed apart sylvaneth armies. He ranted about the tree creature until, tired of his babbling, his warclan threw him through a realmgate. As Gork had predicted, Urgronk awoke to find himself in the Jade Kingdoms, and set off in search of the mythical tree monster with his god's face.

In his journeys and battles other orruks, entranced by his vision, joined his quest. These savage greenskins started bringing Urgronk gifts, including an especially magical bone to use as a staff, and a beast mask carved of heartwood to help him see the signs of Gorkamorka. The orruks called Urgronk "Splinterfoot" because he followed in the path of the tree spirit, and soon, his growing army became known as the Splinterfoot Warclan.

His quest led the warclan to one bloody battle after another across Ghyran, the vision of the tree beast filling Urgronk's mind. No matter how many sylvaneth they killed and cut open, he never seemed to find the spirit he was looking for. Each night , Gork sent Urgronk fresh visions, and his boys started calling him a Wurrgog Prophet. All Urgronk wants is to find the tree beast and scoop out it's soul.

Who are da Bonesplitterz?

The Feral spirit of Gorkamorka fills the minds of all orruks when they gather in great numbers, making them even more savage than normal. This Waaagh! power is characterized by rolling green energies, and is rightly feared by all who face the greenskins. The Waagh! is especially important to the Bonesplitterz. When other orruks get caught up in the mania, it is only for a short while - usually as land as there are things to fight. The Bonesplitterz, however, constanly feel it thrumming through their bones. For them, it is a way of life, and their whole clan is focused around venerating it's energy.

The Bonesplitterz believe the Waaagh! is a living thing made up of unruly beast souls, which can be captured and caged in broken bones and crude tattoos. Under the guidance of their Wurrgog Prophet, the holy leaders of each warclan, the Bonesplitterz hunt monsters across the Mortal Realms to claim their wild spirits.

An orruk does not choose to join the Bonesplitterz, but instead is chosen. Sometimes, when the spirit of Gorkamorka gets into a greenskin's head, it just refuses to leave. This drives the orruk into a feral frenzy as the god's energy rattles around his skull. Other orruks find these manic boys strange and unsettling because of how they're always talking to themselves or hitting other orruks with rocks in which they claim to have seen the face of Gork.

In time, they either wander off or are violently kicked out of their warclans. After leaving their old tribes and bosses behind, portents and signs sent by Gorkamorka guide these savage orruks to the nearest Wurrgog Prophet. Under the leadership of these shamans, the boys become Bonesplitterz and set out to spread the power of the Waaagh! across the realms.

Wurrgog Prophet

To the wild eyes of a Wurrgog Prophet, the realms are filled with signs of the Great Green God - and all of them are screaming Waaaagh! to simply stand close to a Wurrgog Prophet is to bask in his awesome magical power, and greenskins that follow him into battle are driven mad by this vicious energy. Even hulking Megabosses respect the power of prophets, and some of them believe they can see the great grinning face of Gork (or maybe Mork) looming over these mighty shamans. It is this strength of spirit and savage aura that makes the Wurrgog Prophets the leaders of the Bonesplitterz, and has earned them the grudging respect of other orruk tirbes.

Waaagh! on the Brain

There are many reason why an orruk might hear the bestial call of Gorkamorka and wander off to join the Bonesplitterz. Sometimes they get caught up in a Waagh! as rampant greenskin energies sweep them along in a tide of violence with their fellow orruks. When everyone else eventually comes back to their senses, they carry on acting like insane savages - running about smashing things to bits, jumping up and down on corpses and talking to their knuckles. Other times, they might eat something odd that didn't like getting eaten, or perhaps they were bitten by a savage beast and the wound became really infected. Sometimes it is just that they stood outside in a storm and got zapped by lightning. Some greenskins maintain that a headbutt from a Weirdnob can fill an orruk with the Waaagh! spirit, but only if it is done really hard, and it might take a few tries.

What ever the reasons, once the Waaagh! takes hold, these orruks are forever changed, their eyes opened to the great savage spirit of Gorkamorka in a way other orruks just can't understand. Even so, some orruks try to become a Bonesplitter rather than waiting to be called. This could be because they want to get closer to their god, or maybe because they have heard about all the fighting the Bonesplitterz get up to and decide joining them sounds like a good idea. In the end, though, no amount of headbutting boulders or standing in the rain can hurry the call of Gorkamorka.

Dawn of the Great Waaagh! (I wonder who they are talking about )

Another Great Waaagh! is coming. It will be a time when all greenskins will gather under a single great boss, and the Mortal Realms will temble under the footsteps of greenskins beyond count. The Wurrgog Prophets can feel it in their bones, and their bones are seldom wrong. If a Wurrgog Prophet thought about it for more than a moment, he might recall that over the centuries there have been many Waaaghs!, each rising like a wave to crash upon the realms before receding to build again.

Wurrgog prophets are already having wild visions of a great green beast striding across lands causing Havoc. Under it's gigantic feet, kingdoms and armies are crushed. As champions try to halt it, the beast reaches down to punch the ground using fists the size of Dreadforts, turning all to dust and rubble.

Personal Thoughts

There is a lot more to the battle tome they have their own alphabet with symbols meaning the various factions, gods etc it's pretty neat plus other stories. Now what I think? I think what's going on in actuality they are not gaining waaagh! power through killing giant monsters they just think they are. Now of course being greenskins and they believe this to be true so they get stronger and the bones and rocks gain power.

They are just so overwhelmed by waaagh! energy it's simply easier now for Gork or Mork to direct them to things that needed to be smashed. Like the vision at the start of this post. I think Urgronk saw himself in the vision smashing things than anything. Still I hope you enjoyed the post and maybe you might pick up the tome for the WHOLE story.

The Fyreslayers FOR GRIMNIR(In my opinion one my personal favourites.)

"Sparks flew as the hammer drove the rune into Grumrek's flesh. The young duardin gritted his teeth against the pain, the thick smell of his own cooked flesh filling his nostrils. "Good lad", rumbled the Runesmiter, "Grimnir tests us with pain, and he rewards us with his fire."

Grumrek looked down to where the angled sigil now shone upon his arm. The flesh around it was hardly burned. Then, somewhere in the shadows of the forge - temple, a droning chant began, and Grimrek felt something stir within him. "Take up your axe!" Bellowed the Runesmiter. "Feel it's weight within your hand"

Grumrek did as he was bade, hefting his weapon, which now felt as light as if it had been beaten from tin, not forged from fyresteel.

"That is Grimnir's power you feel in your blood, beardling" growled the Runesmiter. In the distance, horns heralded the call to war. With a last look at the Runesmiter, Grumrek turned toward the sound, hefting his axe and preparing himself for battle."

Who are the Fyreslayers?

Fyreslayers have a fearsome reputation across the realms. Berserk warriors born for war, they burn with a spiritual rage. The fyreslayers' bears are filled with soot as if they have just stepped from the forge, while their calloused skin shimmers with heat and cinders spill out into the air with each breath they take. By far the most intimidating aspect of a Fyreslayer is his gaze, which burns with all of Grimnir's fury.

A Fyreslayer's might comes from the pieces of ur- gold hammered into his flesh. When Grimnir and Vulcatrix destroyed each other, Grimnir's spirit was scattered across the Mortal Realms. These divine fragments finally came to rest within veins and hordes of gold, transmuting some of the precious metal into ur - gold. Using the skill of their Runemasters, the Fyreslayers cast this metal into scared runes, each one heavy with magical might. In ancient rituals these sigils are bonded to a Fyreslayer, gifting him with great power.

To races of the realms, Fyreslayers seem as mercenaries, agreeing to battle only for a hefty price in gold. Yes this is only part of the truth. Fyreslayers do not seek treasure for it's own sake. Nor do they covet wealth for what can it buy them; the holds, weapons and lands a lodge owns are all crafted by the toil of its own people. For a Fyreslayer, the gathering of ur - gold is a religious act, one that brings them closer to Grimnir.

Before a lodge commits to battle, they will make an oath. Whether this is a contract made for pay, or a duardin kneeling before his Runefather, it binds the lodge's warriors to their task. A Fyreslayer will not break his oath once it has been taken, nor will he accept payment for an oath unfulfilled.(If they mess an oath up most of them become doomseekers) Such is the nature of the Fyreslayers, who fight not just for ur - gold that holds Grimnir, but to be worthy of wearing it in their flesh.

What is Ur - Gold?

The secret of ur - gold is in many ways as much as mystery to the Fyreslayers as it was when they first learned of it's divine power. The first followers of Grimnir to find the mineral knew it was somehow connected to their fallen god, but not how. In time, masterwork weapons and armour were vreated from the metal, for the Fyreslayers have always been great craftsmen. Yet, these ur-gold objects could only impart a small measure of power to their wielders. It was only when the first Runemasters forged symbols of Grimnir for warriors to wear into battle that the true potential of ur - gold was glimpsed.

Blazing with white - hot light, these tokens burned their way into the flesh of the Fyreslayers, sending them into a Grimnir - blessed fighting frenzy that saw countless enemies cut down. Eventually, the ur - gold was turned into runes and hammered directly into a warrior's skin, where it's divine energies could take root. The Zharrgrim priests - the Runsmiters - learn the rites that awaken thise power in the Fyreslayers, and accompany them to battle.

Ur - Gold is a finite resource, it's power consumed in battle as a Fyreslayer fights. To maintain his might, a Fyreslayer must constantly have fresh runes struck into his body. This can leave the duardin craving more should he feel the divine power of grimnir leaving him, and it is from this hunger that many legends of the Fyreslayers' gold - lust have been born. (The gold - lust can also cause insanity if not deal with you see it in the sliver tower novel with the doomseeker I suspect this is due to Vulcatrix since her essence is also in the ur - gold and the god beast was known to be insane hence why sigmar asked Grimnir to kill her.)

Alone and without the strength of a lodge to guide him, a duardin might be completely consumed by his avarice for ur - gold. Grim tales are told within the magmahold of lone warriors, such as the Axe of Magorth of the Immolated Slayer, who will even kill their own so they might prise the runes from their remains. Thus do the Runemasters guide the Fyreslayers and their lodges enduring that ur - gold is given to those deserving of it's blessing, and that no warrior is given more than his due.

Leaders and heroes of the Fyreslayers.

Auric Runefather

"The blood of Grimnir flows like a molten river through Fyreslayers. From father to son the gifts of the warrior god are passed, and from the divine wellspring are born the lodges. Family groups forged around the will of a Runefather, each lodge is made up of a single patriarch, his sons, and their extended families.

These warrior bloodlines can range from just one Runefather and a handful of duardin, all the way up to vast holds of thousands of Fyreslayers, led by a mighty lord and his many sons." (Also his weapon is the key to the lodge vault quite useful as an axe as well Also only the strongest runeson can take his spot when he dies hence why the Runesons are so daring in their exploits)

Auric 1Runesmiters and Runemasters

For countless generations, the fire of Grimnir has been kept alive by his priests, coaxed out of previous ur - gold upon the anvils of the forge - temple and hammered into hardy duardin bodies. This is the lodge's legacy, and mantained by the Runmaster and his Runesmiters.

Even before Grimnir's fall, many duardin called upon him to give them strength, In the Age of Myth, slayer cults cried out Grimnir's name as they felled their foes, while warsmiths prayed to him to bless their weapons. Many Fyreslayers believe these were the origins of the first of his Zharrgrim, their faith forging the first lodges under warrior lords rich in Grimnir's blood.
(So it seems the fyreslayers came from normal slayers and then developed pretty interesting don't you say?)

Auric Runeson

Filled with reckless enthusiasm, the Runesones hurl themselves into the fray. Hot - headed, the Runesons are the heirs to their lodge, and should they live long enough, they might earn the right to carry the mantle of Runefather. However, this is far from certain. Runesons must prove worthy of their fathers with daring fears of arms, the heads of exotic beasts and trophies torn from the lifeless grip of chaos lords.

Grimwrath Berzerkers(Most badass hero in my opinion)

Carving winding trails of flaming destruction through the enemy's ranks like the fire - wyrms of old, Grimwrath Bezerkers wreak absolute ruin with their massive Fyrestorm greataxes. Roaring war cries to Grimnir, they plunge deep into the ranks of the doe, for they areat their most furious when utterly outnumbered. Blades spart off their rune - covered skin, leaving only shallow furrows in their toughened flesh. Surronded by ghostly, blazing aura's, the Fyreslayers snarl in rage as blood streams unnoticed from their wounds, their eyes smouldering with the barely contained power of Grimnir.

Even a single ur - gold runes grants great magical strength, and so power are the fragments of Grimnir that only the mightiest warriors can bear more than a few. The Grimwrath Bezerkers have proven able to harness dozens. Even Runemasters do not know for sure why this is the case, and the only way to determine if a Fyreslayer has the soul of a Grimwrath is for him to take the Test of Wrath.

With the blessing of the Runemaster, runes will be hammered into the Fyreslayers body until his flesh either rejects their molten touch or the spirit of Grimnir awakens. It is a dangerous process that many do not survive; some are driven made with gold - rage, while others are burnt to cinders in pillars of fire.

Well that's all!

Personal thoughts

There is a lot more to them as I always say but considering this was one of the starting tomes I feel this is when they started to take their stride with the lore. They go into how each lodge is run, what lodges are in each realm and how they are different. Plus some of the stories are great now if GW can finally give us a battleforce I may just finish off my fireslayer army.

Right here is my full view of the short story and I feel this is the first short story going into the hmm "little" people and exploring the cosmos of AOS somewhat.

My view of the short story Pantheon (I consider it quite an important short story to the lore I do recommend people to pick it up 2 pounds if you care about the lore this is the best summary I could come up with there is a bit more to it sigmar and the everqueen talking to each other in the present)


Oh yeah just read the recent short story pantheon and Teclis make's an appearance it seems he is pretty much the "good" god of knowledge and magic.

A Human wizard that mastered 5 out of the 8 pure schools of magic wanted knowledge on the end of the realms. Teclis met with him because he knew his search for knowledge was honest and few among his species ever got that far. Plus mastering 5 schools of magic as a human bloody hell.

It also seems that perhaps depending on their portfolio the elven/Aelven gods might have a few human followers since they were a pantheon in the age of myth. It would not surprise me to see a life wizard thinking the everqueen is bee's knees or something. So Teclis told him to go to the mountains near possibly the edge of his realm. Where he will find a door that lead's into a tunnel the door has no key and a beast that cannot be killed save by death, guard's realms end. So he went to the only people who can make such a key Grungi's folk, so of course he gets there in dwarf fashion, Grungi's temple guard told the manling to leave the iron temple disheartened he was sitting at the camp fire and met a dwarf/duardin with a REALLY long white beard and shared ale with him. (Also the journey to the mountains took 6 years)

The human wizard told him his story and he found it interesting and the fact he let him in by the fire and shared ale with him he gave him the key to the door. The duardin/dwarf was hooded and the wizard was wondering where he got it from since he was told there was no key and the dwarf/duardin pretty much says don't worry about it and don't always trust what an aelf says and then leaves. He goes through the door and the last hurdle is a great chained wolf guarding an entrance(most likely a kin of Ulfric) of course he could not get past such a beast he then drank poison to slip into a near death like state. He went to shyish saw tons of skeletons, vampires in carriages etc and met with a necromancer with "black teeth" and said he wanted to meet with nagash.

Wizard met with nagash and was careful around him nagash agreed to deal with the wolf because his journey interested him and he was a great mage but in return after his death he would serve him for 500 years. His spirit went back to his body and saw the wolf on the floor he went past and came to the edge and saw well random chaos stuff lightning etc all that jazz.

He saw lands being made and latching onto the land of ghyran he then saw a three armed wizard holding a staff and he knew of his journey the "daemon" manipulated the chaotic energy and showed him his future of how much of a great wizard would be and how much knowledge he would have and know if he served his master and how he is a searcher of knowledge. The one thing that kept him from taking the plunge was the family he left behind. The journey took six+ years and using magic he looked to see what happened to his family and wife(not good) he looked at the present and saw she was rather old and his son was pretty much a man. The daemon of tzeentch told him that they did not matter but he disagreed and realized what was important and went back just before blasting the daemon with magic of course he told the gods of his journey and what happened.

I honestly suspect and it's noted it was through realms end and humans wanting to avoid death was how chaos first got it steps into the mortal realms and distorting the truth.

There is also a bit where sigmar thinks back to the past when he was in the old hall where the pantheon gathered "divine" survivors from the world that was. It was pretty great with Alarielle calling sigmar "prince" and sigmar notes in the end that in actuality he did not want to become a god and he would of happily died a mortal king.

Sigmar guesses that perhaps a higher being had other plans for him. (*cougholdonescough* still that's my theory and of course people's faith might of played the part.)

TLDR: Also the realms end the end is pretty much the realms of chaos just like the "north" of the warhammer world. Bit's of random land are created and latch unto the mortal realms. The issue is going there deamons can easily appear and corrupt people.

They hint that perhaps people going there was maybe how people in the mortal realms began being corrupted by chaos. It seems it's largely forbidden by the gods to go there since technically realms end is outside of the mortal realms. Since there are doors and being's guarding the realms end.


Yup new post let's get started. Since it's the new year! Also I think this is relevant in context of the new tzeentch release and the gaunt summoners. Also I love the artist of the first few images.

As the embers of the dead world cooled, the three-eyed king beheld his dark destiny in the reforged shards of the eye of sheerian(Grimgor )

Enemies are twisted to the everchosen's ends, and allies are transformed anew...

The devoured become the devourers, feeding on the belly of the beast.....

Mirrors reflect the reflected upon themselves eyes of terror wide with madness...

Reality weeps and empires burn under the blade of the three-eyed king...

The nexus of worlds falls into darkness beneath snapping eight starred standards...

And so the god-king was brought low by the ruinous powers and their champion...

A dark dawn broke behind the everchosen, it's chill spreading across the land with the promise of an age of torment and death to come.

Master of chaos

The indomitable will of Archaon the everchosen grips the Mortal Realms like a mailed fist. Countless men live and die at his command, straining under the yoke of chaos. None can equal the vast numbers vanquished or enslaved by Archaon, for every victory wrought by chaos upon the Mortal Realms belongs to him. Archaon is the Exalted Grand Marshal of the Apocalypse, and it is he who the dark gods have charged with conquering the realms. During the long centuries of the Age of chaos, it was his cruel mastery of war and irresistible might that led to one savage victory after another for the Ruinous powers.

At his side march the feared Varanguard, and the terrible sorceries of the Gaunt summoners are his to command. Wielding his legendary daemon sword the slayer of kings and mounted upon the three headed daemon beast Dorghar, the Everchosen soars across the battlefield. Those foolish enough to cross blades with him soon seed the ground with their blood, for his combat prowess is unmatched.

Archaon's presence is such that he unites the howling armies of chaos, transforming the myraid warriors of the dark gods into a single brutal force of domination. Before his wrath, all resistance is soon crushed. Despite his many victories, however, Archaon craves yet more. An endless thirst for conquest seethes within his heart, driving him on to fresh wars.

Thr ragged remnants of the everchosen's enemies are hunted to extinction as his armies scour the far reaches of the realms for new foes to fight and nations to destroy. Soon there will be nothing left of the Mortal Realm but endless landscapes mutated by the touch of chaos. Seven of the eight realms (Sigmar and the everqueen freed aqshy and Ghyran and shyish is contested) languish under the tyrannical dominion of Chaos. Might monuments to Archaon's glory loom over ruined cities, bone covered plains and broken mountains from Aqshy to Shyish, the ominous banners of the Everchosen snapping in a wind thick with the stench of death.

Only Azyr, the celestial realm, remains unscathed. It's lord, the God-king sigmar, long ago sealed it's gates to protect it from the Everchosen's armies, after the Chaos general drove back the legions of Azyr and shattered their alliances. Archaon has sought the destruction of sigmar and his kingdom for centuries, his warriors battering on the Gates of Azyr to no avail. An ancient enmity exists between these two great champions, and Archaon has taken pleasure in the knowledge that every soul he has claimed, every civilisation he has drowned in blood, Sigmar has borne witness to from his city of Sigmaron.

Now that Sigmar's lightning-forged Stormcast Eternals have launched their war against the Ruinous Powers, a new age of battle has dawned - one the Everchosen welcomes with dark joy. At last, Archaon sees his chance to complete his war of annihilation.

As the Storm of Sigmar rolls out across the realms and the Stormhosts descend upon bolts of crackling lightning, Archaon rides out to meet them, and the united hosts of chaos are his to command, in all their dark and terrible glory.

Shadow of the Dark God's (Really like the art it's like a painting done by sigmar's followers than anything else)

For long year's, the minions of chaos preyed upon the edges of the Mortal Realms. Like predators picking off the stragglers from a herd they tore at isolated kingdoms and remote lands. However, every great incursion was turned back by the God-King Sigmar and his pantheon. The strength of the united realms thwarted the ambitions of the chaos gods time and again throughout the long age of myth.

In their desire to see the Mortal Realms destroyed, the Chaos gods turned to their greatest champion, Archaon, to whom they made a promise if he turned from his wars within the Realm of Chaos and brought the dominion of the dark gods to the eight Realms, they would crown him as ruler of all he had seized. Whether it was the prospect of such a mighty gift or the call of fresh conquests that moved him to accept, only Arhcaon himself knows. Whatever the truth, the armies of Chaos were soon marching upon the realms.

Archaon has ever been a cunning general, able to discern the will of his foes. During battle of Burning skies, he played upon sigmar's pride to trick his foe into hurling Ghal Maraz into a rift in reality, denying the God king his magical hammer. In the vicious struggle for the Allpoints, Archaon manipulated Nagash's self serving nature to ensure the Great necromancer proved the downfall of his allies, leading to the capture of the allpoints by chaos forces.

Piece by piece, Archaon fractured the alliances of his enemies. The Everchosen knew that the key to defeating the mortal realms lay in dividing them. Corrupting vital Realmgates, his warriors cut off from their lords and sealed their only means of escape. By the time his enemies realised the extent of his plots, Archaon's armies had established a foothold in almost every realm. Realmgates were hung with banners of the Everchosen and guarded by legions of chaos worshipers. Free to strike at will through out the Mortal Realms, Archaon's true war of annihilation could begin.

Destroyer of Worlds (What Archaon was doing after end times)

For unrecorded aeons, Archaon rode across the Realm of Chaos. Whenever he marched out from the impossible lands of that cursed dimension, no world was safe from his armies, and in the name of the Dark gods kingdoms and empires burned and bled. Each victory proved once more Archaon's mastery of war, and new trophies were heaped upon idols of the Ruinous powers. At his order whole worlds burned. Almost without counting were the grim legends forged in this time, and the realm of chaos still echoes to the dark tales of the everchosen's crusade.

By the light of the sickle-thirst moons, Archaon scourged the Yorndish kingdoms and their so called indomitable Bloodline in the name of Khorne. A thousand howling Bloodletters watched as Archaon demonstrated his savagery, claiming the heads of all three hundred members of the Yorndish royal line in a night of wanton slaughter. By the time the moons set on the Yorndish palace, Archaon stood knee-deep in the tide of blood that flowed from its shattered gates, and a line of kings and queen that had endured for thousands of years was mercilessly eradicated.

Archaon brought the seven plagues of Nurgle to Shantor Isle and it's protectors, the reputedly immortal deepguard. Following the skaven of Clan Pestilens through holes gnawed in reality, his horde of daemons, infected mortals and ratmen spilled out into the island kingdom. The everchosen led his rancid legions through the coral temples of Shantor, turning their halls black with decay. As they were cut down, the desperate Shantorian priests called upon their guardians, who were famed for their immunity to poison and disease. The everchosen stood high in nurgle's favour, however, and when at last the Shantorian Deepguard staggered out to face Archaon's armies, their joints were already swollen with fluid and their eyes weeped pus.

When the three souled serpent god Y'ulae constructed the star Crucible, Archaon forged an alliance between the Tzeentchian sorcerers of Zyr and a cabal of Slaaneshi Spell-sirens, (Perhaps something for the future for slaanesh?) combining their powers to steal the celestial artifact. With a body made of light and fire, no blade nor hex could touch Y'ulae, and the magic hurled against it, sacrificing scores of screaming witches and sorcerers to it's wrath. As his minions perished, Archaon snatched their souls from the air and used them to weave a sorcerous cage of prismatic mirrors around the beast. Blazing bright in it's rage, Y'ulae's body exploded in a thousand brilliant hues as prism channeled and dissipated it's incorporeal form. As the creature's dying wails faded away, Archaon claimed the star Crucible for his own dark ends.

Archaon fought the long war against the Hedonshi Emperors, daemon lieges of Slaanesh. Massively bloated, the Hedonshi feared no mortal weapon, and ruled over hundreds of groverling kingdoms from the spires of their golden palaces. With practiced guile Archaon brought the Hedonshi tribute, plying them with an army of slaves for use in their sadistic rituals. As the Everchosen watched with grim pleasure, the gluttonous daemon lords gorged themselves on souls and scented flesh.

For six hundred and sixty-sixty nights, terrified slaves were herded into the palaces until Archaon's "gifts" did what no sword or spell could - the daemons ate uncontrollably until they burst, drowning their own vassals in torrents of noxious pink slime.

What happened to Droghar?

Droghar is Archaon's daemonic mount, his massive winged form swollen upon the souls of his vanquished foes. Such is the fell sorcery coursing through Dorghar's blood that the foes he consumes never truly die - instead, their souls are trapped within his gut and their tormented faces mark his hide. During Archaon's long was across the Realms of Chaos each of the Dark gods sent a daemonic champion to slay him. As Archaon crushed each challenger in turn, Dorghar drank the soul from it's shattered carcass. With each draught of malefic power he underwent horrific transformations, spouting monstrous heads twisted into the likenesses of those he had slain. Only Slaanesh, in his mysterious absence, failed to send a champion.

The Knight's of Ruin

The Varanguard are the blade that harvests the souls of men. They are the greatest of the Everchosen's warriors, and to look upon them is to see the face of Death. As archaon's chosen, they execute his will within the realms, and their often heralds the arrival of their master. Only those deemed worthy by Archaon may serve within the Varanguard, for the everchosen's favour is reserved for the mighiest servants of chaos. Thus are the ranks of the Varanguard drawn from all who serve the Dark Gods - howling berserkers, devious changesons, befouled plague - knights and paladins of pleasure, all striving for the chance to fight beside the greatest general the realms have even known.

Before a warrior may attempt to prove themselves worth of the Varanguard, they must be summoned by a sign of chaos. This omen can take many forms - perhaps the likeness of the everchosen in the flames of a burning keep as it's defenders scream for death, Archaon's silhouette formed from a spray of arterial blood upon a carrion - littered battlefield, or the everchosen's name howled in unison by plague choked throats of a hundred corpses. When a warrior sees such a sign, there can be no mistaking that they have been called into Archaon's service.

None know for sure if these magical portents are the work of the Dark gods or the Everchosen, or even the sorceries of his Gaunt Summoners, but it is unwise to ignore them. Those who do are said to meet terrible fates, tormented by nightmares of Archaon's wrath and afflicted with wounds that bleed smoke which whispers of their doom as it dissipates on the wind.

Almost all warriors heed the call to serve in the varanguard. In that moment, when the will of the everchosen is made clear to them, they cast off all former allegiances and begin a fell pilgrimage. It goes by many names - the walk of blades, The dark choosing and the Red Path, to name only a few - but it is without execption a long and brutal road. (I recommend the call of archaon novel to get the full picture on this) Before they may stand in the presence of Archaon they must complete eight trials.

These tasks vary with each aspirant, but all are harrowing and many do not survive them. Some journey to the varanspire to seek supplication before the Dark throne, some try to prove themselves in the fighting pits of the eightpoints, while others claim the heads of great heroes or beasts to lay at the feet of their new lord. Some slay all of their old allies to prove their loyalty to the everchosen. When they finally ride before Archaon, if they are worthy he will place them in one of the eight circles of the Varanguard, depending on the outcome of their trials.

Of thousands of varaguard who serve Archaon, only a small percentage are chosen to ride within the first circle of his retinue, the dreaded swords of chaos, and thus stand closet to their lord in battle. More likely a varanguard will find himself fighting among one of the other seven circles, Such as the scourges of fate or the blades of Desolation. These circles are no less terrifying than the first, however, as each has it's own crucial role to fulfil in Archaon's realm spanning stratergies. Whether third circle or Eighth, all varanguard stand equal beneath the pitless might of the everchosen himself.

The circles of the Varanguard

First Circle

The swords of chaos, first circle of the Varanguard, ride into battle at the side of the everchosen himself as his dark champions and brutal executors of his will.

Second Circle

Torture and fear are the meat and drink of the souls of torment, second circle of the varanguard. They are the slayers of hope and the bringers of despair

Third Circle

Shadows disgorge the scions of darkness, the dreaded third circle. Their black - souled riders are as the night give form and deadly purpose.

Fourth Circle

Burning nations and tortured peoples are reflected in the cruel helms of the reavers of chaos, fourth circle of the varanguard and merciless pillagers of the realms.

Fifth circle

The heads of kings and emperors hang from the saddles of the scourges of fate, fifth circle of the varanguard, for non can escape their vengeful blades.

Sixth circle

Fortresses crumble and armies scatter before the charge of the blades of desolation, Archaon's hell - forged hammer which he wields to break the realms asunder

Seventh Circle

The bane sons, seventh circle of the varanguard, hold that chaos grows stronger as it feasts upon itself, and so consume the flesh of enemies and allies alike.

Eighth Circle

Archaon alone knows the name of the eighth circle of the varanguard, an no man, monster or civilisation to have felt their wrath as ever lived to tell the tale. (It's noted when Archaon sends these guys no ruins are left, nor bodies, nothing, all that is left behind is dust after they are done)

Legions of chaos

All the rest of the chaos forces are below pretty much.

Gaunt summoners of tzeentch! People planning to get the new tome this should be kinda relevant.

The gaunt summoners are an elite cabal of tzeentchian sorcerers, perpetually shrouded by a maddening cloak of sorcerous deceits. Even before Archaon turned them to his service, the Gaunt summoners were dreaded for their reality twisting incantations. Indeed, some of the most horrific atrocities of the age of chaos be laid at their feet.

It was a gaunt summoner who seared the skies of Yithe during the Flayer war. For a year, leering faces spat multi - coloured, mutating fire from above to transform the free nations armies to vast conjoined masses of screeching daemon - birds.(*coughtzaangorscough*) When the twelve high kings of Obsidia held what would prove to be their last Great Incendine council, it was a Gaunt summoner who bewitched each of the monarch's so that the words of his peers were, to his ears, familial insults of staggering magnitude. The bloodbath which ensued and the vendettas sworn that day ensured that the royal line of Obsidia would never recover.

It is said that there are nine gaunt Summoners, each one ordained by the Architect of fate - certainly, it is rare for more than a single summoner to appear at any one time. Some believe this too is a lie, and that the gaunt summoners are merely facets of a single entity of terrible cunning and magical might. (They are also daemons I find this theory to be quite interesting. Also they don't care to die either going by the sliver tower novel)

The everchosen uses gaunt summoners as weapons, pitting their searing warpfire against his does or having them summon hordes of daemons to overwhelm enemy lines. Furthermore, the sorcerers scry the twisting paths of the future on their overlord's behalf, (They are plotting on escape going by events of the campaign books and the sliver tower novel) and through them is the everchosen able to weave his own plans into the great web of fates.

Some futures are far from certain. Torn from the treacherous minds of daemons, the summoners must wring out their meaning. Hoever, they prophesy a time when the mortal realms will be consumed by the Realms of chaos, and it is towards these dark days that the gaunt summoners strive.

Set'tyra'ex, the tongueless lord (I love this daemon er guy thing)

Though none but Archaon know it, the gaunt summoner known as the toungless lord is bound by his true name, Set'tyra'ex, and is forbidden to speak. After his voice was stolen by Archaon, the sorcerer turned his wrath upon the mortal realms, taking from his victims what had been taken from him. He draws endless pleasure from seeing his enemies struck mute, and often during the age of chaos the tongueless lord stood before an unnaturally silent battlefield, the agony of the dying and the rage of their killers painted upon face with mouths open in soundless screams. Archaon has even been known to turn Set'tyra'ex's talents upon his own lords, ordering the wizard to steal their voices if he grows tired of their utterances.

Then, should they continue to displease the everchosen, the Gaunt summoner calls upon his repertoire of mutating magic to warp their flesh, all in utter silence, save the deep rumble of Archaon's cruel laughter.

Well that's it! There are plenty of stories in the book yes this was just a small bit there is a story of Archaon going to war with spiderfang grots to use their tunnels for war. I do enjoy reading about the gaunt summoners can't wait for the disciples of tzeentch tome I will be sure to make a post on that.

City of secrets overview (I am not going to detail the whole story I will more or less try and put down how people live in the city, what it is like etc and what I liked about it sooo spoilers of course)

Right I just want to say I loved this novel and I personally felt if you read the previous novels you would have more understanding of the situation surrounding those born in native realms controlled by chaos and ayzerites. Also fence sitters this will tip you over. Now the main character Callis is a reclaimed pretty much his mother was a native born of the realm of ghur while his dad was from ayzr. Even so he is seen as reclaimed(reclaimed are what people from ayzr call people who were born outside of it) hell his uncle did not want his dad to marry his mother because people from ayzr view natives from other realms as possibly "tainted" and their blood. Since they lived without sigmar's light for so long and the mortal realms were essentially controlled by chaos.

Now the book opens with the majority of the stormcast, 7 free guild regiments out of 10 and church militant marching out of Excelsis to make war on an orruk warboss, this warboss has been troubling the city for some time now and through the shards gathered from the piece of the core of the warhammer world that's speared into the coast of the city(It's called the Spear of Mallus. Also this is a coastal city built on the coast of tusks. Right so prophesiers guild handles the prophecy and they work through the Collegiate(Battle mages), then right on the next page you meet Callis and his squad(he is part of the 3 remaining regiments staying in the city) staring at the marching stormcast. The stormcast that garrison the city are the Knight's Excelsior. (The most zealous against chaos out of the stormhosts)

They have a down to earth funny conversation wondering if sigmar's stormcasts actually eat like normal people and one of callis squadmates noted that someone told him that he saw a cart of salted meat being dragged up to their tower one day, while another guardsman disagree's and says that stormcasts actually eat lightning. Now if you read the previous novels you should know that they eat like normal people and need to sleep like normal people but to the common man they are like demi gods or "angels" or sigmar's will made manifest. I think it's a nice starting point to the story.

Now the oldest member of Callis squad who is much more older than him chided the younger members telling them that the "White angels" the knights excelsior are no "fairy-tale" knights and that there have been "purges" in the past lead by the white reaper who is the lord Veritant that leads the storm chamber of the city. (His tower is not a pretty place at all where the stormcast hang out). Anyway Callis ends the discussion and begins their squads patrol and they made note that he has a pistol and most people would rather have Duardin made pistols since they can stand being wet and still function properly.

Now here is a bit where they start blending low and high fantasy somewhat

It's just that most guildsmen would never have enough funds to afford one. So they begin their patrol in the city when they begin to enter the slums they made note that their general has said not to patrol the slums (It's called the veils in the book also they don't have a proper sewage system yuck) but Callis disagree's and notes that's their patrol route. There are tons of houses well poor housing in the slums because of how many people are coming to the city to settle or find their fortune, While walking past they see a reclaimed almost half dazed with tons of tiny auguries around him. (It's what they call the pieces from from the Spear of Mallus)

The female member of Callis squad(She is from ayzr) makes a snide remark about how if reclaimed saved their money(Currency is called glimmerings) to make a better living for themselves instead of using it on tiny pieces of auguries they would be out of the slum and how small pieces amount to nothing than a good feeling in your gut or winning you a card game. Of course she then realizes what she said and apologizes to Callis. (Heck there is worst racism in the noble sector most reclaimed are not even allowed anywhere near there)

Right so then they come across the thing that Callis is not meant to see I won't say anymore on the story bit here want to keep a few surprises if you plan to read the book. After that event happens we move to our witch hunter from the order of ayzr and he has a lot of authority if he reveals his occupation and badge of office. The witch hunter and his companion who is a duardin with one eye are watching people on the docks which are controlled by the aelf Mafi- I mean scourge privateers. They own them and normally people don't like to go there or mess around because as we all know they skin people who get on their bad side.

They are watching people going about their day now image a whfb city everyone is working on the docks like normal doing well normal things until they then describe the kind of things captains catch and sell wyre-sharks that are big enough to devour 5 people whole a bird like water beast that can fly and swim and they go on to explain that captains have to use their glimmerings on prophecy to find good catches but also make sure they have enough money to pay their crew so they have to strike a balance. They also make note that there are aelf(since they own it and capture the most stuff), duardin and humans working on the docks. One thing I like is how the races are not segregated but live together and work together in various ways which feels realistic and also blending in that AOS feel.

The noble quarter? They note many of the things built there are made of marble and there are half naked figures serving people, with tons of statues of sigmar and saints of sigmar. Most pure blooded ayzrites live there of course and control the most important aspects of the city even reclaimed joining the free guild army they are looked down upon and find it hard to get promotions. They also note that there are Duardin in the noble quarter as well.

Now on the White reaper? There has been purges in the past and he is pretty much the saint of them, the stormcast tower where they hang out? I shall describe it, the tower is called the Consecralium the tower looms over the city so everyone can see it most of the older population remember the purge and use stories of the "white reaper" to make sure their children behave and remain pious that's how bad it was. Now the tower does not look like a holy place of sorts but it's imposing and there are mini dark portals with ballistae sticking out. They also note that screams come from it sometimes.

Another note that freeguild regiments NOW have female and male members so people who like to convert? Go nuts, also some are more pious than others some have their weapons and soldiers blessed by priests everyday and some are named after famous stormcast like the Iron bulls of Tarsus(RIP).

Right that's as much as I will put down I hope this is good enough for people.

Josh's insight into Nagash worshipers, mortarch's (Why he keeps mannfred around and the purpose of each), insight into how the people of shyish views vampires

I have a question what does nagash see in mannfred? Lore wise? He must have a trait or factor that nagash see's value in. Compared to the other Mortarch's.

In my opinion, Mannfred is a scrambler. Always seeking his own advantage in any situation, and quick to seize on any opportunity that comes his way. A tactical schemer. He acts as a counterbalance to the qualities embodied in Neferata - patience and strategy - and Arkhan - loyal and unambitious.

Nagash is paranoid. He sees traitors in every shadow and cannot conceive of someone not wanting what he has (in fact, he and Mannfred are a LOT alike). The Mortarchs are simultaneously his most powerful followers and the greatest potential dangers to his reign. So, Mannfred exists because he acts as a foil to Neferata, upsetting her schemes and distracting her from any attempts at usurpation, and as a rival to Arkhan, prodding him into action and keeping him alert for treachery.

Too, Mannfred is the most aggressive of the Mortarchs - Neferata, by nature, would rather out think the enemy than face them in the field, while Arkhan's loyalty prevents him from striking out on his own initiative much. Mannfred will happily take the war to the enemy, and have no difficulty adapting to an ever-changing situation. Neferata would rather die than abandon what's hers, and Arkhan's major overriding concern is defending Nagash. Mannfred, on the other hand, will happily abandon his army if it looks like he's going to lose, escape, rebuild and try again at a later date. Smash him down, he just pops up elsewhere, with another army and an even more infuriating scheme. He serves Nagash by serving his own ambitions - like Nagash, he cannot conceive of defeat, or failure. So whatever happens, he'll just keep trying.

More simply, Neferata is Nagash's castellan, defending his holdings. Arkhan is his grand vizier, overseeing the running of the realm and handing down orders. And Mannfred is his champion, casting down his foes (whoever they might be) and making them curse the name of Nagash.

How do the mortal's of shyish worship nagash? Would they be more than happy to become undead? Viewing it as something greater than their mortal coils?

In different ways, in different places, I imagine. Some might yearn to be undead, others don't. Some might co-exist with the dead, in a form of ancestor worship, while others might seal their dead away, to be forever undisturbed ('render unto Nagash').

Think of it this way - even monotheistic religions tend to have a lot of variability in ritual, if not dogma. And Nagash probably doesn't care about *how* he's worshipped, so long as he's worshipped.

In the world that was vampires were considered the "blood of nagash". Considering Nagash is now a god are vampires viewed differently to the mortals of shyish compared to the other realms? In this case would Neferata and Mannfred appearing in a town they would be viewed as some form of holy figure?

Pretty much, yes, depending on the place and context. In some places, vampires are possibly seen as the equivalent to messengers from god - prophets and holy men. In others, as those who have been blessed - or cursed - by a god. Immortality might not be seen as a good thing by those who worship death

Tzeentch! change is coming...

Tzeentch Almighty

Yes it is tzeentch

Tzeentch is one of the Greater Chaos powers, a brother god to khorne, nurgle and slaanesh and often an all to the pantheon's newcomer, the Great Horned Rat. Even amongst gods, tzeentch is the undisputed master of the arcane arts, for mage is the most potent of all agents of change. This does not meant Tzeentch is above sullying his hands with war - rather that he much prefers to win battles through guile and sorcery over brute force. He favors the cunning over the strong, the manipulative over the violent. In his true shape, Tzeentch is the most outlandish of the Dark Gods. His skin crawls with constantly changing faces that leer and mock any who dare to gaze upon him.

As Tzeentch speaks, these faces appear and disappear, some repeating his words with subtle differences, or perhaps providing mocking commentary to cast doubt upon the original words. Ever shifting, nothing of Tzeentch feels definitive even his purpose is unimaginable complex, his schemes beyond the ken of mortals. Yet tzeentch growing ascendancy after Sigmar's return to the mortal realms and the battles of the Realmgate wars hints at plans long nursed to fruition. Embedded deep within sigmar's grand cities, mortal cultists work in secret to advance his unknowable goals, while tzaangor tribes raid the ancient places of the realms in search of lost treasures and esoteric knowledge. Should the new arise, Tzeentch sends his daemonic hosts forth in all their scintillating glory, to sear the land with the coruscating flames of change.

The Great game(Which is the constant in all the settings and the chaos gods main focus it seems the great horned rat is also involved if my theory about clan pestlins is true)

The never ending struggle of each of the Chaos gods to gain dominion over the others is known to Tzeentch as the Great Game. To the most masterful of schemers, this game offers not just endless amusement, but also boundless opportunities. Not only does tzeentch constanly seek to further his own ambitions, but he is equally voracious in his desire to manipulate or counteract the best laid plans of his rivals. Through convoluted machinations Tzeentch has subverted his brother gods time and again.

The realm of chaos is Tzeentch's playground for the great game. There, he instigates infighting - a pursuit of which the god never tires. One of his most infamous deeds in the Great game was to beguile Khorne's greatest Bloodthirster, Skarbarnd, into attacking his patron. It was tzeentch's magic that crystallized the cycles of nurgle's Garden and, although few know the full tale, it was tzeentch's plotting that led to slaanesh's absence. (Yet in a short story a tzeentch champion was trying to help a slaanesh warband find slaanesh and also one of his cults for SOME reason KNOW all the details of what is going on with slaanesh)

The battles for control of the Mortal Realms have only added new challenges to the Great game. Tzeentch's plots are manifold, but none are simple. Revelling in complication, tzeentch plans can appear contradictory to those few observers able to detect his influence, for he is patient and willing to wait long centuries for his obtuse intrigues to bear fruit. And tzeentch is fickle, prone to adding elaborate intricacies to his own plots, or perhaps introducing obstacles to impeded them. Indeed, the Architect of Fate rejoices in the construction of each plan as much as he revels in watching it unravel.

Across the realms the lord of sorcery spins his impossibly complex webs of secrecy, and servants long embedded in the foundations of Sigmar's realm sow the seeds of madness and fear. Where khorne and Nurgle seek to destroy and despoil the cities of the God-King, Tzeentch plays a far longer game. In civilisation there is subtlety, complexity, mechanism and machination. Through cunning and manipulation, Tzeentch's power blossoms in this new age of reason and intrigue.

As sigmar's followers returned to the mortal realms, their ranks were infiltrated. The daemon known as the changeling used doppelganger magic to sabotage many of the new cities of their growing civilisations. By it's gilded tongue it led countless of the God-king's faithful astray. Like a spark that begins an inferno, so did the Changeling foster a hundred new cults dedicated to magic, change, knowledge and, ultimately, to tzeentch. By it's hand entire cities have already risen up in rebellion, casting down their rulers into the flames of change. Others remain outwardly loyal while heresy and sedition flow like cancer, only waiting for the right moment to strike.

The changeling's plots had not yet reached fruition when sigmar's agents unveiled the daemon in the two city of Hammerhal, at the centre of a web of sorcery and lies. With warpfire and daemon hosts, the changeling fought it's way to freedom, leaving its foes in doubt and with growing suspicions though such was it's true goal all along. Now the time of change draws nearer, and the creature's twisted plans lead to a confluence of Tzeentch's triumph.

The children of change

Tzeentchian daemons are physical manifestations of raw arcane energy, warped to reflect different aspects of their patron. As befits the changer of ways, the nature of his minions vary greatly, although each is blessed with a portion of their masters's magic and cunning. So infused are they with magic that the air about them takes on an unearthly glimmer, while their own colours and even material stability shift, so that sometimes they appear corporeal, and other times baffingly illusive. As daemons, they have need for neither nourishment nor rest, and they cannot be slain as can mortal creatures. It is possible to destroy a daemon's physical shell, but doing so only sends its spirit back to the realm of chaos where it begins the painful process of reforming. The length of time this takes depends upon the daemon's size, strength, and, most importantly, whether or not the being still carries their god's favour.

It is diffcult in the extreme for any one daemon to hold tzeentch's attention for long, for the god is not inclined to rouse from his introspection. So immersed is he in his weighty schemes that it has been many ages since tzeentch's physical form left the impossible fortress at the heart of the crystal labyrinth, his kingdom in the realm of chaos. There, in the sanctum of the hidden Library, the great conspirator prefers instead to read the infinite skeins of fate and to send forth his daemonic legions to advance his ineffable plans.

The onrush of the daemon legions of Tzeentch is a sight that can send the sane into raving madness. The very air shimmers with polychromatic colours as an outpouring of pure sorcery bursts above the oncoming masses, Capering pink horrors chortle as they advance, summoning mystic bolts. Sullen Blue horrors grumble behind, wreathed in azure fires, while bright yellow brimstone Horrors dance around their feet. Like strange living mushrooms, Flamers bound by, Mutagenic flames pouring from their twisted limbs. The skies meanwhile are filled with burning Chariots and shoals of predatory screamers. Looming over all come the Lord's of change, avian nightmares that wield fell sorceries.

The lesser of tzeentch's daemons, the horrors, are created as slaves and given little autonomy. It is their lot to follow orders given by those of higher rank, although even to these tzeentch has bequeathed an unquenchable capricious streak. Other daemons, however, are granted fae more self reliance. The heralds are tzeentch's lieutenants - blessed with cunning minds and devious ambition, they lead the hordes in battle. The greater daemons known as the lords of change are the most powerful of tzeentch's immortal minions. These towering avian creatures are gifted near total freedom to pursue tzeentch's goals. It is they who set champions, heralds and cults upon their courses, and it is they who most often direct the legions in a complex and ever-changing plan.

After tzeentch issues commands to his armies, he contemplates their infinite effects, gazing upon his creations with fascination, eager to watch his children plot, decieve and manipulate even their own forces in order to further their ambitions. He avidly watches the unraveling of every strand of fate, each a small part of his great plan - though in the end, all fates are woven into one, and it's outcome is doom.

Small story!

The lord of change cranned it's long neck, looking down upon its summoner with bemusement and something else in it's ancient, flickering eyes. "Tzanarrr..." the voice of the daemon was low and purring. "Why have you called upon me?" For a moment the Magister attempted to meet the gaze of the greater daemon, but soon bowed his head. "My lord, I beseech a boon. Our enclave has been discovered. Even now sigmar's champions are coming."

The iridescent plumage of the lord of change shimmered as its gaze shifted towards the sacrificial victims strewn about the chamber's floor. "Tell me Tzanar, this binding ritual - have you done it correctly?" The Magister was accustomed to daemons and their deflections, and refused to be sidetracked. "Bring forth your armies," he begged. The sounds of battle could now be heard outside the hidden sanctuary. The lord of change laughed, at once like breaking glass and the distant call of crows.

"Three times three the offerings be," said the daemon as it strode beyond the circle of blood scrawled glyphs. "One of the souls you offered was already mine, Tzanar" Horrified, the Magister looked at the sacrifices to see only eight bodies and the fading illusion of the phantom ninth. "Nonetheless, I am still inclined to help your cult. However, a few of the plan's details will have to change. I will require a few concessions......"

Personal note: There is another section in the book that tzeentch's daemon hosts are divided into pillars of sorts their total number is a multiple of 9 of course there are 9 main ones and depending on how well they do. Those pillars rise and fall depending on tzeentch's mood or if said daemon host has his favor so there is a host of politics and intrigue among them to gain tzeentch's favor. Each of them go about it differently while remaining in tzeentch's sphere, some focus on corruption and intrigue while others are more or less focused on burning the forces of sigmar to ash. Also tzeentch has his own alphabet and variant of the dark tongue for tzeentch when talking about the gifts and artifacts of tzeentch.

Tzeentch Arcanites

Tzeentch does not rely on his daemon armies alone to conquer the eight realms. The changer of ways lured many mortal followers to his inscrutable cause. The Arcanites and their growing cults play a crucial role in the great Schemer's plots of conquest.

Like his brothers, tzeentch has corrupted countless mortal servants. Once, they belonged to tribes of men, but they became ensnared, lured by promises of power, glory, forbbiden lore and immortality. Great champions rose, gathering those that followed the dark paths into armies, and during the Age of chaos their conquests spread across the mortal realms, furthering Tzeentch's ineffable plans. Yet those slaves to darkness were not enough to satisfy the changer of the ways. In his infinite cunning, tzeentch created other types of mortal armies, although they were far less conspicuous.

Whether veiled by illusionary magics or hidden as part of a clandestine society, the Arcanites have grown in power and number. Although some of these armies - or cults as they call themselves have existed for generations, only recently have they begun to make their nefarious presence felt in the Mortal Realms. Some made their lairs in secret forest clearings or places rich in eldritch energies; others were secreted right under the noses of the forces of Order. As sigmar's new cities grew, so did the Arcanites, spreading like some hidden Malignancy.

Although typically covert in nature, when the time is right Arcanites strike, unleashing a bombardment of sorcerous destruction. Kairic Acolytes, their faces obscured by cryptic masks, chant sizzling arcane bolts into existence. Any foes that survive must then face the Acolytes blades, along with those of the Tzaangor warflocks.

The Tzaangors are avian beastmen who serve tzeentch, their unnatural instinct and animal savagery augmented with a keen, if cruel, intelligence. The tzaangor elites = the enlightened and the skyfires - ride the air atop scintillating discs of tzeentch. Towering over all, hulking Ogroid Thaumaturges hurl roiling fireblasts from which spring horrors before lowering their might horns to charge the foe. The leaders of the acolytes are the most powerful of them all. Fatemasters are cunning warriors surrounded by an aura that alters destiny to their favour. Magisters are master sorcerers who blast the enemy into swirling motes of multicoloured light or transmute them to crystal; crackling shields of magical power spark and flare as enemy blades and bolts rebound harmlessly against their incantations.

The tzaangor shamans meanwhile, ride upon daemonic discs and cause the air to cracle with mutagenic spells, transforming foes into other tzaangors. With shouted commands these twisted cabals direct their covens across the battlefield, anticipating events before they happen.

After battle Arcanite cults disappear fadding back into the hinterlands while covering their tracks with illusions, or once again assuming false guises to live undeceted amongst the unsuspecting populations of the growing cities of Order. In the wilds, fell flux cairns are raised, while in settlements, feuds are ignited and illicit political alliances forged. Once returned to obscurity, the cults recommence their secret plots. Foul rituals summon daemons, dark rites pinpoint the locations of arcane artefacts and places of eldritch power, and events are manipulated to twist fate in tzeentch's favour. Always, the Arcanite cults grow - luring in further conspirators, Beguiling the power hungry or even corrupting new comers, transforming them into outcasts or mutants. Insidiously, chaos spreads, while each cult awaits their next task. It will not take long, for tzeentch has many plans, and change is coming.

Small Story!

Rolvidi did not know the man who had interrupted his illuminating work, but recognised the contorted hand gesture. He discerned the nine code words in the man's idle chat, and quickly put down his quill and hurried through the archival stacks towards the rendezvous site. Something was wrong. The hallways were more crowded than usual at this time, and from beneath his hood Rolvidi peered out, anxious to mark any telltale signs that might alert him to the presence of any of his fellow Acolytes amongst the crowds. He saw none. Commotion and raised voices came from the great hall ahead, and Rolvidi arrived to witness a group of hulking stormcast eternals surrounding someone.

He jostled through the gathering crowd until he could see it was a scribe whom he had seen before but never spoken to. Rolvidi was unsure whether he was even an Acolyte. "You bear the mark of the traitor," boomed the leader of the armoured giants. "Justice will be done!" Even as one of the judicators grabbed the scribe by the arm, Rolvidi felt the hairs on his neck rise. A sizzling bolt of pure iridescence seared overhead, striking the stormcast leader and holding, writhing, for a moment, before felling him. All eyes watched as his armour bulged split, and tentacles wriggled out of the cracks.

"The justice of tyrants is not justice," shouted a voice from atop the stairwell. Tri'chlan, the Magister, was revealed in his true form. "Brothers, sisters, it is time!" he called. At those words, the hall shimmered. Rolvidi did as he was bade - discarding his illusions, he donned his ritual mask and drew his blade. A hot rush of adrenaline surged up his spine as he saw that the crowds around him had done the same. Grinning, he charged.

personal notes: Of course the next section describes how the cult is organized they are comprise of 9 nine covens with the leaders on top the magisters and the tzaangor shamans of course if this number exceeds 9 the extra coven splits off and forms it's own splinter cult and so on.

Notes of end of part!: Well this is the end of part 1 due to the tzeentch book being REALLY long due to the battletome covering the whole of tzeentch and they all can work together. Next part I will be detailing the information of the daemons and cult members even if most of us know of the daemons I shall do it due to some people being new to warhammer. Also there is a ton more information in the book like the nine pillars of the daemon host etc and how a Magister was born in one of the main cities. I will try and get part 2 up sooooon.

Part 2! The forces of Tzeentch

The lords of Change

The winged watchers, the feather lords. The lords of change stride the battlefield in a prismatic aura of ever changing magic, wielding their arcane powers to advance the myriad plots of Tzeentch. Their gaze pierces flesh to espy a mortal's hopes and dreams, laying bare all to the master manipulators.

Bursting with magical energies, a lord of change hurls pyrotechnic bolts of wyrdfire or splits reality with a gesture, sending enemies tumbling into the realm of chaos. As might be expected of greater daemons of tzeentch, Lords of change are might spellcasters. Indeed, it is pure eldritch energies that course through their bodies as blood pumps through that of a mortal. Rather more cunning an aloof than the greater daemons of the other chaos gods, Lords of change will use their featured pinions to carry them across the battlefield, ensuring that they fight the enemy on their terms and their's alone.

Although a lord of change typically uses magic and trickery to further its ends, it is still a formidable fighter at need. With talons that can shred shields or pierce even sigmarite armour, countless heroes have underestimated these strange avian daemons with their wiry frames and brilliant wings, only to see their lances or swords shatter against their would be quarry's immortal hide.

Of all of lord of changes many terrible qualities, the most dangerous are it's multilayered cunning and fathomless wisdom. Behind the inscrutable gaze of a lord of change lies a curious and callous mind, deeply intelligent, yet as uncaring of the consequence as it is fascinated by it. The greater daemon's meddling in mortal affairs is not unlike a child playing upon some gigantic anthill, poking at it's inhabitants with a stick and laughing at the hopeless efforts of their defence.

Nothing pleases these ancient beings more than to see a world broken made anew, to redirect the course of a life or history itself, spilling hope upon the ground while raising the ambitions of others to such perilous heights that they are destined to fail. As the purest manifestation of the great Conspirator, the lords of change are unpredictable and shrewd perhaps their greatest weakness is that they are manipulative to the point of compulsiveness - continuing to twist plots long after their objectives are completed simply to see how far they can push their abilities.

Personal note: There is also a section that lords of change are also divided into 9 ranks which change according to whether they have tzeentch's favor or not and considering how fickle tzeentch is this changes a lot.

The heralds of Tzeentch

Tzeentch created heralds to lead his foot soldiers. These creatures are more powerful than horrors, and are blessed with independent minds so that they might direct the capering masses. Unlikes horrors, Heralds do not morph into multiple beings when struck down. Instead, the magic of their creation has made them far strong and more resilient than their smaller kin. Gifted sorcerers, Heralds can summon forth the fires of Tzeentch - wyrdfire of pink or blue - to blast enemies into bubbling pools of living sludge. Many Heralds also carry arcane tomes or scrolls from which they are periodically recite incantations, augmenting their sorcerous might. Heralds are ambitious, and eager to gain praise from the lords of change. Those that perform especially worthy deeds are gifted discs of tzeentch or burning Chariots, Which greatly enhance their mobility, power and status.

The blue scribes(I love these guys)

Tzeentch created the blue horrors P'tarix and Xirat'p to record every spell in existence. They are like their kin in form and surliness, but far more self aware and powerful. The pair travel realms on a disc of tzeentch seeking to transcribe every incantation they come across. Each is ever wary of the other's betrayal, for P'tarix can write magical symbols cannot read, while Xirat'p can read his twins writing but cannot comprehend it. Squabbling between the two inevitably ensues. If threatened by enemies, Xirat'p reads at random from their accumulated scrolls while P'tarix stabs with his quill crafted from a lord of changes pinfeather.

The Changeling

Amongst the greatest of Tzeentch's servants, the creature known as the changeling personifies his patron's aspect as the meddlesome deceiver, the trickster supreme. Able to shape - shift into any form, non know the daemons true identity, for it goes cowled and cloaked when not in disguise. Indeed, the changeling has word so many different guises throughout the long ages that even it cannot remember it's orginal form.

The changeling uses manipulation and deception to achieve that which martial strength along could not. It assumes whatever face will allow it to further its machinations, seamlessly impersonating any other being it chooses no matter how big or small, mighty or meek. The changeling has taken the forms of warriors and wizards, master thieves and trusted advisors. It's most recent coup was to impersonate Valius Maliti - the mastermind architect who helped build the foundations of all the cities of sigmar. During its time in disguise, the changeling spread lies and misinformation, wove webs of falsehood, sought out other who might be ambitious enough to be corruptible, and planted seeds for future plots.

Sowing discord if what the changeling does best, and its actions invariable lead to duels, battles and even prolonged wars. Although more an instigator than a fighter, once it abandons its false identity, the Changeling has no qualms about joining the fray personally. It can cast spells to blast the enemy with eldritch fire, and in combat it's trickster staff adopts the qualities of it's opponents most powerful weapon.

Personal note: The most interesting part of this section in my opinion is detailing the sentinance of horrors of course the nature of tzeentch imagine if horrors had similar minds to the other lesser daemons? In my opinion it would not be good considering how ambitious the Heralds are.

Flamers and Screamers.


Flamers are bizarre creatures, even by the insane standards of the realm of chaos. Their tubular bodies randomly sprout gnashing maws and grimacing faces that mimic the last anguished cries of those they have slain. Flamers have no feet, but instead an inverted skirt of fungoid flesh which draws in air before expelling it by means of a powerful contraction. Thus, with loud whooshes of discoloured air, the flamer can propel itself in leads and bounds ungainly perhaps, but capable of a fair turn of speed nonetheless. Flamers can clear obstacles with ease, and their strange mode of locomotion can even see them bounce across the surface of a body of water, their impacts sending up geysers of steam with each landing.

Although barely sentient, flamers are extremely dangerous, for they revel in destruction. It is the flailing limbs of the flamer that give the daemon its name. The long appendages end in tooth - lined stumps from which spouts fire. However, these are no normal flames, but the stuff of raw mage multicoloured blasts that scorch the senses even as they char the body. Disturbing shapes and apparitions dance in those flames, and they have an unnatural habit of bursting back to life even long after they have been stamped out.

Exalted flamers are champions of their king and exude sorcery from every pore of their fungoid flesh. They are more capable of independent thought than their lesser kin, and often lead other flamers or horrors into battle upon burning chariots, allowing them to rain billowing sheets of warpfire from on high.


Screamers are glimmering sky - sharks that ride upon the currents of magic as a bird soars upon the breeze. Possessed of little more than hunting instincts, screamers prey upon the shadow - souls of mortal creatures in the realm of chaos, along with anything blessed with magical powers. In the mortal realms, screamers gather in undulating shaols and sweep across battlefields, especially targeting wizards. Festooned with fangs, horns and spurs they slash foes as they swoop past. When they find a suitable target, the screamers dive, seeking to tear apart prey with their strange sucking maws lined with razor sharp teeth.

Large monsters must be particularly wary of shoals of screamers, for they are capable of gouging out huge chunks of flesh with their lamprey like mouths. Being swift and agile, screamers are highly sought after as riding beasts given their primal instincts, However some transmuting magic must be used to break the daemon beast into a suitable steed. This new form, called a disc of tzeentch, maintains the screamers flat physiology but it's otherwise transfigured ruing the binding ritual.

The result is a great variety of Discs of tzeentch - some are covered in eyes, while others are sheathed in living metal or covered in iridescent feathers.

Burning Chariots

Burning chariots hurtle through the sky like strangely hued comets. Fiery discs of sorcerous metal shackled to a pair of screamers, a burning chariot is typically commanded by an exalted flamer, although heralds are known to also covet such arcane conveyances. Burning chariots trail a wake of warpflame that can immolate those they fly over, and enable their riders to bring the gift of change to their enemies with joyous impunity.

Personal note: As said before what's interesting is that majority of tzeentch's daemons have barely any independent thoughts only those who are shown to excel are given such a gift which fits tzeentch's personality. Those who are ambitions and smart are risen up while the rest are pawns.

Horrors of Tzeentch

The whirling destroyers, the bouncing squealers, the spinning sourguts, the cackling flamers - these are the horrors of tzeentch. Horrors are manifestations of pure chaos, an unbound force that surged fowards, sometimes taking on a discernible form, at others blurring into frantic mass of glowing colour as they scramble across the battlefield luminescent skin high pitched squeals of laughter identify pink horrors. They twirl frantically, flashes of energy darting from their waving fingertips.

In sufficient numbers, these horrors generate enough magical energy to summon forth wyrdfires of tzeentch, which they hurl amidst much giggling to engilf the foe in sheets of magenta flame. When wounded a pink horror exhales a last lunatic cackle before performing a final dramatic act - the swiftly decomposing ectoplasmic blob of the dying pink horror divines in two in a spasm of gyration, becoming two blue horrors.

Blue horrors differ in temperament to their forebears. They are sullen and malicious, and wear perpetual scowls as they sneer and grumble their way through battle. Once spawned, they blue horrors fight alongside their fellows, adding a deeper note to the incessant chortling glee of their pink brethren. Like their larger cousins, the blue horrors attempt to strangle foes with their large grasping hands. They too can conjure flames, but their conflagrations are blue in colour.

Should a blue horror be struck down it emits a drawn out fatalistic groan before vanishing in a cloud of smoke. From those unnatural fumes prance living flames - bright yellow pair of brimstone horrors. These diminutive daemons have a spiteful and vindictive disposition - they eagerly claw and nip at the enemy with their tiny talons and fangs, while making every attempt to set them alight before they themselves finally gutter and burn out.

Personal note: These guys sound great to be around there is a great picture in the tome of a horror being killed by a stormcast. The horror splitting into two and the finally into brimstone horrors they set him on fire and of course going by they nature they went for his eyes.

Tzaangor Shamans

The tzaangor shamans are the most powerful of their king, gifted by the great Conspirator with arcane abilities, precognitive visions, and a savage intelligence. They begrudge all who are not tzaangors, but a shaman has the most transmogrifying power to change all of that....

Those destined to become tzaangor shamans are born beneath dark omens - massed mutant births, strange stars, and powerful eddies of magical power. As a mark of their greatness tzaangor shamans are gifted a disc of tzeentch, raising them literally as well as symbolically above their bestial kin. Tzaangor shamans are held in highest reverence by their warflocks, for they see the shaman as holding the greatest boons - the ability to transmute other beings into tzaangors. With a defiant hoofstomp and a crack of his staff, the tzaangor shaman unleashes his mutagenic spell. Those struck by his blue tinged boly fall to the ground writhing uncontrollably, wracked with agonising contortions, before rising once more as glistening skinned tzaangors.

This is not a shaman's only power, for they also possess the gift of prophecy. Other tzaangors say that when in trance shamans spirit-walk into the realm of chaos to take commands from the feather lords. Upon emerging from such rituals, many tzaangor shamans migrate from their warflock, following a divine calling. Some leave to join a different Arcanite Cult, or lead a coven upon some sacred mission. Those not called away continue to lead the warflocks, guiding them through many fell rites while directing the raising of flux carins, the magical herdstones of the tzaangors.

It was shamans that first showed the warflocks the wisdom of eating tongues of their foes to gain their speech and insight. (That's how they know the language of man and can speak it as well) It is the shamans who lead the hunt for chaos creatures, subduing such monsters as cockatrices or mutalith vortex beasts, and marking their hides with the dark tongue, and it is they who know the secrets of distilling the blood of mages to boost the potency of their own spells.

In battle the tzaangor shamans are no frail wizards. These bestial mystics swoop directly into the fray, slashing at the for with ritual daggers and rending their flesh with wicked beaks and horns in the name of might tzeentch.

Personal note: God dedicated beastmen are back finally and what's interesting is that in context this goes into the ayzrites problem/racism with reclaimed(natives of other realms coming to the cities of sigmer) many among them view them as possibly tainted due to living under chaos for so long and without the light of the god king. Now of course some unknowing people might be tainted, tainted enough to birth well beastmen it's quite interesting.

Ogroid Thaumarturges

Shrouded in mystery and rumor, there is much speculation but little is actually known about ogroid Thaumaturges. There no doubt however, that the creatures are steeped in magic - their very skin writhes with arcane energies sigils across their hulking bodies. In their rage, telltale multicoloured flames of tzeentch erupt about them, often centered around their totemic staves. Ogroid Thaumaturges are bestial in nature, possessed of enough strength to tear a man in two with their bare hands or drive their horns through even sigmarite plate armour.

Although their might rivals that of a troggoth, the ogroid thaumaturges are not dumb brutes, but sorcerous beings possessed of cunning minds. It is said that they know more of the secrets of wyrdflamer than any save the most accomplished spellcasters. Theycan summon coruscating blasts of the mutating fire from which tzeentch's own daemons spring forth, a sure sign of the change god's favour. Ogorid Thaumaturges are particulary revered in the pyrofane cult, where their flame powers are especially cenerated by the karic Acolytes.

Some ogroid thaumaturges lead a coven to battle, with tzaangors especially flocking to the horned giants, while other Ogroids serve as bodyguards for the enigmatic Gaunt summoners.

Personal note: Right in my opinion they are simply tzeentch doom bulls with a awesome goatee. I personally wished we had more information but I feel this is good enough for now, also a note in the city of secrets novel they speak in the dark tongue as well.


Magisters are powerful chaos sorcerers that long ago sold their souls into the service of tzeentch. Their badges of office include a tzeentchian runestaff and a warpstell sword, along with an array of mutations that are pleasing to the Architect of fate, including third eyes, bristling quills and even jabbering heads embedded in their torsos. So favoured are they by their god that raw magical power flows through their veins, allowing them to draw upon the very essence of chaos to infuse them with sorcerous might.

When they harness such potent energies, arcane syllables spill from a magister's lips in a continuous stream, and their hands trace eldritch symbols in the air with speed that is almost impossible for the eye to follow. Those magisters who drink too deeply from this font of magical energy are transformed into mindless spawn, but a rare few are granted the ultimate reward ascension to daemonhood and the status of daemon prince.

Such is a goal that the magister will ruthlessly manipulated others to achieve, including the members of his own cult. A magisters role various dependong on the cult to which they belong. Many are the undisputed leaders of their cult, whilst others share command with the other members of their cult's cabal. Almost regardless of their position a magisters title will be grandiose, such as Grand vizer of change, exalted potentate of transformation or keeper of illusions.

Many have secreted themselves within the cities of sigmar, either in some clandestine, hex-protected locale, or disguised by eldritch means to walk amongst the citizenry. As their patron is patient so too are they, biding their time and nurturing their strength while sowing seeds of corruption. The time for open attack is coming, and each magister longs to earn glory, and the resultant rewards, in the name of tzeentch.

Fatemasters(The lead human fighter of the cult)

A fatemaster is a chaos lord dedicated to tzeentch. Some fatemasters command entire Arcanite cults, others lead covens, while some perform more specialised roles such as enforcer, keeper of the realmgate, or doomsayer. To attain the rank of fatemaster, a warrior must not only be prove their devotion to tzeentch, but also show the sunning and quick thinking favoured by the changer of ways. After all, the arcanite cults are tzeentch's chosen. These are not foul smelling and barbaric slaves to darkness armies, but erude and clandestine warriors fighting a guerrilla war, often ensconed deep within enemy territory.

More than simply bravery and martial skill are required to pass the dreaded nine trials of fate. It takes either an incredible amount of luck or intuition that surpasses anticipation. To duck the sweeping blade that moves faster than human reaction, to espy the treacherous ally before betrayal - these must be done to not just succeed in the trials, but also survive them. Those few who complete the tasks are anointed fatemasters and sent to lead the enclaves of arcanite cults.

Short story!

Even as he reloaded his crossbow, Gunther's mind whirled. Here - how could traitors be here, in their very midst? After dispatching the rest of the patrol, the cultist army had taken the square. The nearest formation had reformed and was heading straight for them, blades dripping with blood. At their fore was an armoured figure a top a strange floating disc that trailed blue flames.

"Take aim," came the order from Sergeant Trass. "Steady men... steady," growled the old officer, as if he felt Gunther's quavering nerves. The cultists outlandish masks glinted in the sunlight, and although he not understand the words they were chanting, the sound made Gunther grit his teeth while sweat ran down his back. At last the order came and the click thwack sound of bolts being loosed rippled down the line.

"Reload," Trass bellowed. As he fumbled for another bolt, Gunther could not help but glance upwards to see how many shots struck home. They advancing cultists were still in line, and closing the distance fast. Gunther's blot clattered onto the cobbblestones and he reached for another, missing the enusing volley. Mouth agape, Gunther just stared. They were freeguild crossbowmen, paid and well trained. They simply could not all have missed. Not at this range. His eyes drew irresistibly to the armoured figure: Gunther watched the final volley, watched sparks of blue flash harmlessly. And it was too late, and the slaughter continued.

Personal:I like this character because generally he seems like a great conversion model, fatemasters I feel come in all shape and sizes riding a disc. Still what's interesting is their power to manipulate luck or bad luck? Or are they so favoured by tzeentch that they can bend fate itself? Perhaps both?


Few of tzeentch's gifts can be understood, for the dark god's true will is beyond the ken of mortal-kind. So it is with curselings, those beings sometimes known as the eyes of tzeentch. Once they were rising sorcerers, acolytes of the dark arts that sought to further their arcane studies. Something, however, went wrong, as the secrets they have garnered coalesced inside their bodies to form an eldritch tumour of forbidden knowledge that grew until it was possessed by a malign sentience - a spirit - creature from the realm of chaos known as a Tretchlet. Like some monstrous parasite, it grows from the body of it's host and gives constant hissing advice to seek further knowledge.

The tretchlet's curse is thought be brought upon those that learn a secret too many, or perhaps just the wrong one. Although shunned by right - minded folk, curselings are highly coveted by Arcanite cults. Acting as lieutenants for the cults cabals, Curselings sometimes fulfil the role of inquisitor, for tretchlets have the ability to detect lies. Sucking air through their chattering teeth, grotesque beings can smell out secrets and their questions can draw out hidden knowledge, traits invaluable to cults seeking arcane enlightenment.

A trial by cureseling is also an effective way of determining whether new acolytes are worthy of joining a cult.

Personal note: Honestly overall I quite like the lore for the curesling in my opinion, think about it out of all the followers of tzeentch they most likely have one the strongest connections to tzeentch. Is the tretchlets one of tzeentch's many voices directing the cult?


Strange trilling calls come from seemingly deserted woodlands, and flying shapes fflit through sudden mists. Peering out from illusion - concealed lairs, the tzaangors watch and wait. Although rarely seen, they have been massing their numbers, establishing strongholds and launching covert strikes. Soon, however they know that the time will be ripe, and then they will rise to unleash their full fury.

Tzaangor origins are as multifarious as the plans of tzeentch themselves. Some are Gor-kin corrupted - or elevated, as they might say by a tzaangor shaman; others might be humans who have undergone horrific rituals. Others still are beast-children, mutants born of human parents and left to die, but instead found and raised by arcanite cults. Regardless of source, all recognise that they have been blessed by tzeentch. Tzaangors are far more intelligent than other beastmen, and they look down upon their beast-kin, seeing themselves as evolved and their cousins as little more than brute animals.

The strangely mutated minds of tzaangors have become particularly attuned to magic and they are drawn to the arcane, seeking to hoard it. Tzaangors are also closely bound to the strands of fate, their animal instincts able to detect omens they way beasts scent prey upon the winds. Yet tzeentch did not transform his chosen beastmen to seek magic alone - he also created them to kill. Many rituals prepare tzaangors for war, culminating in the weapon taking tzaanwar, an unholy rite where the rent armour and broken weapons of foes are transformed into the resplendent gear worthy of fighters of tzeentch.

In battle the tzaangor warflocks are led by a twistbray champion, an they fight with savage skill, stabbing and hacking with curved swords or axes, as well as rending with horn and beak. As magical creatures they drawn energy from the proximity of their tzeentchian sorcery and others of their kind - the more groupings there are of nine tzaangors, the more savage they become. Favoured tzaangors are sometimes honoured with bearing their god's icon to war.

These ornate totems can absorb magical energies of nearby spellcasters, and are used by the tzaangors to steal the arcane force which they use to grow their flux-cairns.(their herdstones) Recently tapped eldritch powers can even be directed as bolts towards nearby foes.

Tzaangors whose deeds have caught the eye of their patron are rewarded with divine blessings. They are divided into two distinct groups, the enlighted and skyfires, and are regarded by other tzaangors as paragons of their bestial kind.



Enlightened carry spears wrought of change-metal, and possess the strange ability to perceive echoes of past events around them. In combat many foes are drive mad as their darkest secrets are squawked out by the chattering enlightened. Some enlightened march to war amongst their lesser kin, inspiring them to greater acts of savagery, while others ride scintillating discs of tzeentch. Skyfires, however, exclusively ride upon discs. Is is their gift to see potential futures, but they can never speak of them. Skyfires are utterly silent bar the twang of their bowstrings as they loose their arrows of fate. Both groups are led by Aviarchs, the strongest and most cunning over their number.

Tzaangors can be found in every one of the mortal realms, where they live in wild places, choosing locales rich in magic to raise their strongholds. In ghyran this means near waterfalls or wellsprings, while in Aqshy this might be alongside volcanoes or fiery chasms. There, tzaangor shamans tap into the magic to raise flux cairns, which become repositories of stolen arcane might. Flux cairns are surronded by lesser herdstones - glyph - inscribed monoliths shaped in symbols sacred to tzeentch.

The longer a flux cairn remains in place, the more the lands about it change. It is the tzaangors goal to use them to warp entire kingdoms, and eventually the realms themselves. While Karic acolytes seek to build libraries of forbidden knowledge, the tzaangors do the same but eschew books, for their shamans copy dark learnings upon beast-head, some of which is still attached to living creatures. Mnay chaos beasts such as Ghorgons, Razorgors, Jabberslythes, Chimeras, Cockatrices, or Mutalith vortext beasts can be found alongside tzaangor warflocks, all with dark script painted on, or carved into, their flanks.

Personal note: My favourite bit of this is that they have walking books XD, seriously it's nice to see gods actually giving beastmen love again and I find skyfires mighty interesting they can see into the future but cannot speak it. I hope to see more god dedicated beastmen.

Kairic Acolytes(Favorite piece of army lore in the book)

They who speak the killing words, the chanters of change, the altered. The kairic acolytes are the human cultists of tzeentch, cunning infiltrators who have made dire sacrifices in exchange for knowledge or power. They walk amongst the unsuspecting, until the time for them to strike is ripe.

The robed cultists chant, not in tribal rhythm that stirs the blood, but in an arcane tongue that chills it. From disturbing to painful, the tone fluctuates; the cadence halts, begins and grated until each Acolyte summons a radiant ball of scintillating light. For an instant the spheres hang mid-air before streaking towards their target in a roaring volley of sorcerous bolts.

Those who become Kairic acolytes come from all walks of life - tribesmen led astray by an arcane calling, seekers of forbidden knowledge, and city dwelling civil servants overeager to gain power. All share a driving ambition that marks them from the common man. It is not by chance that such individuals cross paths with an undercover acolyte, for the arcanite cults recruit aspirants, taking years or even decades to ensnare potential suppliants. The teachings of tzeentch's worshippers preach that, given time, those who listen to their minds night-time whisperings will one day serve the architect of fate.

In the end, only those that wholly commit are accepted into the cult. Many undesirables are weeded out and only the worthy can attempt the Kairic test of nine. Each cult has it's own variations on these rites, but all end with the walk through warpfire. Those that emerge unharmed become a Kiaric acolyte. Chanting arcane phrases that hurt the ears of the uninitiated, a scrawny scribe or frail council elder transforms. Flesh ripples from nothing appear a curseblade and a shearbeak helm, gleaming greaves and an Arcanite shield. Thuse can a cultist, were mere words, transform themselves from ailing scholar or lanky apprentice to a muscle bound ideal of the human form, and then back again.

In this way, the kairic acolytes can infiltrate and subvert the very forces of those that hunt them. Sects of Kairic acolytes are secretive with many continuously growing undetected in human tribes and cities across the mortal realms. To maintain their secrecy, the more conspicuous aspects of their altered forms, and their meeting places, are concealed beneath illusions and sorcerous obfuscations.

The acolytes wear ritual masks and are careful to change out of sight of even their fellow cultists, so that none know the true identities of the other members. Great pains are taken to arrange meetings in hidden locations, where the kairic acolytes learn the secrets of magic from their leader a Kairic adept as well as from any magisters in the cult's cabal. In time, acolytes all aspire to become powerful wizards, supremely confident that it will be they who master chaos and never the other way around.

Each level of advancement brings new secrets. To those acolytes that show promise, boons are granted arcane grimoires, talismans from the crystal labyrinth that boost arcane abilities or even a Vulcharc, a carrion bird so corrupted by chaos so that it hunts and feats upon magic. Kairic acolytes are tasked with manipulating events to turn destiny in their god's favour; an alchemist conducts disturbing research with dark magic, or a worker gang plots to burn down a nearby district, pinning the blame upon the different races that live amongst the cities of sigmar.

Feuds are begun, political alliances torn asunder. Insidiously, chaos spreads. Such is the way of tzeentch, who does not favour frontal assault as does his brother god khorne. Tzeentch's way is slower, chipping away at the foundation piece by piece until the entire structure collapses. When the cabal of an arcanite cult feels the time is ready, they gather together, cast off their illusions, and strike. Chanting while they march, Kairic acolytes pool their energies in order to barrage their foes with sorcerous bolts, drawing further arcane strength from any tzeentchian spellcaster.

In combat they close in a flurry of shimmering curseblades, chanting arrhythmically all the while.

Personal notes:Well that's it! Tzeentch is done but overall you can clearly get the idea of how they conduct warfare and how they operate also for those who don't know of the daemons of warhammer their profiles are generally the same across all settings. Also as you see the Kairic acolytes are of all ethnic background which I like as well. Still hope you enjoyed the post.

General Summary of the Age of sigmar setting from the end of end times up to this point. By Lord Kragan(With his permission I could add his post to this thread)

The story of the Mortal Realms is divided in three ages, though I like to make a bit of a division on the first one, to make the working around easier. The key for this, though, is the information we've from the Campaign book Godbeasts.

The first era of time is the Age of Myth. Those that have read the introduction of any AoS book will know this was a golden era, the moment where Sigmar built the pantheon and civilization flourished. Okay, there's three periods, at least for me:

-First is the "Age of Void" this is the period between the death of the Old World and the moment where Dracothion began with the creation of the realms. We have no numbers whatsoever here, but they are irrelevant as there's no realms here so it may as well not exist.

-Then would follow the "Age of Rebirth" (this is a nickname I've given, no such name is given to this period, just to mark the dramatic turnpoint that is Sigmar's return). During this time the realms are formed, and the people start re-appearing alongside the Gods. Sigmar, though, is still nowhere to be seen. If the campaign books' scarce data on the matter are to be believed, this period of time would have lasted around 300 years (the books give an approximation never outright stating so) and would conclude with Sigmar making act of presence in the mortal realm.

-Sigmar return's to the realms. This, to my eyes, would mark the beginning of the Age of Myth proper. He travels to find again the Incarnates (and some chick he rescues. My bet is the sisters of twilight or Elspeth Von Drakken) and reunite them. Once he finishes his quest, which takes between two centuries and a quarter of a millenia. By the time he's gathered the Pantheon he turns his eyes to build civilization proper. Now, this is the moment where the numbers get wonkiest because the only thing we know is this: that the Obisidian Monarchy (and for those who don't know who they are, they are the re-branded Tomb Kings. They are at war with Ogors, possibly Beast Claw Raiders) was of the first civiliations to appear, but we don't get a hard number so it's guesswork.

My guess is that they took about as much as the city of Excelsis and the others to properly form. That means somewhere between 20 to 100 years, though, I'd say 50 (which is the time that took for Excelsis to reach its proper status) is the most accurate guess.

The Obsidian Monarchy prove instrumental for further mapping the timeline as they are stated to have ruled for 1200 years. This, coupled with the fact that the Age of Chaos lasted 500 years (again, they don't give the exact number, but say that it's been over 500 years, so we will go for the round number), means that the Age of Myth proper lasted 700 years plus the 300 years that Sigmar took to gather the other Gods. Thus we have that the golden age of the setting lasted around 1.000 (most likely guess) to 1.100 (the most time-consuming guess).

During this time, civilizations and peace would bloom. Orruks, Undead, Aelfs, Duardin, Humans, Grots, and the Care Bears lived together in the land of candy-cotton-man-jobs-of-utter-hippy-faggotry. EVERYONE coexisted in bliss and built their homelands, ruled by the Gods (with Sigmar at the helm) from the city of Highheim, the original capital of Azyr.

It was also during this time that people would start to get afraid of Death. This fear, would start feeding the forces of Chaos, making the latches at the end of each Realm, their versions of the chaos wastes, grow. Once the critical mass was reached, at the Twilight of the Age of Myth, the Nexus Wars began.

This conflict is the bridge between both eras, since its two phases mark the ending of the Age of Myth and the Beginning of the Age of Chaos.

Archaon's forces invaded the realms but the gods kept them at bay and managed to Hold the Nexus and Allpoints. The Nexus was the massive city that laid at All-points, which are the point of connection to ALL eight realms. Think of its strategic importance and you'll understand why Archaon would later build the Varanspire, his fortress, here.
Gorkamorka went to start punking stuff sometime here, beginning to weaken the alliance as the orruks betrayed Sigmar and they started wiping out the realms from Ghur. It is during this time that the Ironjaw Orruks appeared.

Still, Order held the line. Until some pointy eared trio decided to ****-up ****. So at this point most people know the aelfs were mainly trapped in Slaanesh's stomach. Tzeentch, ever so kind, told them where to find slaanesh. They, instead of being reasonable, went to the rescue with ALL THEIR ARMIES. They punked She-Who-Thirsts and freed the Aelfs just in time for them to see chaos' victory, since the remaining forces of Order couldn't manage to hold off the Nexus (just too many people and their numbers had been too diminished by their departure).

The fall of the Nexus Marks the end of the Age of Myth and the beginning of the Age of Chaos. The three Aelf-stooges abandoned the war, hunkering down in their realms like the panzees they are. Soon the other forces did so. Alarielle and Grungi abandoning the fight.

Only Sigmar and Nagash (props for the guy, say whatever you want, but the **** was the last to abandon goldie-boy) held the line against the forces of Chaos. Until, AGAIN, Tzeentch interevened and tricked Sigmar and Nagash. The events of the battle are left unclear, but it was so rage-worthy that Sigmar went on a rampage of revenge across Shysh and Nagash still hasn't gotten over it. Nevertheless, the alliance between undead and the heavens was broken.

Ironically, it was the God of Change, not the god of war and blood, whom won the Nexus-Wars, as it wouldn't have been possible to achieve outright victory.

Sigmar kept on for a bit, but knew it was in vain. His successes were temporary and too costly. Disgusted with the failure of his servants (and mainly HIS failure) he retreated to Azyr. During the ending stages of the Nexus Wars, millions flooded Azyr's gates. As the forces of chaos loomed, Sigmar was forced to close them, letting countless souls at the forces of chaos' mercy, even when they were meters (and minutes) away from salvation.

The God-King decided to take the reign, the council of mortal rulers was (forcefully and painfully) deposed and he assumed absolute rule of Azyrheim. He gathered the gods in a parley (using a thingamagyc) and asked their assistance one last time. With each gift, the bulwark of Azyr and the keys of the making of the Stormcasts were laid upon.

For centuries, he prepared and studied. When the moment was right, he unleashed the stormcasts, his soldiers made to go toe to toe with the chaos warriors and began the Realmgate Wars and the Age of Sigmar.

Now, I won't go too much into detail but this conflict lasted between 18 to 20 years.

Meanwhile cities flourished and peace (or a veil masquerading the wars) was restored. This time is roughly two generations, a bit less. So it's, again, a safe bet to assume it's been 50-60 years

Thus, with all said, here's the timeline:

Age of Myth: 1300 years divided in two periods.
Age of Chaos: 500 years in a single period.
Age of Sigmar: from 68 to 80 years. Current period.

Warhammer quest post.

This post will be lore extracts from the various parts of the book it will give you some idea how the city is run and some of characters in the overall narrative.

Shadows over Hammerhal

Ayzerheim. The very name evokes a sense of fervant wonder amongst sigmar's folk. It is the seat of the god-king's power, a sprawling celestial metropolis of star-bound towers, soaring ornamented arches and boundless beauty. With sigmar's foothold in the mortal realms secured after the long and bloody realmgate wars, he sought to bring the peace and magnificence of the eternal city to his reclaimed peoples.

Thus was founded grand hammerhal, built in the image of that most wondrous place. Within its towering halls cane be found both beauty and danger, faith and intrigue, poverty and fortune. From the gleaming crystal spires of goldenpath to the mist-shrouded vineways of Ghyra-un-tyr, there is seemingly no end to its marvels. Yet despite Hammerhal's splendorous facade, most of it's citizens never experience a fraction of that opulence for themselves. For those who live in the outer districts life is full of toil and danger, a far cry from the glorious future that the free people of ayzr once imagined.

The twin tailed city is comprised of two sprawling metropolises linked together by the ancient stormrift realmgate and governed as one. Known as Hammerhal Aqsha and Hammerhal Ghyra, Together they are large enough to cover an entire continent. The former lies in the realm of fire while the latter stands amongst the encroaching wilds of ghyran, the realm of life. This unique symbiosis is both hammerhal's greatest strength and it's greatest weakness. For while Hammerhal reaps the benefit of both the mineral treasures of Aqshy and the fecundity of Ghyran, so dependent are the sister cities upon each other that should one fall, the other would surely follow.

And in the dark corners of the city, shadows gather. Cruel minds turn to cruel ends, and the portents promise blood and sorrow.....

(Personal note, right the chief issue why such poverty and crime is rife is due to the fact because largely as always you have nobles who don't really care, same with the rich merchants and the forces of stormcast and the military(free guild, etc) have barely any time to sort any of these issues out due to the great war against chaos.)

The great bellow towers

Built by the Irownweld in the years following the initial founding of hammerhal aqsha, the great bellows towers vent scalding air and dangerous gases from underneath the city. These spiral towers of beaten brass and copper might be crude in appearance, but they are ingenious and intricate in design. The bellows tower located in cinderfall(Where warhammer quest takes place and one of the outer districts) has recently collapsed, crushing several dozen slum houses. It lies in shattered segments, waiting for an Ironweld construction team to remove its remnants and install a new structure in it's place. Without the stabilizing influence of the bellows-tower, volcanic and seismic activity in the region has increased worryingly, yet still the fallen tower lies untouched.

History of the founding of Hammerhal

It was the hammers of sigmar who captured the realmgate around which hammerhal was built. Thirty chambers struck at both sides of that crackling thin-spot in reality, battling the orruk tribes who worshipped it as the maw of mork. Their tribal kingdoms had long fought over the mystic portal, raising sprawling fortifications upon its twinned threshold and invading one another through its crackling depths. Given common purpose by the stormcast attack, the Morkmaw tribes unified. Only after long years of fighting - and with the aid of the hallowed knights, the anvils of heldenhammer and several other stormhosts - did sigmar's brave warriors at last defeat the orruk scourge. To the hammers of sigmar went the honour of raising the first stormkeeps around the realmgate, and before long hammerhal followed.

In the years since, its walls have been tested time and again as the dark gods hurl their servants against the unwlecome stronghold of order. Every time, the armies of hammerhal hold firm, more stormhosts joining the growing ranks of freeguild, ironweld, collegiate arcane, devoted and countless others who defend their new home.

Trade and work

As the shining jewel of sigmar's expanding domain, hammerhal is one of the centres of trade throughout the realms. By day, thousands of airships, skycutters and lava-cogds(ships that can move through lava) make their way to dock at the city's trading districts, and the rift docks echo to sounds of sailors and labourers shifting a bewildering array of exotic cargo and livestock from their vesels to the merchant stalls and the sprawling dockside warehouses. This is hard and physically demanding work. Riftsiders tend to be hardy practical folk, well-muscled and sun-beaten from many years of physical toil undertaken in the blazing heat.

The common folk gain no renown and earn little wealth from this onerous existence, but it is the tireless exertion of the god-king's people as much as the power and might of his armies that keeps the wheels of his empire in motion.

Realmstone and the Connection of Aqsha and Ghyra

Reaching up from the bedrock on both sides of the stormrift, sigmar's warriors discovered rich outcroppings of realmstone. Formed from the concentrated magics of the mortal realms, these volatile crystals were a valuable yet dangerous source of arcane power first harnessed by the renowned architect Valius Maliti. The energies that poured from their central lodeshards were crucial in speeding along the construction of hammerhal, fuelling the efforts of the ironweld engineers who - with the aid of the lord relictors - caged the energies of the realmstone, building elaborate sigmarite machineries around them to harness their volatile sorcerous emanations. In hammerhal aqsha, those wrathful energies powered a vast shield of flickering lightning, while hammerhal ghyra funneled them into protective wards to confuse and misdirect hostile invaders.

Now, decades after it's founding, hammerhal stands unbowed as an immense and thriving metropolis, full of incredible wonders. Hammerhal ghyra grows an endless bounty of produce, which the inhabitants trade through the stormrift realmgate with their more mechanically minded neighbors in hammerhal aqsha. In return for keeping the fire city fed, the life city receives a carefully channeled flow of molten stone that they direct into the broad defensive canals in order to hold back the overwhelming fecundity of the realm of life.

Each time hammerhal ghyra expands its borders, these lava canals are redirected to claim new land, leaving hollow, ashen networks of tunnels in their wake which the city streets wind between. Hahmmerhal aqsha, by comparison, often uses technology to advance its boundaries. Huge iron-legged cogforts lumber ever outwards from the city edges, the lightning conductors atop their towers expanding the city's energy shield even as the guns of their garrisons watch over hammerhal's approaches. Behind them, hammerhal Aqsha spreads, the zealous devoted cleansing the land with their blood before work crews move in behind them to raise wondrous structures in sigmar's name.

(Personal note: One interesting aspect is the fact that most likely the realmstone was created by tzeentch since it's noted in the disciples of tzeentch tome, tzeentch through the changeling is using them to corrupt the cities turning the humans into cultists.)

Next part sooon TM. The next part should finish off the city and people part of the post and then I will post on the characters and some of the establishments you can visit.

Warhammer quest Hammerhal part 2

The cinderfall District(It's an outer district)

Cinderfall was once a prosperous and highly trafficked trading zone but the ever expanding nature of hammerhal aqsha meant that eventually the affluent merchant houses and foreign traders moved on to pastures new. In their place rose the spice guilds and criminal gangs, tempting a different class of trader to the great rift-docks that border the northern edge of the district. A remnant of the former grand bazaar remains in the form of the bustling riftmarket, but the air of legitimacy is now a front for the trade of illicit goods and a thousand difference flavours of vice. At the northern edge of cinderfall lies the Adramar rift. 

Orginally an unfortunate by-product of the tectonic trauma caused by the foundation and excavation of hammerhal aqsha, the city's rifts have either been filled with duardin mines and engineworks, or left as impressive reminders of the scale of the civil engineering within the grand city. The dramar rift cuts through several major districts, and is the main thoroughfare by which merchant trader airships travel through the city. During the day the sky is filled with sails and gas balloons, vessels of every conceivable shape and size jostling to be the first to moor at the dock and get their wares to the market. 

Merchant fleets, pirate cogs and warships from a hundred fledgling empires flock to the wharfs and piers of the city, bringing with them countless treasures, rare goods and trinkits. 

Stepping off the rift docks, a traveller is greeted by a sea of colourful tents and a swarm of merchants batering loudly in a hundred different accents, selling an astonishing array of esoteric magical items, exotic pets and other rare goods. Reknari shieldbeetles haul cages filled fluttering, squawking birds of paradise. Fire-orrox snuffle and stamp their feet, leaving burning hoofprints behind. Traxatins ghyrebirds, fell-cats and terrows add their howls and screeches to a chorus that can be heard halfway across the city. 

From dawn to dusk, the air is thick with the smells of civilisation; salted meats, exotic spices, the pungent stentch of tanneries, gutters and livestock, and the metallic tang of fine irownweld arms and armour, and a thousand-thousand other aromas. Perfumed, painted merchants are hauled through the streets on groaning palanquins, while sun weathered stall vendors bicker and barter with passers-by. 

The rift docks are the acceptable face of the district, a place of boisterous yet largely honest business. However, one need only take a few steps into the backstreets for the atmosphere to change drastically. Here, tumbledown rookeries loom over the narrow, ash strewn streets, and shadowy figures beckon the brave or foolhardy into dark alleys with the promise of unknown pleasures. With living space in short supply, unscrupulous craftsmen with little concern for regulation or safety have crammed these wretched hovels together to create a stifling network of foul-smelling, multistorey dwellings, split by narrow streets slick with night soil and tallow, and stained black by ash fall. 

Personal note: This sounds like a great place to live! Extract time from the guidebook! The gang is chasing a link to the conspiracy is the city sunhelm the stormcast eternal character passes by this dude!

"For a good time after hours of heavy labour, rowdy, half-cut brawlers swayed and staggered about, issuing slurred challenges to anyone that crossed their path. Koh;-eyed, half-naked figures danced in smoke-misted doorways, promising untold pleasures to those with coin to spare. 

It was not a common sight to see a stormcast warrior wandering the streets of the outer districts, let alone a mighty-castellant and his loyal gryph-hound, with an elf and duardin in tow. (Cogsmith and the loremaster) Many dark figures scattered out of his way as the party ran past, doubtless imagining that the warriors of sigmar has been unleashed against the common criminals of cinderfall. 

"Sigmar bless you, sire," said a wizened figure bearing crutches and perched upon a wheeled stool, copper rimmed bowl tied between the stumps of his severed legs. A former soldier, no doubt, abandoned and left to beg for a living after a lifetime of service. The man bowed as low as he was able, tears pouring from his bloodshot eyes. 

"Bless you," he choked out from between racking sobs. "Oh sigmar bless you, mighty lord." There was no time to halt, or pity the unfortunate man. Sunhelm thundered on. 

Such a great place to live! You do your service in the free guild against the great war against chaos you get injured? Well sucks to be you if you don't have someone to support you or help you gotta beg on the streets or die. 

The Tradeway

The tradeway runs across cinderfall, providing a vital connection between the riftmarket and the warehouse district. Beasts of burden haul previous cargo along this wide thoroughfare, and the streets are line with drinking houses, gambling dens and pleasure parlours placed front and centre to catch the eyes of dockhands, traders and sailors with a few coins to spare. The most striking structure here seems at fire glance to not be a building at all, but rather the coiled and amoured exoskeleton of some gigantic insectoid. Fortunately, this particular firecrawler, a magma-devouring species of giant centipede that bedevils duardin miners working deep below the surface, is long dead. 

The carcass, with its thick crimson plating and wicked barbed claws, towers over nearby structures. Despite it's frightening aspect, the body provides a cool, comfortable shelter from the heat outside. The duardin owner of the establishment has converted the interior into an alehouse named Toil's end. (This duardin/dwarf is so metal turning a giant insect monster into his pub. )  It's speciality ale, known as magmahak, is actually brewed using the fire spewing glands harvested from the firecrawlers. 

There are rumors of even darker things beneath the city, in the catacombs that run far, far into the ground. Hideous, eldritch denizens guard the treasures of a long forgotten empire, it is said, and purest emberstone lines the walls of the burial chambers and sprawling mausoleum-cities. It has been decreed by the devoted(Devoted of sigmar army warrior priests, flagellants, witch hunters etc) a death sentence even to venture into these labyrinthine depths, though those guilty of doing so rarely see the headsman's axe. All is heard of the brazen few who venture into the depths is a distant screaming at the witching hour, echoing up from the darkness. 

Personal note: So yeah a duardin/dwarf converted a giant insect into a tavern, now I want to raise the point unlike whfb the races are not segregated in a sense even aelves, yes some factions have their own communities and enclaves but even they visit the cities from time to time. Think elder scrolls in how the races live together yet still have their own places. For example you would never see a elf living in a human city or vice versa but here in AOS this is the case. Of course there is still racism espically among humans via the ayzerites and "reclaimed". In the pheonix temple built city name the phoenicium the disciples of tzeentch tomes let's you know that human scribes also live in the city to study. Of course being a pheonix temple city you would expect a higher aelf population. 

That would not happen in the old world considering humans are banned from Ulthuan.  

House of Venargo

Just outside the boundary of the riftmarket there stands a large well--appointed mansion built in the ayzrite style that seems strangely out of place amid its ramshackle surroundings. A black iron fence surrounds the complex, its surface engraved with images of capering, thin-limbed figures and weeping angels. Guards are stationed at the front gate at all times, wearing great fur-collared longcoats over breastplates engraved with the sigil of house venargo - an open palm bearing a radiant diamond - and elaborate ceremonial masks.

The locals swear that they have never seen the guards remove their masks, not ever heard them utter a word. The family venargo controls the trade and, it is said, nearly the entirety of the vice within cinderfall and its surrounding districts. Montis Venargo, the patriarch of the house, claims a pure Ayzrite bloodline, and purports to be descended from a former member of azyerheim's civil council. Whether that is true or no, the man has not been seen on the streets of the city for many years now. By all accounts he would be entering his second century of life. Venargo's two sons, Ercule and Haverly, provide the houses public face.

Outwardly they project a friendly, civil-minded image, but it is true that every cartel or guild that has tried to wrestle control of the markets away from the House of Venargo has met with a sudden, often violent end. Nothing that could be linked back to the house, of course - a couple of warehouse fires, an unfortunate outbreak of blacklung, the emergence of damning evidence linking the son of a rival with a blasphemous cult. (Heretics and traitors to the city are thrown off a bridge in the shadow of sigmar's grand cathedral into the river of molten lava. ) Through it all, the House of venargo stands. Some say it always will.

Personal note: They let you know that ayzrites humans obsession with bloodlines, I shall explain you see when sigmar's armies were retaking the realms of course outposts, towns and cities are set up. Of course chaos beforehand controlled many of the realms and they had many human slaves or those who hid. Now that civilisation has come back many slaves have been freed or people left their hiding places. Now this introduced a problem majority of ayzerites are middle class or above and have most of the good jobs.

The "reclaimed" have trouble finding jobs and even then if they get one they will be faced with prejudice and racism ayzrites humans tend to avoid marrying into their famlies due to them living without the "light" of sigmar for so long and under the yoke of chaos, most likely their blood line is tainted. Of course being warhammer this can be true in some cases due to beastmen births as detailed in the disciple of tzeentch tome or if you follow general warhammer fantasy lore.

I personally like this since this adds quite a grey aspect to the situation of course ayzerites have the right to be worried but of course not all of them are tainted and should be treated in such a fashion and I am glad they stuck with this theme in hammerhal when it was introduced in the city of secrets novel. 

Roof-Runners and Gangs

Roof-runners play their deadly games across the ramshackle, treacherous rooftops of cinderfall, which offer quick traversal and avenues of escape - so long as one is nimble enough to avoid stepping on a rotten timber or a rusted iron railing and plunging to their death, or falling prey to the soot-scuttlers that make their home in dank stairways and mould-ridden attics. 

The gangs are in charge here, at least outwardly; the Ash hands and the riftborn are two of the most prominent, and have settled into an uneasy truce over the last few years after their street battles drew unwanted attention from the freeguild. While the district does maintain a patrol detachment of guardsmen, they typically keep to themselves, only stepping in to restore order in the direst of situations. These patrols do occasionally stray into gang territory, but the city's criminal element is wise enough to see value of bribery and caution in their dealings with the military. 

No one wants a full regiment of freeguild gunners, or sigmar forbid it, the headsman himself, coming for them. 

Personal note: I don't have much to say on this but I PRAY this guy becomes a hero unit in the freeguild or devoted of sigmar army. 

Nobles of the city

The nobles of hammerhal see themselves as the descendants of pure azyerite blood, and the city's status as the largest and most prominent of sigmar's bastions of order has invested these blue-blooded aelves(No they don't have blue blood it's a figure of speech before anyway asks also there are duardin/dwarf nobles as well) and humans with a pride that some would say veers closely towards arrogance. They prefer to wear the golds, purples, slivers and blues of ayzerheim, and blend traditional, refined dress with duardin-mined and fashioned jewels from the region around hammerhal aqsha. Broaches, rings, tiaras, necklaces that cost more than entire neighborhoods, rich furs and reptile skins - visitors from ayzerheim mutter that the hammerhalians have abandoned refined sophistication in favour of vulgar displays of wealth. 

Those of the city's central noble quarters are rarely seen in districts as remote as cinderfall, aside from the odd band of thrill-seeking dilettantes who come in search of excitement and illicit dangers. 

Personal note: The blood line thing is only a human thing just to let people know, also here is a description of the noble district of Excelsis, the city is the main city within Ghur. Here is an extract from the city of secrets novel. 

Here is the section. When callis was with the witch hunter visiting someone in the noble section oh in my mind it could be men OR women since they give no direct gender. Also Callis is a reclaimed his dad is from ayzr and his mother is from ghur.  If slaanesh was awake he would have a field day in the cities poor or rich. 

"The food was so artfully crafted and colourful that it hardly seemed edible at all to callis, Crystalline spears of sugar - coated fruit, learning towers of cake and sweetmeats, geometric arrangement of brightly coloured shapes, like everything in this place were works of art to be admired, Lithe, half - naked  figures wearing gauze masks wove in and out of the reclining diners, scooping up platters of half-eaten food. Out in the Veins, the waste alone might have kept a family fed for weeks."

Well, that's it for now next time I will focus on the characters for the final bit.

Warhammer quest Hammerhal Part 3

Characters in Hammerhal

Lord-Castellant Arvios Sunhelm

Arvios Sunhelm is the lord-castellant of the exemplar chamber known as the Engloriams, who are renowned as fierce, indomitable warriors even amongst the ranks of the hammers of sigmar. Sunhelm is a veteran of battles beyond count, having fought alongside heroes such as Vandus Hammerhand, thotos bladestorm and his own Lord Celestant Octus Engloriam in some of the fiercest engagements of the bloody realmgate wars. He fought skaven hordes at the Argent falls, above a roiling torrent of liquid metal. He battled the gathered dead amongst the bonespires of the cryptfield, and personally slew the archfiend of Ghulamesk in single combat.

Then came a new challenge. The great cities of sigmar were founded, shining beacons of hope and civilisation among the chaos-ridden wilds of the mortal realms. Having forged its legacy in a series of bloody wars against the orruks, the hammers of sigmar, alongside several other stormhosts, were tasked with safeguarding the twin metropolis of hammerhal, the crown jewel in the crown of a new empire.

Unlike many stormhosts, the hammers of sigmar are fairly well integrated within the communties they protect. The populace of hammerhal venerates the "golden angels", celebrating them as noble warriors and protectors. Though the great war rages on, and the warrior chambers of the hammers of sigmar are to be found in the most vicious and perilous fronts, the stormhost maintains a constant garrison in the twin-tailed city.

Sunhelm is one of several lord-castellants responsible for overseeing hammerhal's defences. As such, he maintains strong ties with the ironweld and duardin engineers(He is pals with the cogsmith character he calls Sunhelm boy, but that's what he likes about him that he is so brash with considering his station.) who are responsible for maintaining the city's infrastructure. He also occasionally plays the role of mediator between the city's mortal goverment and its more secretive and unknowable stormhosts, such as the grim and brooding anvils of heldenhammer. (Majority of them is made up of souls from humans of the warhammer world)

Sunhelm is a redoubtable warrior of cheerful disposition, but his open and friendly demanour masks an iron will and peerless martial skill - those that threaten the stability of sigmar's wondrous city will find no mercy at his hand. He is accompanied at all times by Archimaine, a noble gryph-hound who has fought at the lord-castellant's side since the outbreak of the realm gate wars. Each has risked his life to save the other's on countless occasions.

Black ark Fleetmaster Vizrin Kyre(He is also a sky pirate)

There are thousand tales told of the adventures of fleetmaster Vizrin Kyre, captain of the sleek black sky-ship known as the Hel's claw and one of the monster powerful figures in Hammerhal Aqsha's crimnal underworld. For centuries Kyre and his reaver fleet travelled across the mortal realms, raiding and killing where they pleased, capturing countless deadly monsters to be tamed and placed within the rankts of ayzr's armies. The deeds of kyre's fleet have passed into legend. The tales say that they tamed the ice-hydras of the everfloe and slew the cetacean sky-behemoth known as the tamahantra, that they melted the bronze keep of the chaos lord Arcash sliverscream to the ground for profit and hurled it's dread master into the molten ruins for sport. (I love this guy, he is great in the short story as well)

Come sigmar's resurgence and the founding of the great cities of order, Kyre seemingly retired from his life of adventure. He and his fleet settled in hammerhal Aqsha, where they had fought bravely and fiercely in the wars of the founding against the gathered orruk tribes of the morkmaw. In the decades since the first consecration, Kyre and his crews have increased their notable fortune by accepting contracts on the innumerable monsters that plague the ashwastes and glassplains surronding hammerhal Aqsha and the teeming jungles and canopies of Hammerhal Ghyra.

In person, Fleetmaster kyre is an imposing figure. Tall and lithe, he moves with a grace that belies the lost of his left leg, which was long ago replaced with a silversteel blade. Around his shoulders he drapes a cloak of sea dragon scales, and beneath his angular skull with its shock of white-streaked hair sits a gorget crafted from the jaws of some aquatic terror.

Despite his fearsome reputation in the drinking pits, back-alley gambling halls, and other dark corners of the city, Kyre can be disarmingly cheerful and even charming. When his anger is stoked, however his eyes become as dark and pitiless as a wyr-shark's and that cruel smile never leaves his lips as his cutlass and barbed fighting hook appears as if by magic in his hands.

Those who cross the fleetmaster are lucky indeed if they fall to his consummate swordsmanship - any traitors unfortunate enough to be taken alive end their days flayed and screaming, lashed to the prow of the hel's claw.

Loremaster Alnaryn

When the aelves of hammerhal Ghyra's eldritch council locate a potentially troubling magical anomaly an unstable artefact, perhaps, or the faintest hint of Chaotic corruption - it is to loremaster Alnaryn that they turn. Countless looming threats against the city and its people have been eliminated with surgical precision by the enigmatic mage, though he asks for and accepts no glory in return for his long years of service to hammerhal.

In fact, few people, even amongst the highest echelons of hammerhal's government and military leadership are even aware of the loremaster's work. This is preferable to Alnaryn. Let the warriors of the stormcast eternals and the regiments of the freeguild earn the honour and the adulation of the cityfolk. He works where they cannot, in the dark corners of the twin-tailed city, and in the ancient places of the wilds, where primordial magic stirs and hungers.

To deal with the myriad threats to hammerhal, alnaryn calls upon a seemingly bottomless reserve of arcane knowledge gleaned from centuries of study and adventure. He has walked the endless paths of the white library of Gelnasis, studies at the feet of the riftlords of khys and mastered their rough magics. In shadowy shyish he learned bladework from the long-dead knights of thorn, who could slice a raindrop in six before it ever touched the ground. The loremaster's mind overflows with esoteric knowledge, ready to be applied at a moments notice.

Alnaryn can be a difficult aelf to deal with. His utter confidence in his own abilities and the breadth of his knowledge is often perceived by humans and duardin as rank arrogance. He has spent so many years alone in his chambers, poring through ancient tomes in a trace-like state of magical reverie, that he finds the frivolous chatter and seemingly wilful ignorance of most mortals exhausting.

Nevertheless, when there is no option but to work alongside the lesser races in pursuit of a common cause, the loremaster can be relied upon as a staunch and honourable companion. He is not too proud to understand that a thousand years of adventure within the mortal realms cannot prepare one for even a fraction of their dangers. Some evils simply cannot be fought alone.

Cogsmith Golnir Coalbeard(Best character IMO)

A venerable and irascible old cogsmith, Golnir Coalbeard was a part of the founding of hammerhal many years ago. He feels a fierce craftsman's pride in the city, and is quick to anger when he witnesses the selfish greed of those who endanger its future through corruption or negligence. Despite his technical expertise and many years, Coalbeard is not a popular figure within the political hierarchy of the city - he is blunt and surly, and not one for soft words. This has not helped him when airing his concerns about the recent tectonic disruption in the district of cinderfall. Fortunately the lord-castellant Arvios sunhelm is a close friend of the duardin(They note they also share ale together), having fought alongside the cogsmith in the numerous battles during the wars of foundation.

As a cogsmith, coalbeard has an almost preternatural understanding of machinery and construction. In his youth he was one of the pre-eminent siege experts of the ironweld battalion known as the shell crackers, whose demolition expertise changed the flow of countless battles during the realmgate wars, including the breaching of the hellfire bastion beneath the dead suns of Varnfen, and the scouring of the quicksliver mines of Tarhold, where a single well-placed cask of duardin dragonbreath oil drowned the greenskin tribes in molten metal.

Though his skills remain in high demand on the battlefields of the great war, Coalbeard spends most of his time these days ensuring that the fortifications of the twin-tailed city are in perfect working order. Along with several other notable cogsmiths, he tours the perimeter of the city, from lava moats of hammerhal Aqsha, planning and developing new and increasingly devious additions to the city's defences, and despairing at the bureaucracy that renders his work so much more time - consuming and difficult than it should be.

Above all, coalbeard is a practical soul. He sees the twin cities of hammerhal as a machine, no different from the colossal mine-drills of the ironweld or the great duardin bellow-tower; each institution, each individual person within the city is a part of that mechanism, and all must work together so that the great engine can forge onwards. He simply cannot abide nor understand how a mortal could undermine this great endeavor through incompetence, or worse, corruption.

Chaos sorcerer Lord Redomir

Lord Redomir is a powerful chaos sorcerer and a devout servant of the missing god slaanesh, the vile patron of debauchery and excess. Redomir himself believes that the Dark Prince lies dormant in some hidden corner of the moreal realms, bloated and vulnerable after gluttonously devouring too many souls during an ancient cataclysm of mind shattering proportions. (We all know what this event is right?)

Redomir and his ilk believe that the lord of pleasure can be tempted forth with a ritual of sufficient debauchery and artful sadism, and have committed countless outrages across the breadth of the realms. Thus far, none have caught the eye of blessed Slaanesh. Frustrated by thsese failures, Redomir travelled to countless repositories of forbidden knowledge, researching foul rites and blood magic, determined that he would see his master awaken the gaudy arrogance of sigmar's cities torn down.

It was amongst the spires of the cursed city of carpontia, where the accumulated knowledge of a thousand captive wizards was drained from their skulls and pooled in the font of eternity, that the sorcerer found his answer, seared into his mind by a choir of agonised screams. It was in the twin-tailed city of hammerhal that Redomir would finally fulfill his destiny.

Arriving in the greatest of the cities of sigmar, Lord Redomir quickly began to turn subjects to his cause. Unable to call upon the scattered followers of the dark prince, (coughnewmodelscough) the sorcerer instead swayed the servants of the rival chaos gods to his cause. To the cunning servants of tzeentch he promised widespread confusion and mayhem, the perfect backdrop against which to enact their devious plans. To nurgle's merry sons he promised the fall of Hammerhal Ghyra, and the chance to drown that verdant city in putrescent wonders. To the blood-sworn warriors of khorne he promised slaughter and bloodshed the likes of which they have never known - a promise as old as the gods themselves, but one with eternal allure to those who follow the blood.

Such was the passion in his words, he swayed all to his cause, and now only those long sworn to the ruinous powers. In the rundown, crime-ridden district of cinderfall, Redomir found unexpected allies, who were too happy to betray their city in exchange for the sorcerer's offered boons....

Personal notes: This is a small extract from one of the dungeons the question is what did slaanesh show Redomir in the vision? This is if you die in the dungeon won't spoil which due to some people owning the game or playing it. Also the slaaneshi plan for the city involves a lot of magma. "They put a stop to your ritual did they not?" Comes a second voice, wheezing and faint."

Redmor: *he laughs* "So they did. They plucked a single thread from a tapestry that stretches far beyond their pitiful mortal ken."

Note his ritual has failed and in the next dungeon they give you tons of rules to help him escape quite easily and he has extracts for him escaping and you slaying him at the end of warhammer quest.

They give this ability to the gm with the lord.

"The ability to move twice and open secret doors makes the chaos sorcerer lord very hard for the heroes to pin down and trap - make sure you use these abilities well to ensure he survives for as long as possible!"

"If, despite your best efforts, the sorcerer lord is slain, read the adventurers "The sorcerer is slain" on page 19.

Now considering he is the main antagonist and I personally believe GW did not make him a slaaneshi for no reason and instead of setting up a confrontation scenario they set up the last event to him escaping I believe GW is prepping something.

Now in this short story

The godless chaos lord warband leader she muses over that it might actually be possible that slaanesh "allowed" itself to be captured and that slaanesh may actually just be enjoying his/her followers trying to find him in various ways. The godless leader then summarizes that he/she does not care if slaanesh pops up and slaanesh will eventually return and she will just enjoy the ride/road slaanesh may have planned for them. Since in the novel SPOILERS INCOMING.

They find a place where they can contact the shadows of beings, even the shadows of gods/goddesses they get close and then BLAM seraphon appear to ruin the party now their fluff is that the slaan's forsight is almost or even slightly ahead of tzeentch. So it's clear that the seraphon have a vested interest in preventing slaanesh worshipers from getting near or finding any trace of slaanesh.

Since 1. Slaanesh followers still get mutations and 2. slaaneshi lords and followers can still be marked by slaanesh even thought he/she is missing/captured.

They bring that up in the slaanesh section of the chaos grand alliance tome and the way it's written it's somewhat strange why this still happens.

They make it clear in the new warhammer quest they have been doing crazy debaucheries and all sorts of other acts to no avail no awakening no signs. Now the hidden point is what did Lord Redomir see? What vision did slaanesh show him? It's clear even if his ritual failed that's only one point in a large game. The thing is with AOS the chaos gods only truly care about the great game sigmar and everyone else is secondary. This is stated in the DOT book, now perhaps even captured unknown to tzeentch that slaanesh is still playing the game?

I personally think that slaanesh is also using this time to also corrupt some aelves if the rumor pans out that aelves will be joining humans/mortals as a cult as well. Also slaanesh is out of the lime light of the great game of the gods which could be a "good" position to be in depending on your view.

Establishments of Cinderfall

Baugren's Bountiful Bazaar

Those searching for rare or illicit items within cinderfall are usually pointed towards Baugren's bountiful Bazaar. A slightly grimy but impressively large converted warehouse operating under the thinnest facade of respectability, the bazaar is filled with many varied and esoteric items and staffed by a plump, sweaty human called Baugren.

Chapel of the Shattered Blade

This is a rather shabby, run-down church of worship to sigmar. It venerates saint Rubeus, a legendary warrior-priest who led the first consecration of the city and fell in battle against the orruk hordes of the Bloodscalps, The chapel is usually attended to by Borther Bargo Culven, a large, heavyset man who the junior priests say is a former soldier who took the cloth after losing an eye in the battle against chaos raiders.

The guild of Certified Thaumaturgists

The sign on the front of this ramshackle array of spiral towers and smoke-belching laboratories claims that this is Hammerhal Aqsha's centre of alchemical and metallurgical knowledge. In fact, the guild was set up by a group of disgruntled students thrown out of the city's famed Alchemist guild for dangerous or unethical experiments. Usually both.

The House of Venargo

This large, well-appointed mansion built in the Azyrite style seems strangely out of place amid its tumbledown surrondings. Masked guards wearing fur-collared longcoats over engraved sliver breastplates stand at the entrance, while a finely dressed majordomo beckons select clientele into the aunction halls. As you enter opulently appointed interior, you see that the frescoed ceiling features a portrait of the venerable patriarch Montis Venargo distibuting alms to the poor.

Red Yugol's revelrie

At the southern edge of the market district lies this garishly painted field of tents with banners, flags and leering masks. Faces painted like beasts of the wild, dressed in colourful rags and brandishing rattles, drums and tambourines, Red Yugol's entertainers prance and caper about, beckoning, cajoling and threatening tourists, drunken sailors travelling merchants into entering the Revelrie. At the very centre of the grand marquee dwells the enigmatic soothsayer and compere Red Yugol himself, a tall, gaunt figure in scarlet robes, his face permanently hidden behind what he calls his all-seeing eye.

The riftmarket

Running parallel to the great Adramar rift at the northern edge of the city is the sprawling mass of tents, warehouses, shopfronts and forums that makes up the thriving riftmark. merchants and traders from far across the mortal realms flock here to sell all manner of ephemera, from exotic creations to precious magical items. This is cinderfall's great link to a proimnent past, a veneer of prosperity and affluence that masks the dangerous backstreets and rundown infrastructure of the rest of the district. The largest and most extravagant stall belongs to an aelf named Asterion, who proudly declares that his stocks includes several antique rarities crafted by the most famous artificer-mages of ayzerheim.

Personal note: Bloodly aelves/elves they even have to be amazing merchants also xD

Pit fighting

In a gloomy converted cellar underneath Toil's end, Olrig runs a free-for-all underground fighting tournament. Bets are placed and spirits are consumed, and a number of notable local brawlers compete in bloody, bare-knuckle bouts. Contestants include Lug Liefson, a cauliflower-eared bruiser and ex-freeguild halberdier, Kemli the Silent, a mute aelf with a penchant for lower blows, and - on rare occasions even the owner himself.

Well that's it! Sorry it took some time but I hope people enjoy this post!

Who are the mortarchs and why he bought them back, along with reincarnation (Disclaimer Josh Reynold's opinion GW could change this)

So yeah I saw this question in ask fm.

Question: Did Skarsnik end up surviving the end times and will he eventually make it in to age of sigmar?

Answer: No one survived the End Times, save the Incarnates and those saved by the Chaos gods. And the White Dwarf, obviously.
Even 'survivors' like Mannfred aren't really the originals, but are more likely recreated echoes of those individuals. So, unfortunately, Skarsnik is dead. BUT, even as Gork recreated his favourite blunt object in Gordrakk, so too might Mork recreate his favourite sneaky, kunnin', low-down, no-good backstabbin' git, in one form or another...

So that caused me to ask another question, in relation to what he just told us this means this guy(Gordrakk) is actually in a sense a reincarnation of grimgor. It's not grimgor but is in spirit of sorts.

Here is the question I asked.

Question:So in a previous question you said Mannfred is not really the "original"? Or do you mean possibly did nagash revive the old mortarch's and may have changed them slightly to suit him as servants? The death tome says their bloodlines reach back beyond, far older than the age of myth. Can you explain?

Josh: Sure. Mannfred died during the End Times. So did the other Mortarchs. But all of the Mortarchs were part of Nagash (there's a reason the ancient vampires series was called 'The Blood of Nagash'...) in some fashion. They were him, and he was them. In their blood or in their souls. All are one in Nagash isn't just a boast - it's a promise.

(Personal note: So it comes full circle why Josh called the previous vampire series the "blood of nagash" since drinking that elixir they damned themselves to be his slaves forever hence why Arkhan truly feels anyone who studies the works of nagash or becomes an undead has no free will.")

When he was revived, he called forth his Mortarchs, one by one, from the ashes of the old universe. Remember how he revived Vlad from a bit of Mannfred's blood? He might have done something akin to that, only with himself, i.e. literally growing them from his own blood and bone. Or, he drew forth whatever was left of their souls from the Realm of Chaos and anchored them in new (possibly unwilling) bodies.

(This event on how he revived the mortarch's makes more sense to me considering it's how he revived vlad. Also the whole blood of nagash angle.)

OR, or, he did something entirely different...maybe the Mortarchs are all that's left of the other death gods Nagash defeated in his conquest of Shyish, warped into familiar shapes by his will...maybe they're more like the Seraphon, i.e. memories drawn from Nagash's hazy recollections of the Old World and made solid by his magics. There are a lot of possibilities.

Of course, then you're down the rabbit hole. Is Nagash the same Nagash who usurped power in Khemri, or is he some amalgamation of that Nagash and the death gods he devoured in the End Times? Given Sigmar's part in guiding the creation of the Mortal Realms, it's entirely possible that Nagash is less Nagash the Usurper, and more Sigmar's broken memory of who Nagash was, mixed in with Morr, etc. Which might explain why they were such pals before the Pantheon dissolved. Again, so many possibilities.

(Also since I like images to go with my posts someone's conversion from adepticon.)

(Personal note: In a previous question he also raises the point that sigmar might not actually be the sigmar everyone knew as a human but the amalgamation of the humans belief finally taken form. I mean it makes sense most humans don't know sigmar's or nagash's past but all they had were their faith and what they "think" they did. Also who knows how nagash changed after possibly defeating or eating other death gods. Who knows how the other incarnates changed when they respawned. Even sigmar has changed.)

I then asked this question.

So nagash did find them extremely useful hence he bought them back and bought back mannfred considering what his past "self" did, well in a sense. So for the vampire wars and before that soon as vlad became a vampire and read a page from the book of he damned hismelf as a slave of nagash for eternity. So in context the mannfred we see in AOS is not the same mannfred that aided in destroying the world. Also a great poster raised the point this time when he revived them nagash most likely "perfected" them more hence why they no longer act "exactly" the same in the old world.

Hence kemmler in end times saying nagash is like a disease taking everything he touches etc. Kemmler knew he was going to be a slave to nagash soon as he came back hence he went another route. Just like walach, also remember in end times when nagash came back all wizards using the wind of death got literally wrecked?

Mannfred more so since he actually visited nagahiszzar and actually read the books along with being a vampire.

"One more question during the end times Arkhan noted when he looked upon Krell and Mannfred he saw they bore the shadow of nagash just like him. I guess neferata also going by the events by her book. Did this mark them out as "special"? Where nagash would choose them as his chief generals in aos?"

It was more that they all bore some fragment of Nagash's power within them, rather than any indication of 'special-ness'. Nagash chose them because of all the souls he was linked to, they were the most effective tools to hand, for his needs.

Think about it this way: Anyone who has been resurrected or empowered by Nagash, even at a remove (like Neferata), has some trace of him, however slight, in them, and it casts a pall over their soul. Think of him like a memetic virus - once you put on the crown of sorcery, read the books of Nagash or use the life-prolonging elixir, his shadow is on you, and you are part of him, whether you like it or not.

Sometimes you can stave his influence off, or subvert it, but in most cases, his mind and will are going to eventually overwrite your own, making you his puppet.
Nagash is all, and all are one in Nagash, remember?

Priffa Dreng! Kharadron Overlords post

Prosper or Die

Of the six major sky-ports the massive floating cities of the Kharadron Overlords Barak-Nar is currently in ascendancy. Its fleets ply the airways from the Stratis Skull to the Outer Airs, as unrelenting in trade negotiations as they are in battle. Barak-Nar's motto, priffa dreng, translates as "prosper or die". Their quest to conquer and expand has run into great opposition, but thus far they have overcome it all.

Since the Time of Reaving and the establishment of the Kharadron Code, their fleets have been broadening frontiers, sweeping outwards and securing more cloud mines than any of their rival sky-ports. In the midst of the Age of chaos, during the Hydrox Wars, it was the fleets and the wealth of Barak-Nar which ensured final victory for the Kharadron Overlords.

Today thanks to leaders such as Lord-Magnate Brokk Grungsson, Barak-Nar remains at the forefront of opening new trade routes, although the cost to secure such treacherous airways has been high. Three times has Grungsson led the fleets to repel daemon hordes, including breaking the Blockade of Barak-Zon.

Personal Notes: Barak-Nar are almost near science atheists in a sense case example most of the dwarf/duardin runes and iconography they view more as decorations more than anything else. Of course there is another Port which is more traditionalist and make great use of the grudge log.

The Rulers Above the clouds

Admirals, Captains and Master Shareholders shall each receive two shares of a galkhron.

-Artycle 2, Point 2 of the Code

galkhron - the dividing of plunder

The kharadron overlords seek to amass wealth, and they do so by trade or war. What baffles the other races of the realms is how the Kharadron's approach to both ventures is so similar. Whether in battle or haggling contracts, the Kharadron are ruthless, and will exploit any weakness.

The Kharadron overlords are a militaristic, mercantile society society distinct from other branches of duardin. Like their kindred, the Kharadron Overlords are shorter than humans, broad-shouldered and known for their think beards, great stamina and gruff natures. All are relentless workers, driven to hone their craft. Just as Fyreslayers honour their word, the Kharadron treat sworn oaths as sacrosanct, but they are more likely that other duardin to exploit loopholes in less-than-explicit contractual wording, especially if doing so will add substantially to their profits.

The kharadron overlords excel at both trade and war, and have no qualms above shifting rapidly from one to the other as need or opportunity arises. For instance, before engaging in mining activities atop a mountain they might first fight back the indigenous peoples that use the peak for primitive rituals. Later, however, the duardin will not hesitate to seek out the defeated natives and offer peaceful trade terms.

In the beginning the Kharadron overlords bartered metal tools or weapons for foodstuffs or animal skins, but as the grip of Chaos on the Mortal Realms lessens, so do their trade partners multiply, as nomadic tribes come out of hiding and establish their own settlements.

Every one of the sky-ports has hundreds of business partners, and the Kharadron airfleets not only guard their own innumerable mining operations and merchant routes, but often go to battle in support of their trading partners' interests. Such actions are not due to kindheartedness, but rather pure pragmatism. The practical minded Kharadron stand to benefit far more safeguarding their lucrative commercial practices than they do returning to the isolationist ways that marked their existence during the Age of chaos. Indeed, business in all six of the major sky-ports is booming.

The Kharadron's sucess is not down to hard work alone, but also strict adherence to a set of guiding principles. The Kharadron code specifies the rules of commerce, clarifying which trade associates should be protected and which should be left to their own devices should they come under attack. To make a decision based solely on emotions would be considered foolish, merely a repeat of the old ways that nearly led to the duardin's extinction.

Kharadron society is run like a well-oiled and expertly crafted machine. It is a multi-level meritocracy in which each clan ship, clan, company, guild and member of the Kharadron Council is chosen for their position based upon their talents, recent successes and perceived ability to lead the way towards greater prosperity. To wield power based purely on inheritance is, to the Kharadron Overlords, a blueprint for failure. The driving agenda is to generate profit, and although they might vie constantly with each other in the name of doing so, they are not underhanded. All of their dealings are in accordance with the Kharadron Code, and as long as its edicts are maintained, then a deal is considered fair.

The Code

The Kharadron Code is the supreme Constitution of the Kharadron Overlords, and the principles it lays down govern all of their actions.

The duardin that escaped the fall of the mountain kingdoms spent years simply fighting for survival, which led to the disparate airborne realms forging a loose confederation for mutual protection. But as the sky-ports grew, so too did rivalries. All sought to mine the same aether-gold that kept their societies flourishing and afloat. On the verge of civil war, the leaders of each sky-port met in council. It was this Conference of Madralta - named after the floating isle where the meeting took place - that produced the document known as the Kharadron Code, or simple "the code."

The duardin leaders south to establish law that would see them prosper despite the Age of Chaos. They wished to avoid the pitfalls of the past, for the rule of kings had failed them, and even the gods had deserted them - all the survivors had seen the fate of those that awaited the divine aid of Grungi, Grimnir or Sigmar. The Kharadron Code was based upon the ships' codes that Captains from every developing sky-port devised in one form or another. These were a set of practical guidelines for shipmates, ensuring discipline, quantifiable personal profit and compensation for death or injury. Above all, they were created for the good of the ship. The code simply took these artycles and expanded upon them to cover the governance of their entire society.

The Code stipulates everything, from how aether-gold deposits can be claimed to the rules of engaging foes. The original document included nine artycles, each subdivided into many sections. Therein could be found the Artycles of Union, the Seven Rules of Prosperity and the Twelve points of Election. Over times there have been amendments to the code, although some sky-ports refute them, most notably Barak-Thryng.(They are the Traditionalist sky-port) Even upon agreed artycles, there is often room for interpretation, and some Captains, particular those hailing from the roguish Barak-Mhornar, are notably agile in their ability to navigate the framework of the code.

Personal notes: Overall what's interesting is that the Kharadron adapted in a Duardin/Dwarfy way while still breaking the mold.

The Breath of Grungi

Like their ground-based kindred, the Kharadron Overlords mine many metals. However, there is one substance they seek above all others: aether-gold. Every sky-port launches fleet after fleet to search for this coveted mineral, and many wars have been fought over rights to mine the richest cloud banks.

Aether-gold - also called the Breath of Grungi - is the lifeblood of all Kharadron society, for this lighter-than-air metal holds their cities aloft, fuels their skyships and empowers a great portion of their weaponry. Without an ever-increasing supply of the substance, the airborne metropolises would, quite literally, fall.

Mining aether-gold is dangerous work. In its natural state, aether-gold is a gas or vapour, running through the skies just as lodes of precious metals run through the ground. Only when refined does the metal solidify, its hardened form resembling mundane gold, only with a far brighter sheen. Often hidden within cloud banks or rendered all but invisible by their transient nature, aether-gold deposits are difficult to locate, and harder still to mine. Concentrated seams of aether-gold are prone to drift, carried far by air currents, and their presence attracts all manner of beasts majority of which are extremely dangerous, such as the harkraken, chimera and megalofin. During Harvesting of large accumulations of aether-gold, it is not a question of if such monsters will attack, but when.

Most non-Kharadron denizens of the Mortal Realms that know of its existence regard aether-gold as magical for it has countless strange properties. In great volumes, it causes unusual atmospheric conditions. Whole veins are shifted hundreds of miles in the blink of an eye by fierce aetherstorms, and coalesced drops of the precious mineral that fall from the skies induce fits of maddening paranoia in those caught in such deluges. The Kharadron Overlords themselves do not subscribe to the notion that aether-gold is magical. Instead, they use many of their burgeoning forms of scientific research to identify and catalogue the myriad unusual effects produced by the substance.

Should a rich vein of aether-gold be discovered, the sky-fleets cordon off the surrounding airways while the rest of the armada set to work. Larger operations employ cloud dredgers and trawlers to seep the area, siphoning and straining the raw aether-gold.

If the fleet is small - an exploratory or prospecting flotilla sent to find new veins - then it will be composed entirely of warships. Although equipped primarily for battle, the sever practical Kharadron also use such fleets for mining and trade operations.

Should the dangers of mining aether-gold be avoided, the extracted gas is stored within the holds of the airships or, in larger mining fleets, within the vast hulks known as Krontankers. Many convoys transport the mined material away from the mine, heading back to the sky-port from which the fleets originated. This too is dangerous work, for even within the armour-plated holds of the Kharadron ships, the siren call of the substance attracts those beasts and airborne raiders that lust after it.

Many a convoy has been smashed out of the sky by raging chimera packs, pulled down into sludgeclouds by tentacled nightmares or brought to battle by the aerial armies of the Grotbag Scuttlers. (Goblin air pirates)

Despite the importance of aether-gold, it is not the only source of commerce for the Kharadron Overlords. Trade between sky-ports is vital, and now that the code has decreed drek-urb - the opening up of trade wither other races - other markets have become quite lucrative as well. Many sky-ports have begun to exact tolls from travellers along mountain passes, or run transport networks through their own cleverly concealed Realmgates.

Science and Superstition

The Kharadron, with the exception of those from Barak-Thryng, have increasingly come to place science above worship of the ancestor gods. However, even amongst the most progressive of their king, ancient superstitions persist. Given its import to their race, many of these legends revolve around aether-gold. Tales tell of how Grungi, the Great Maker, gave rise to the substance, as the metal-dust-shed by his hammer mingled with his own exhalations. Others tell of how the creation of aether-gold was Grungi's folly, and the reason he came to leave Sigmar's pantheon.

Trade in the Realms

Chamon is criss-crossed by sky-paths that lead to all the Mortal Realms. Below is a cartographic spectromitor as used by those of the Logistrator and Forecastinator Guilds to Keep track of profits generated by all Kharadron trading activity in each of the realms (or at least that which is reported)

Personal note: See what I find the most interesting thing about this page yes of course ulgu has the lowest amount of trade and I am not surprised by that. What surprises me that there are certain sky-paths that can move you between the realms so you can get between each realm via those instead of realm gates. Now think about it in Hammerhal if you read my post they get trade via airships as well perhaps they use those same sky-paths? Also paying a certain amount to the Kharadron to use them.

Think of the military applications as well.

Anyway this is all for part 1, the next part will be more on their society, the sky-ports themselves, guilds and how they run their ships. Priffa Dreng!

The Society and fleet structure of the Kharadron

If a duardin obtains a properly signed and approved grudge clause, they are give the Rune of Mark and considered exempt from other statutes of the Code. Any plunder seized during an act of vengeance must be taken to the Admiralty's Court so that galkhron can be preformed - Amendment 3 of the Code

The Sky-Fleet's

During the Age of chaos civilisations were broken, and dispossessed peoples were forced to flee the ruins of their shattered kingdoms. Cast adrift, many of those exiled were slain or captured and pressed into slavery. Those that escaped did so by finding hidden enclaves or living as nomads, forever fleeing to stay ahead of enemy armies and monstrous ravagers. The duardin were driven out of mountain holds, save only in Aqshy where the Fyreslayers held many of their ancestral homes against the tides of invaders. Most exiled duardin were slain, for they had many enemies. Once ousted from their fastnesses the refugees were vunerable, ripe for extinction. In Chamon, however, some duardin fled in an unexpected direction - to the skies. There, the ancestors of the kharadron overlords carved out a foothold using their newest weapon: the sky-fleets.

That would later become the Arkanaut class of airship. Sleek armour-played, and capable of carrying a complement of crew and warriors, the Arkanaut Frigate became the mainstay of the Kharadron Fleets, with the larger Ironclads serving as flagships. Since the earliest days the duardin learned to outfit their skyborne ships with as much weaponry as possible. There were no rampaging chaos armies scouring the upper atmosphere, but the duardin swiftly learned that danger abounded up in the clouds. The black-powder weapons of yore were replaced, with the majority of the Arkanauts' impressive arsenals now powered aethermatically. The sky-dwellings that were once but temporary refuges were built up becoming vast growing cities. When the true riches of the upper atmosphere were discovered, all plans to return to ground-based living were abandoned and it was the sky-fleets that made it all possible.

Sky-Fleets are used to seek out aether-gold and to protect those mining it. The sky-fleets transport cargo, and each sky-port maintains patrol fleets that protect the airspace above and around the floating cities as well as common trade routes. In essence, the sky-fleets are the very lifeblood of the Kharadron Overlords. Across each of the different sky-ports it is the desire of every young beardling to serve aboard the airfleets. Competition is fierce amongst the company-sponsored aeronautical academies. There, retired crew and Captains teach - and pass notoriously ruthless judgements upon their charges, offering ratings to only the most able-bodied. It is in their best interests to do so, of course, for each they own stock in the fleets and will be rewarded only if newly crewed ships can return profits.

As the Kharadron code states, every ship must bear a Captain, a leader who rules the craft absolutely. Whilst aboard, none save the Admiralty have the right to disobey an order. Crews are chosen at the Musterpass and can come from different academies within the same sky-port. Although they hails from different backgrounds, once aboard the crew are bonded by many oaths and Code-prescribed rituals. Crew pride themselves on their loyalty to ship and shipmates, and invariable the most successful of the sky-fleets employ crew that have served together for decades.

It is possible, as laid out by Artycle 1, point 5 of the code, for crew to usurp a captaincy. This is not some riotous act of mutiny, but rather meritocracy at work. Sub-clauses of the Code mandate the replacement of Captains that do not bring success upon a ship, for to rest upon the laurels of past triumphs is not the way of the Kharadron. Captains so deposed are not dishonoured, but merely lose their rank and join the crew, as per Artycle 1, point 6, where they might rise or fall based on their own achievements like all others.

Personal notes: What I like the most about this section is how Kharadron don't really deal with mutiny at all duardin by large don't "betray" each other in such a fashion and in most warhammer lore that rarely occurs. I personally like how they deal with "mutiny" in a dwarfy way.

Dwellings of the Kharadron


It is said that bartering with a trader from Barak-Urbaz is more treacherous than navigating a shoal of stunfish. Barak-Urbaz is the most cosmopolitan of the sky-ports, and its citizens pursue profit with unmatched zeal. This city boasts the greatest fishing fleets, for it's Codewrights long ago won code claims to the most abundant cloud banks. Further income pours into the sky-port from Realmgates known only to its Admirals Council, and its fleets ferry people or goods through these portals to any of the realms so long as their prices are met. The most skilled Aether-Khemists come from Barak-Urbaz, and their alchemic formulas ensure that not even the clouds can avoid being squeezed for extra profit.

Barak-Mhornar(They seem to be popular to many Hobbyists)

(Could not find a picture like the others luckily this Admiral looks to have the colours of them )

Eternally wreathed in dark mists, the sky-port of Barak-Mhornar is where the most illicit trade deals and shady goings-on occur. Labelled pirates or worse by the duardin of other sky-ports, the denizens of Barak-Mhornar are regarded with no small amount of irony s great innovators when it comes to interpreting the Kharadron Code. Indeed, several of the amendments that have been added to the original document were ratified specifically to halt depredations largely being carried out by privateer fleets from Barak-Mhornar.

The guild of those who hail from the City of Shadow is legendary among the Kharadron Overlords. Tales abound of their use of optics that alter the colour of their ships, and of surprise attacks launched suddenly by their fleets from the blackest of clouds.

Barak Zilfin

Also known as the windswept City, Barak-Zilfin is famed for the skill of it's pilots and shipwrights. No fleets venture as far as those from Barak-Zilfin, and while some regard them as reckless, they are confident in the abilities of their crew and the sturdiness of their ships. None can predict or ride the zephyrs as can those of Barak-Zilfin. They are known as windmasters, although the other sky-ports claim this moniker refers to their tendency to boast, or even their skills of flatulence.

This mere jealousy, for aggressive opening of new trade markets has seen Barak-Zilfin grow to be the second largest of the Kharadron sky-ports, holding vital seats on the Geldraad. It is a position they seem unlikely to relinquish, for the Great Coghalls of Barak-Zilfin - the most famed of all Endrineering Academies - produce more new airships than any other.

Barak-Thyng (Another popular one)

The old ways are best, say the duardin who hail from Barak-Thryng. They are so conservative that they feel the Kharadron Code should not be altered from its original form, and even stubbornly refuse to recognise some of the amendments that have been made since. Such an outlook has meant that they have garnered a reputation as intractable trading partners within Kharadron society.

Obstreperous and easily offended, the folk of Barak-Thryng venerate the past and fill their city with monuments to the duardin's ancestors and gods. Their disposition is best described as gruff and disapproving, and even amongst fellow duardin they are infamous for holding grudges. Although they have but a single delegate in the Geldraad the horary Admiral Gyrmm Sternbok none can fail to hear his loud list of complaints at every session.


The first founded of sky-ports, Barak- Zon is also the highest situated. It is known as the City of the Sun because the light causes the floating metal Metropolis to gleam red from afar, as thought it were burning like some distant star. Fourteen triumphal arches are situated throughout the sky-port, each marking a major victory of the Kharadron Overlords. Martial pride is everything to its citizens, and rare indeed is Barak-zon Arkanaut that does not long to earn the Ironstar and be immortalised along one of the many avenues of heroes that traverse the city.

The duardin of Barak-Zon hail the incomparable Admiral Nelriksson as their greatest champion, for it was he who proved indomitable during the Time of Reaving, a period in which he won his most famous triumph at the Battle of Tungsten peaks.


The city of the first Sunrise, Barak-Nar is the largest most successful of the Kharadron sky-ports. It is they who have the steering Hand, for they have the most delegates upon the ruling council of the Geldraad. The denizens of Barak-Nar are highly practical and the least superstitious of their kind. The city is best known for its many leading science academies, its great wealth, and its history of producing dynamic leaders.

Bold, fearless and progressive, the folk of Barak-Nar were the first of the Kharadron Overlords to aggressively pursue trade agreements with non-duardin settlements, and it was they who established the beast patrolled trades routes, routinely marking the sky-paths with zonbeks well-garrisoned glowbeacon lighthouse docks.

Personal Note's: Well that's it for part 2 the next part will be the main meat where we get into the units, ships and one of my favorite hero characters in the setting so far.

This message was edited 61 times. Last update was at 2017/05/19 23:03:53

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Brutal Black Orc

Barcelona, Spain

Best bit is a the twinheaded Megaboss: so you see there's a WAAAGH! And the megaboss and the shaman are butting heads non-stop. Literally.

Tzeentch goes and places them in the same body. It will bear them apart, won't it?

Turns out they amalgamate and lead the WAAAGH! to new heights of power as they've fused their minds and purpsoes. XD

That and it gives the chance to make a wizard megaboss, with a cool hood like a DA's terminator,
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New post!

Thinking on working on the rest of the battletomes I have. I got the everchosen battletome, savage orcs and fyreslayers. Problem is finding the time. :<

I do recommend for people to add their own lore tidbits to the thread since I don't have ALL the books.

This message was edited 2 times. Last update was at 2016/12/11 16:54:31

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Angered Reaver Arena Champion

Connah's Quay, North Wales

Does anybody have *anything* on the Aelves? I'm loath to buy any more elf models due to not knowing the aesthetic of the new ones however I liked the Silver Tower ones. Did anyone read the Silver Tower book and get any tidbits about those Dark Aelfs?

Are they mentioned at all in any of your battletomes Shinros? It'd be disappointed if they weren't anywhere, as I was disappointed that the Wanderers weren't ever mentioned by name in the Sylvaneth tome.

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Does anybody have *anything* on the Aelves? I'm loath to buy any more elf models due to not knowing the aesthetic of the new ones however I liked the Silver Tower ones. Did anyone read the Silver Tower book and get any tidbits about those Dark Aelfs?

Are they mentioned at all in any of your battletomes Shinros? It'd be disappointed if they weren't anywhere, as I was disappointed that the Wanderers weren't ever mentioned by name in the Sylvaneth tome.

Most likely wanderer's are getting their own tome since I recall they worship the game goddess, I mean hell did anyone expect savage orcs to get one?

Now Aelves? Well It's clear next year is when we are going to see the Aelves because in the campaign book All - gates both the realms of Hysh and Ulgu have been opened and Archaon and Sigmar sent forces there to secure the all - gate but none of them returned. I have read the sliver tower novel it's clear the mistweaver is a Dark Alf now why is she there? She tells the group that they would not understand the reason why she is in the tower and it's of grave importance. Another mistweaver and the assassin killed their group together so it's clear they are working together in some form and it's obvious both are dark aelves. I suspect it's related to slaanesh because in a slaanesh short story even tzeentch has an interest in finding the location of slaanesh.

Perhaps when tzeentch comes they will start to shed a bit more light on the situation.

I will put up my mistweaver post from the total war forum and for you I will type out the information in the all - gates about their realms opening. All I can truly say is that there are hints they are obviously coming.

This message was edited 1 time. Last update was at 2016/12/11 22:38:23

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New post Bonesplitterz FOR GORK AND MORK
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Krieg! What a hole...

Anything on the Free Guilds?

Member of 40k Montreal There is only war in Montreal
Primarchs are a mistake
DKoK Blog:http://www.dakkadakka.com/dakkaforum/posts/list/419263.page Have a look, I guarantee you will not see greyer armies, EVER! Now with at least 4 shades of grey

Savageconvoy wrote:
Snookie gives birth to Heavy Gun drone squad. Someone says they are overpowered. World ends.

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Awesome job here, Shinros! Really like that thread you made in the TW:W forum. Linked it awhile ago to several friends.

Since I have the Order grand alliance book I'll do my part and post pics later of the humans and aelves.

Here's a little lore addition for now though:


(Haha, his auto-correct made Shaven and Goobers. )

This message was edited 1 time. Last update was at 2016/12/14 02:41:41

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Can't wait to see the information you put up, I think I will also do the grand alliance Death book as well.
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Fixture of Dakka

 shinros wrote:
Does anybody have *anything* on the Aelves? I'm loath to buy any more elf models due to not knowing the aesthetic of the new ones however I liked the Silver Tower ones. Did anyone read the Silver Tower book and get any tidbits about those Dark Aelfs?

Are they mentioned at all in any of your battletomes Shinros? It'd be disappointed if they weren't anywhere, as I was disappointed that the Wanderers weren't ever mentioned by name in the Sylvaneth tome.

Most likely wanderer's are getting their own tome since I recall they worship the game goddess, I mean hell did anyone expect savage orcs to get one?

Is there any kind of evidence or estimate for that? I'm thinking of starting them.

tremere47-fear leads to anger, anger leads to hate, hate, leads to triple riptide spam  
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pm713 wrote:
 shinros wrote:
Does anybody have *anything* on the Aelves? I'm loath to buy any more elf models due to not knowing the aesthetic of the new ones however I liked the Silver Tower ones. Did anyone read the Silver Tower book and get any tidbits about those Dark Aelfs?

Are they mentioned at all in any of your battletomes Shinros? It'd be disappointed if they weren't anywhere, as I was disappointed that the Wanderers weren't ever mentioned by name in the Sylvaneth tome.

Most likely wanderer's are getting their own tome since I recall they worship the game goddess, I mean hell did anyone expect savage orcs to get one?

Is there any kind of evidence or estimate for that? I'm thinking of starting them.
The only Wanderer fluff in AoS right now is in the Grand Alliance book.

Consider; Games Workshop rules not so much games but as toolboxes for players to craft an experience from, and open/narrative/matched play just examples of how things can be put together. 
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 Bobthehero wrote:
Anything on the Free Guilds?

The best Freeguilds/Free Peoples fluff we have so far is from the Season of War campaign, so read the book in the app if you can. Hammerhal and Greywater Fastness are two free people cities that are both very interesting. I am making a unit of converted Handgunners (using the Archer bodies and Outrider backpacks) to represent the men of Greywater. I'll have to post them up when I get them finished :-)

Bye bye Dakkadakka, happy hobbying! I really enjoyed my time on here. Opinions were always my own :-) 
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 NinthMusketeer wrote:
pm713 wrote:
 shinros wrote:
Does anybody have *anything* on the Aelves? I'm loath to buy any more elf models due to not knowing the aesthetic of the new ones however I liked the Silver Tower ones. Did anyone read the Silver Tower book and get any tidbits about those Dark Aelfs?

Are they mentioned at all in any of your battletomes Shinros? It'd be disappointed if they weren't anywhere, as I was disappointed that the Wanderers weren't ever mentioned by name in the Sylvaneth tome.

Most likely wanderer's are getting their own tome since I recall they worship the game goddess, I mean hell did anyone expect savage orcs to get one?

Is there any kind of evidence or estimate for that? I'm thinking of starting them.
The only Wanderer fluff in AoS right now is in the Grand Alliance book.

Yeah if I recall correctly soon as sigmar opened the gates of ayzr they left to connect the lines of life magic across the realms of course the everqueen being in her war aspect this should strengthen her. I think the next part for the everqueen plot should be looking at the wanderer's and what they are getting up to.
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Great work there. Can't wait till you find the time to add more. Learned a bit. Almost want to start other armies now, but first need to finish my first army.

Agies Grimm:The "Learn to play, bro" mentality is mostly just a way for someone to try to shame you by implying that their metaphorical nerd-wiener is bigger than yours. Which, ironically, I think nerds do even more vehemently than jocks.

Everything is made up and the points don't matter. 40K or Who's Line is it Anyway?

Auticus wrote: Or in summation: its ok to exploit shoddy points because those are rules and gamers exist to find rules loopholes (they are still "legal"), but if the same force can be composed without structure, it emotionally feels "wrong".  
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Davor wrote:
Great work there. Can't wait till you find the time to add more. Learned a bit. Almost want to start other armies now, but first need to finish my first army.

No problem, trust me I was the same with especially with fyreslayers and skaven. When I read about the 7 plagues heck some of them in terms of effects sound quite similar to real life ones but welll... worse. The only thing preventing me from doing so is that I am waiting for a devoted of sigmar or death tome. Tzeentch Arcanites might change that though looking at the tzaangors and sliver tower models.

This message was edited 1 time. Last update was at 2016/12/15 13:51:02

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Steadfast Grey Hunter

Good read and good work OP. Would like to see more factions added.
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motski wrote:
Good read and good work OP. Would like to see more factions added.


Yup working on my next one. Yes and it is a key if anyone is wondering.

This message was edited 1 time. Last update was at 2016/12/15 21:18:10

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Fixture of Dakka

LOL I thought it was an axe.

Agies Grimm:The "Learn to play, bro" mentality is mostly just a way for someone to try to shame you by implying that their metaphorical nerd-wiener is bigger than yours. Which, ironically, I think nerds do even more vehemently than jocks.

Everything is made up and the points don't matter. 40K or Who's Line is it Anyway?

Auticus wrote: Or in summation: its ok to exploit shoddy points because those are rules and gamers exist to find rules loopholes (they are still "legal"), but if the same force can be composed without structure, it emotionally feels "wrong".  
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Davor wrote:
LOL I thought it was an axe.

Swing it hard enough,..and it is
Made in us
Longtime Dakkanaut

Haha, the westernized version on Sora from Kingdom Hearts!

[Edit]: Removed pic information on fear of breaking rules. Will write out lore (and more stuff) at a later date.

My apologies.

This message was edited 2 times. Last update was at 2016/12/21 03:16:34

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Nice thanks for the post, I do also think that GW separated the devoted of sigmar from the "free people" for a reason.

Automatically Appended Next Post:
Fyreslayers are up

This message was edited 1 time. Last update was at 2016/12/17 00:04:57

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Right just read the recent short story pantheon and the realms do indeed END. The end lead's to the realm of chaos just like the north of the world that was/warhammer world, still for some reason on the edge lands are added and made but the end is so close to the realm of chaos daemons can easily you know hang around and it's not healthy if you want to keep yourself from being corrupted by chaos. Since there was a wild gaunt summoner hanging at the Realms End.

This message was edited 2 times. Last update was at 2016/12/20 21:15:23

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I think the pics of the actual wording from the books should be deleted. I don't think GW will approve of this, even though they have changed. I think that is one of the things they would not like to have and will change on.

I hate to see this thread locked because of it.

Agies Grimm:The "Learn to play, bro" mentality is mostly just a way for someone to try to shame you by implying that their metaphorical nerd-wiener is bigger than yours. Which, ironically, I think nerds do even more vehemently than jocks.

Everything is made up and the points don't matter. 40K or Who's Line is it Anyway?

Auticus wrote: Or in summation: its ok to exploit shoddy points because those are rules and gamers exist to find rules loopholes (they are still "legal"), but if the same force can be composed without structure, it emotionally feels "wrong".  
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Right here is my full view on the short story.

Teclis make's an appearance it seems he is pretty much the "good" god of knowledge and magic.

A Human wizard that mastered 5 out of the 8 pure schools of magic wanted knowledge on the end of the realms. Teclis met with him because he knew his search for knowledge was honest and few among his species ever got that far. Plus mastering 5 schools of magic as a human bloody hell. 

It also seems that perhaps depending on their portfolio the elven/Aelven gods might have a few human followers since they were a pantheon in the age of myth. It would not surprise me to see a life wizard thinking the everqueen is bee's knees or something. So Teclis told him to go to the mountains near possibly the edge of his realm. Where he will find a door that lead's into a tunnel the door has no key and a beast that cannot be killed save by death, guard's realms end. So he went to the only people who can make such a key Grungi's folk, so of course he gets there in dwarf fashion, Grungi's temple guard told the manling to leave the iron temple disheartened he was sitting at the camp fire and met a dwarf/duardin with a REALLY long white beard and shared ale with him. (Also the journey to the mountains took 6 years) 

The human wizard told him his story and he found it interesting and the fact he let him in by the fire and shared ale with him he gave him the key to the door. The duardin/dwarf was hooded and the wizard was wondering where he got it from since he was told there was no key and the dwarf/duardin pretty much says don't worry about it and don't always trust what an aelf says and then leaves. He goes through the door and the last hurdle is a great chained wolf guarding an entrance(most likely a kin of Ulfric) of course he could not get past such a beast he then drank poison to slip into a near death like state. He went to shyish saw tons of skeletons, vampires in carriages etc and met with a necromancer with "black teeth" and said he wanted to meet with nagash. 

Wizard met with nagash and was careful around him nagash agreed to deal with the wolf because his journey interested him and he was a great mage but in return after his death he would serve him for 500 years. His spirit went back to his body and saw the wolf on the floor he went past and came to the edge and saw well random chaos stuff lightning etc all that jazz. 

He saw lands being made and latching onto the land of ghyran he then saw a three armed wizard holding a staff and he knew of his journey the "daemon" manipulated the chaotic energy and showed him his future of how much of a great wizard would be and how much knowledge he would have and know if he served his master and how he is a searcher of knowledge. The one thing that kept him from taking the plunge was the family he left behind. The journey took six+ years and using magic he looked to see what happened to his family and wife(not good) he looked at the present and saw she was rather old and his son was pretty much a man. The daemon of tzeentch told him that they did not matter but he disagreed and realized what was important and went back just before blasting the daemon with magic  of course he told the gods of his journey and what happened. 

I honestly suspect and it's noted it was through realms end and humans wanting to avoid death was how chaos first got it steps into the mortal realms and distorting the truth. 

There is also a bit where sigmar thinks back to the past when he was in the old hall where the pantheon gathered "divine" survivors from the world that was. It was pretty great with Alarielle calling sigmar "prince" and sigmar notes in the end that in actuality he did not want to become a god and he would of happily died a mortal king. 

Sigmar guesses that perhaps a higher being had other plans for him. (*cougholdonescough* still that's my theory and of course people's faith might of played the part.) 

TLDR: Also the realms end the end is pretty much the realms of chaos just like the "north" of the warhammer world. Bit's of random land are created and latch unto the mortal realms. The issue is going there deamons can easily appear and corrupt people. 

They hint that perhaps people going there was maybe how people in the mortal realms began being corrupted by chaos. It seems it's largely forbidden by the gods to go there since technically  realms end is outside of the mortal realms. Since there are doors and being's guarding the realms end.

This message was edited 4 times. Last update was at 2016/12/20 22:54:16

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Ohh, that's really good.

Also, that fellow with black teeth. Wasn't one of Nagash's followers supposed to have those when he was still alive?

Thanks for the earlier lore question reply by the way, Shinros. An Orruk axe to the head is definitely a reason to want to change alliance priorities.

Davor wrote:
I think the pics of the actual wording from the books should be deleted. I don't think GW will approve of this, even though they have changed. I think that is one of the things they would not like to have and will change on.

I hate to see this thread locked because of it.

Oh, I didn't think about that.

Okay, I'll take those down for now and write the info later.

(Though if anyone has free time and wants to do that for me I'll PM the pics to you. )
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Baron Klatz wrote:
Ohh, that's really good.

Also, that fellow with black teeth. Wasn't one of Nagash's followers supposed to have those when he was still alive?

Thanks for the earlier lore question reply by the way, Shinros. An Orruk axe to the head is definitely a reason to want to change alliance priorities.

Davor wrote:
I think the pics of the actual wording from the books should be deleted. I don't think GW will approve of this, even though they have changed. I think that is one of the things they would not like to have and will change on.

I hate to see this thread locked because of it.

Oh, I didn't think about that.

Okay, I'll take those down for now and write the info later.

(Though if anyone has free time and wants to do that for me I'll PM the pics to you. )

He still has black teeth as a liche it's like his trademark on how people describe him even though his model is lacking that.
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Dakka Veteran

 shinros wrote:
It also seems that perhaps depending on their portfolio the elven/Aelven gods might have a few human followers since they were a pantheon in the age of myth. It would not surprise me to see a life wizard thinking the everqueen is bee's knees or something.

Yes, this has been in the lore for a while.
Last advent had The Prodigal which featured humans worshipping Tyrion.
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Animus wrote:
 shinros wrote:
It also seems that perhaps depending on their portfolio the elven/Aelven gods might have a few human followers since they were a pantheon in the age of myth. It would not surprise me to see a life wizard thinking the everqueen is bee's knees or something.

Yes, this has been in the lore for a while.
Last advent had The Prodigal which featured humans worshipping Tyrion.

Oh my that is pretty interesting thanks for the confirmation.
Made in us
Grey Knight Psionic Stormraven Pilot

Looks like I need to read Pantheon now.
Made in gb
Eternally-Stimulated Slaanesh Dreadnought

New post! Everchosen up! Happy new year everyone! Archaon seems ready for the new year of slaughter and attempting to destroy everything! Everyone be safe and have a happy new year!

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