The 9th Age: Difference between revisions
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'''[http://www.the-ninth-age.com/ The 9th Age]''' is a community project and various fan fiction created in response to the [[Skub]] (a fairly major understatement) that came about from [[End Times]] and [[Age of Sigmar]] in [[Warhammer Fantasy]]. | '''[http://www.the-ninth-age.com/ The 9th Age]''' is a community project and various fan fiction created in response to the [[Skub]] (a fairly major understatement) that came about from [[End Times]] and [[Age of Sigmar]] in [[Warhammer Fantasy]]. | ||
[[File:Age Of 9th Age.jpeg|thumb|right|350px|What some Warhammer Fantasy fans | [[File:Age Of 9th Age.jpeg|thumb|right|350px|What some Warhammer Fantasy fans hoped 9th to be.]] | ||
The project seeks to be a natural evolution of 8th Edition with balanced rules for every Warhammer model, and lore that reflects the army while being changed enough to avoid copyright issues. The team has a lawyer on retainer in case [[Games Workshop]] decides to sue, although the wisdom of them doing so would be poor since it only serves to sell their models for them. The rules writers grew out of the team that worked on the unofficial Warhammer Fantasy tournament competitive rules after GW eliminated their own official tourneys, while the lore is worked on by a larger crew recruited to adapt Warhammer into a more generic loreset while retaining the same flavor and has relied on work from the community as a whole via the forums. Lore is being carefully written to represent each faction at various points in Warhammer history, so any version of the lore you prefer is represented. In addition, all lore is presented as an account so fans can disregard anything they dislike and count their own favored interpretation. | The project seeks to be a natural evolution of 8th Edition with balanced rules for every Warhammer model, and lore that reflects the army while being changed enough to avoid copyright issues. The team has a lawyer on retainer in case [[Games Workshop]] decides to sue, although the wisdom of them doing so would be poor since it only serves to sell their models for them. The rules writers grew out of the team that worked on the unofficial Warhammer Fantasy tournament competitive rules after GW eliminated their own official tourneys, while the lore is worked on by a larger crew recruited to adapt Warhammer into a more generic loreset while retaining the same flavor and has relied on work from the community as a whole via the forums. Lore is being carefully written to represent each faction at various points in Warhammer history, so any version of the lore you prefer is represented. In addition, all lore is presented as an account so fans can disregard anything they dislike and count their own favored interpretation. | ||
Revision as of 11:51, 18 December 2018
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The 9th Age is a community project and various fan fiction created in response to the Skub (a fairly major understatement) that came about from End Times and Age of Sigmar in Warhammer Fantasy.
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The project seeks to be a natural evolution of 8th Edition with balanced rules for every Warhammer model, and lore that reflects the army while being changed enough to avoid copyright issues. The team has a lawyer on retainer in case Games Workshop decides to sue, although the wisdom of them doing so would be poor since it only serves to sell their models for them. The rules writers grew out of the team that worked on the unofficial Warhammer Fantasy tournament competitive rules after GW eliminated their own official tourneys, while the lore is worked on by a larger crew recruited to adapt Warhammer into a more generic loreset while retaining the same flavor and has relied on work from the community as a whole via the forums. Lore is being carefully written to represent each faction at various points in Warhammer history, so any version of the lore you prefer is represented. In addition, all lore is presented as an account so fans can disregard anything they dislike and count their own favored interpretation.
The game is in a constant state of production, with dedicated rules creation and balance being an ongoing effort that sees every army tweaked when a new faction is added or an existing faction gets an overhaul to best ensure minimum power creep or overpowering. In addition, beta editions which serve only as a public playtesting have been released (some of the skub regarding balance has in fact come from people downloading these rules and thinking they were the current edition).
Major Changes
NOTE: The 9th Age Team keeps a very good record of change logs, look at the back of any document and you will see the changes compared to the previous version summarized and color-coded.
8e to T9A
1.0 designed to be Warhammer Fantasy with all of the Tournament common sense balancing incorporated, as well as many of the long-running gripes resolved. Close as possible to 8e.
- Battle Standard Bearers can take Magic Items, and have a total Magic Item allowance that any Magic Banner fits into. A BSB can take a Magic Banner of any point value, but it also sucks up your Magic Item allotment. For example taking a 100 point Banner will prevent the BSB from having any magic gear, taking a 100 point Magic Armor won't let you take a Magic Banner. If a theoretical 150 point Banner makes it into the game your BSB can still take it even though they have a 100 point limit on their magic items, but you won't be able to take anything else magic on top of it.
- Units now have two point values; the value of taking the bare minimum models of a Unit, and a number of points per additional model. This isn't always equivalent. For example an entry may be 100 points for 25 models but each additional model, to a maximum of 40 total per Unit, may cost 6 points each rather than 4. This is sometimes higher and sometimes lower.
- Riders and Mounts share profiles, sort of like The End Times special characters. The book lays out when you mount a character on something on which model part attributes to use in certain situations (like using Toughness of the Mount when being attacked, or the Initiative of the rider on the offense) but as far as an opponent targeting goes the entire kit is treated as a single target (so no shooting a horse out from under a rider, no shooting a rider off a horse, the whole thing just dies). This is called a Combined Profile.
- Characters and Command all have the First In Rank rule, but you can divide them as you will rather than in a specific order. This is important because in 8e Characters joining a Unit would only have to reach the back of a horde and somehow teleport a full turns worth of Movement in order to reach the front of the Unit to join it, whereas now there are more places it can go and thus less distance it somehow travels (gets crowd-surfed?) in less than a second.
- In Deployment, both characters roll a die. The one who rolls higher chooses which one of the players chooses deployment sides. The other player chooses who starts to deploy first, and players can deploy as many Units as they want before allowing the other player to deploy Units. Whoever gets all their Units on the board first (other than those which deploy after this step) gets a bonus for however many Units their opponent hasn't deployed on a die roll to see who goes first (so if you put down your entire army at once, you automatically go first since your bonus goes beyond what your opponent can roll). This gives a tremendous strategic importance on deployment, allowing you to sacrifice whatever steps don't matter to you (which side of the board you start on, countering what your opponent deploys, and having the first turn) for what you do want.
- Rather than True Line Of Sight, models have a line of sight based on the type of Terrain between them and model size based on what kind of model it is, rather than just which model is physically taller (which was punishing for players who wanted to do fancy basing for their models or just use things like taller characters, or had random advantages when custom terrain was used).
- Units can March into Buildings. But no model can go more than triple their Movement to get into a building (so a long "bus" formation where most of the Unit can get into the building don't teleport those in the end into it).
- "Move Or Fire" has been replaced by Unwieldy, which adds an additional -1 To Hit if models move that turn.
- Volley Fire ignores Cover provided by other Units, and the entire Unit can shoot rather than just the first two Ranks.
- "Look Out Sir!" is removed. If there is at least five Rank & File of the same Troop Type, they automatically get hit.
- Cannons use Ballistic Skill To Hit, then it becomes a line template. Do Ordinance Wounds, which is D3+1 (+1 additional if Target is Flying) instead of D6. Templates hit whatever they hit rather than just 1 model per Rank and File.
- Flame Template is removed, whatever used it causes 2D6 Hits instead.
- Spells in general are less powerful individually and won't automatically win or lose a game, less bonuses to casting, less Magic Dice obtained per turn, limit 5 Magic Dice to cast a spell, Overwhelming Power is not automatically cast or dispelled, Miscast is based on how many Magic Dice used to cast the spell.
- Units with a Champion always get a minimum of a 4 result on the Charge.
- If a Unit Flees a Charge, and its redirected into a second Unit that also Flees, in 8e both would count as a failed Charge; in T9A, the Charging player may default to a successful Charge against the first.
- The Make Way rule lets a Character get into the front Rank to get into Combat, like in 8e, but ONLY into the front Rank unlike 8e. This means getting a Flank Charge won't put a blender lord into you until they perform a Combat Reform.
- Rank and File models always target Rank and File models, whereas in 8e some armies could fill the front Rank full of Characters which prevented the Rank and File from being able to attack the Unit.
- Always Strikes First replaced by Lightning Reflexes, which provides a +1 To Hit rather than a To Hit reroll.
- Killing Blow replaced by Lethal Strike, so instead of automatically killing on a roll of a 6 the attack just ignores Armor Save and Regeneration rolls.
- Models are not moved to be in a Challenge. You only get a maximum of 3 Overkill. Characters who refuse a Challenge do not move and cannot attack or use their Leadership benefits (like Hold Your Ground and +1 Combat Resolution, or BSB benefits if they were a BSB), and can still be attacked; in 8e a way to protect weak characters like Wizards was having them refuse a challenge and move to the back.
- No Insane Courage, automatic Break instead.
- Standard Bearers don't die automatically if they Break, they just lose their Standard.
- No Post-Combat Reforms, only Pivots.
- No army-wide Fear (like Undead and Daemons had).
- Fear causes -1 Leadership to any models in Base Contact.
- Fear-causing models take Terror Tests if Charged by Terror-causing models. In Close Combat, Fear-causing models do not take Terror Tests.
- Parry means you cannot be hit by a 4+ To Hit, whereas in 8e it was a 6+ Ward Save.
- Spears provide Armor Piercing 1, Fight In Extra Ranks if you didn't Charge with them, and gives Lethal Strike against Cavalry, Monstrous Cavalry, and Chariots from the front Rank.
- Flails have +2 Strength as in 8e, but your opponent gets +1 To Hit against models with them.
- Paired Weapons have +1 Attack as in 8e, but also +1 Initiative.
- Units Fleeing with 25% of their starting number or less Rally on half their Leadership rounded up, rather than 2 in 8e.
- Flammable models being attacked by Flaming Attacks allows a reroll To Wound rather than causing double Wounds.
- Flaming Attacks ignore Regeneration just for that specific attack rather than removing it for the entire phase.
- Redirectors are no longer a possibility. Situations where one Unit creates a situation where neither can be made Base Contact with require the Units to be moved as little as possible for that to occur.
- Nagash removed.
1.0 To 1.1
- Minor bugfixes, rule clarifications.
- Nagash removed.
1.1 To 1.2
Designed to move away from Warhammer Fantasy, incorporating some things from older Warhammer Fantasy editions but also moving slightly away from it for legal reasons. Team reports they want as few major changes as possible, and packed most of them into this update.
Because of the loss of some customizations and heavily botched magic, many wargamers called this edition and later ones The Nerfed Age and became one of the reasons why the game got banhammered from Adepticon. Massive rage followed with insiders and youtubers like Lord Tremendous leaving the community.
- Every army now has its own minimum amount of Core required, rather than a universal core tax. Armies also have different limits on the other categories.
- Rare has been removed as a category in all armies. It has been replaced by army-specific categories.
- Lords and Heroes are now just Characters.
- Standard game size has increased from 2500 points to 4500 points. Skirmish games are below 3000 points, large scale games are 8000 points or higher. Models have has point increases to reflect this, most proportionally although some are cheaper or stronger as a nerf or buff for balancing reasons.
- Many Lord and Hero versions of the same basic model are a single option, you upgrade a standard version and based on how many points you have invested in it the model is now either equivalent to the Lord or Hero version.
- Models may now count as being part of more than one category, counting towards the limit or minimum of all applicable categories.
- Models now have a model footprint called a Boundary Rectangle, meaning that incomplete Ranks still count as a full Rank for the purpose of determining if a model is visible, in Terrain, and can be in Close Combat.
- Line Of Sight is only a property of the front facing of the Unit, and every individual model has their own Line Of Sight meaning there are circumstances where part of a Unit can shoot and part will not.
- Models can temporarily move 25% off the table as long as they end their Movement entirely back on it.
- Overwhelming Power adds an extra Magic Die, removed from the Magic Pool of the casting player, which is allowed to exceed the 5 Die limit.
- Miscasts are determined by rolling D3+1, doubling the result, multiplying it by the number of Magic Dice used in the casting (minus the bonus Overwhelming Power one) and taking cumulative negative effects based on the result.
- Captured Standards can be Raised, all models Raised go into the back Rank unless they have the Front Rank rule.
- Vortex Spells removed.
- Learning Spells is different from becoming a higher level Wizard. Both cost points independent of each other.
- Nagash removed.
1.3 To 2.0
- Weapon Skill is separated in Offensive and Defensive Skill.
- Armour modifiers through Strength removed.
- Instead of rolling for Spells, you choose which you want that is available.
- Magic phase is overhauled.
- A shit tone of small changes and edits.
- All units now have a maximum amount of times it can be included in a army.
- Units can no longer move temporarily outside the Board Edge.
- General does not need highest leadership
- Units freshly rallied are now Shaken (new status, see later).
- Nagash removed.
Army Change Summaries
Currently there are no named characters in The 9th Age, although the magazine supplements have added some optional armor sets which emulate a named character as a kind of beta test of the idea. Some, like Lord Skrolk or High Queen Khalida who had rules that affect other models have had their rules integrated directly into the army (Skrolk making Plague Monks into Core options is default for the army for example, and Khalida's arrow buff is now contained within a magic item upgrade). Some The End Times models like Morghasts have rules, others like Nagash do not. Army changes are listed in the respective army pages (which are in varying stages of completion).
Lore Changes
Note that all lore is intentionally written from an in-universe perspective and by other factions, allowing free disregard of anything not liked by players. All lore is presented to an alternative to Warhammer lore if desired, and is not the mandatory setting.
Some find the lore pointless and say the purpose of T9A is rules for Warhammer rather than being a new thing. Others enjoy the fact that new content of some kind will be produced. What is generally agreed in is anything is better than ET or AoS to anyone interested in T9A in the first place.
The Q&A about lore is presented by an in-universe sage named Herr Selig, the son of a Vetian merchant and a Equitain maid. He was well-educated and is well-traveled and resides in Avras.
History
The history of the setting was initially related in a Dwarf poem found on a tapestry in-universe in poem and accompanying illustrations detailing the nine ages of the world. Each completed army book details in more of the history, and reveals complexity in some things which each race has a different version of.
I In the Unmeasured Age the Coatl (Old Ones) and their servants the Saurians (Lizardmen), used the mortal races as slaves to mine and construct their ziggurats. The slaves were Elves, humans, Dwarves (used for mining gems for the Saurians), Ogres, and Orcs. Giants ruled the continent of Vetia (The Old World). When a great comet fell and separated the continents resulting in the Shattered Sea (the Vortex) cutting the Saurian homeland into two halves called Silexia (Naggaroth) and Virentia (Lustria), the mortals united and rebelled successfully.
II In the Golden Age the Dwarves settled the mountains and reunited with their kin in Taphria (the Southlands). The Elves took to sea and settled the continents of the west called the White Isles by other races and Celeda Ablan (Ulthuan) by the Highborn Elves (High Elves) and eventually moved the Pearl Throne (Phoenix King's Court) there, although many of the Elves refused to leave Vetia and a schism formed between the two Elf groups. Humans spread out and founded many diverse cultures from Naptaan (Nehekhara) to Tsuandan kingdom on the continent of Augea (Cathay). Even Orcs built a civilization, lead by a king known as the "Fair-Eyed Orc". Only a single Orc named Akrübad saw the end of the golden age coming. Dwarfs managed to get into conflict with Elves dwelling in forests.
III Then came the Age Of Death AKA the First Age Of Ruin AKA The Age Of Woes with Beast Herds (Beastmen), a race which has their own tragic origins and did not initially serve the Dark Gods. Dwarves attempted to repel the invaders and called on their allies for aid, but the Elves were dealing with problems of their own. The Beast Herds had destroyed much of the homes of the Vetian Elves with some retreating into the Wyscan Wood (Athel Loren) to become Sylvan Elves (Wood Elves), the rest fleeing to the west. The inability of the Elves to aid the Dwarves was seen as intentional betrayal causing animosity between Elves and Dwarves. In the human kingdom of Naptaan the high priest Setesh (Nagash) and his servants including Nepharet (Neferata) assassinated the king Phatep (Settra) then drank his blood which caused them to become the first of the Vampire Covenant (Vampire Counts. Phatep's wife Teput (Khalida) took command of the armies resulting in a civil war which ended when Setesh stole the powers from the Naptaan god of death and the remaining gods cursed the land, rendering it lifeless as no Naptaan can remain dead and the sides loyal to Phatep battle eternally with those loyal to Setesh. The architect Haskhunet fled Naptaan and created an army of undead and animated constructs in the service of Emperor Xun, last Emperor of the united Tsuand.
IV In the Age Of Iron AKA Second Age Of Ruin a city situated between Vetia and Augia called Avras, a Rome expy, grows to become an empire under their primary god named Sunna (Rule 63 Sigmar). Orcs and Goblins turn against the rest of the civilized races, and assail the Dwarves. Avras and the Dwarves unite and manage to repel the combined greenskins and Beast Herds although the Dwarves are driven from the White Mountains (Karaz Ankor).
V In the Age Of Plague AKA the Third Age Of Ruin the Dwarves and armies of Avras retook the White Mountains and in gratitude the Dwarves built a great wall to protect Avras. Avras is his by a terrible plague, followed by an invasion from the Vermin Swarms (Skaven) which claim to be the descendants of the early Avrasians, worshiping evil versions of the Avras gods. The Dwarves claim to have found their "hidden foe" although whether this refers to the Vermin or Dark Gods is unknown. The top general of Avras named Gaius Dexion falls in love with a Vampire and declares war on the Avras Senate, and the High Priest of Sunna named Quintus Augustus tries to ally with the Vermin agaist Dexion. The Vermin betray Augustus and conquer Avras, lead by the Rat King (pre-godhood Horned Rat) and their own Senate (the Council Of Thirteen). The Elves who refused to join the Highborn Elves or the Sylvan Elves settle on the continent of Silexia and found the Dathen Republic, calling themselves Daeb although all other races refer to them as Dread Elves (Dark Elves). Hardened by their suffering, the Daeb society is based on freedom and liberty for citizens, with all other beings as slaves and enemies. The Highborn attempt to reassert control over the rest of the world Elves, with a three-way open war resulting.
VI The Age Of War AKA Fourth Age Of Ruin the Dwarves prepared a last stand while humans and Vermin fought over Avras. The Orcs spent their strength against the Dwarves and were then beaten by the Beast Herds, who also exhausted themselves against the Dwarves and were driven back by the Vermin, who themselves similarly spent their strength attempting to defeat the Dwarves. Vermin overrun most of Vetia, and in desperation a small enclaves of Dwarves cut a deal with dark powers from beyond reality called the Dark Gods (Chaos) and become Infernal Dwarves (Chaos Dwarfs).
VII In the Age Of Thunder the Infernal Dwarves created a hole in reality cutting into the separation between the realm of the Dark Gods and the physical realm, the result being a magical vortex called the Inferno (collapsed Warpgate/Eye Of Terror) they use to conquer and enslave their neighbors. The Inferno also burns their lands until its a lifeless hellscape called the Wastelands (Badlands). The Dark Gods then betrayed the Infernal Dwarves and used the Inferno to access the world for their own amusement, sending their Daemon Legions (Daemons Of Chaos) into the world. The Vampire Covenant launched their invasion of the world as well, and between the Vampires, Vermin, Infernal Dwarves, Beast Hordes, Daemon Legions, and greenskins the human race was almost entirely wiped out and/or enslaved. The only remaining free bastion of power was the Kingdom Of Equitaine (Bretonnia) under King Gilles de Raux, a Vampire.
VIII In the Age Of Waste AKA The Age Of Fire the first invasion of Daemons lead by Foloy the Skullbringer is destroyed by an Ogre Khan (Ogre Kings) named Tsanas and his army. Mankind has largely been scattered into primitive tribes, with some being drawn into the east where they begin to worship the Dark Gods, becoming the Warriors Of The Dark Gods (Warriors Of Chaos). A small tribe of humans called the Askar under King Warin fleeing the monsters that rule Vetia are ambushed by Beast Herds before being saved by a single powerful warrior woman appearing out of nowhere, who is proclaimed an avatar of Sunna. Inspired by the story despite believing her to be a servant of their own goddess named The Lady, Equitainian knights lead by Uther of Gasconne (Gilles de Breton) overthrow Gilles de Raux and declare Uther the first true king of Equitaine. Sunna drove the Orcs out of the White Mountains and united the races of men in Vetia before defeating the united armies of the Dark Gods. The Rat King, fearing Sunna, sent an envoy to deliver her a message to serve him or be destroyed, forcing her hand and initiating a war between the Vermin and mankind over Avras. King Warin is offered peace if he kills Sunna using a godkiller blade called the Doom Blade, and he does exactly that while Sunna duels the now Daemonic Rat King. Sunna pulls the dagger from her side and kills the Rat King, both gods sent back to their home realms to return and fight again. Avras is reclaimed, the various tribes including the Askar return home and unite to form the Empire of Sonnstahl (The Empire) named after Sunna's own sword with Sunna as their main god. The Empire of Destria (Estalia) and Arcalea (Tilea, Border Princes) are also settled by Sunna's army.
IX The current date of the game is the ninth age of the world (roll credits) when the Age Of Exploration analogue begins, the races of order are reuniting and beginning to push back after an averted end of the world while the forces of evil are finding they too have allies. Sonnstahl creates a system of government where the Council Of Electors (Elector Counts) appoints an Emperor, the first being Leopold Truehearted after he defeated a Dread Elf invasion force that intended to reclaim their former lands in Vetia. The Empire begins many academic pursuits including research into the past via a combination of archeology and magic, particularly Divination magic, although these pursuits are monitored by the very powerful church of Sunna. The Empire also pursues war against the Vampires with moderate success. Equitaine launches many Crusades and smaller scale Quests, all of which end badly. Destria colonizes parts of Virentia and fights against the Saurians. General Fontaine (possibly Vlad Con Carstein?), a former Equitaine knight, conquers Avras using an army of the undead lead by a female Vampire and his apparent consort. Emperor Matthias is the current Emperor of Sonnstahl, married to Sophia of Destria which has formed an alliance between the two nations. Matthias's sister Josefa was removed from the line of succession as a child by being given to the Church Of Sunna, but she has ambitions to shake nunhood and take over the Empire. The Highborn Elves gain sweeping addiction to the opiate effects of the leaves of the camillia plant, and through a puppet Raj in the kingdom of Sagarikadesha in the Sagarika region (Ind). The Vermin Swarms in Sagarikadesha region serve a new god named The Plaguebringer (Horned Rat 2.0?).
Geography
In general mountain barriers have diminished, making more travel routes than individual passes and the Underway through the world regions. Rather than just slapping "Here Be Orcs" or filling space with mountains on the map, areas such as Greece and the Middle East are left open for expies.
- The Old World is now Vetia. Vetia has (Lizardmen).
- The Empire is now Sonnstahl.
- Tilea is now Arcalea.
- The Dark Lands are now The Wasteland, and connect to (Kislev) rather than (The Worlds Edge Mountains). Most (Warriors Of Chaos) come from here. Makhar Steppe (Mongolia) is in the southern Wasteland and are partially but not entirely on the side of (Chaos).
- The Worlds Edge Mountains are now The White Mountains.
- Bretonnia is now Equitaine.
- Athel Loren is now Wyscan.
- Warhammer Asia is Augea. Yes, the continent gets its own name rather than the Old World being both Asia and Europe.
- Warhammer gets a Constantinople (not Istanbul)/Rome called Avras that is the holy land for Vetia humans and the origin of western civilization, the origins lying in a tribe of people known as the Askar.
- The Broken Teeth are now the Barren Mountains.
- The Mountains Of Mourn are now the Sky Mountains.
- The Silk Road/Ivory Road/High Road are just the Silk Road.
- The Steel Road replaces the Road Of Skulls.
- The Plain Of Bones is now the Blasted Plains.
- Khuresh is now a kingdom called Sagarikadesha that was once ruled by Elves and has now become independent.
- Cathay is now Tsuandan.
- Sartosa is split between Corsara Bellatorre.
- Sudenberg is now Port Reynaud.
- Araby is now split between Taphria (east) and Qassar (west).
- The Land Of The Dead and the Great Desert Of Araby are now the Great Desert.
- The Great Mortis River is now the Napaat River.
- (The Southlands) has two nations; Koghi in the west and Vanhu in the east.
- Naggaroth is now Silexia.
- Ulthuan is now Celeda Ablan.
- Lustria is now Virentia. Both Sonnstahl and Equitaine have colonies.
- The Vortex and the Maelstrom are merged into the Shattered Sea, which separates Silexia and Virentia.
- The Warp is now the Immortal Realm, divided between an ordered side where gods dwell and the destructive side for traditional Chaos called the Veil which lacks definition beyond every god having a domain to themselves. It opens in The Wasteland rather than a Warpgate at the North and South Poles, but has smaller tears all over the world providing (Warriors Of Chaos) originating from anywhere geographically.
Beast Herds (Beastmen)
- Beasts were the first evil race of the setting, responsible for ending the second age and breaking apart the alliances of the free peoples.
- Many, but not all, serve the Chaos aspect of the Dark Gods which was unknown in the world until the seventh age when Infernal Dwarves connected the Wasteland to the Veil. But they are also recorded as fighting against Chaos for control of the world.
- Their culture invariably revolves around shamanism.
- Although most of their history is war against the Dwarves, their primary enemies are Sylvan Elves who see them as unholy aberrations of nature.
Daemon Legions (Daemons Of Chaos)
- All non-mortal things are called Supernaturals, which are either gods or lesser beings that usually serve a god. There is no distinction between "Chaos" and "Order" other than intent, meaning that finding out the divine is magic is not a mindfucking revelation. Chaos is naturally a type of intent, but not the only evil. Daemons are the Supernaturals who serve the Dark Gods. Daemon Legions is the armies of Dark Gods, and of independent unpleasants.
- Chaos did not arrive into the world until the seventh age and in the eighth age was beaten back rather than ending the world (GEE, I WONDER WHAT THAT MEANS). Despite this there are (Lizardmen) temple reliefs showing Daemons at war with them.
- There are seven Dark Gods. They represent the seven deadly sins (no, there is no Christianity or other Abrahamic faiths). Rather than four nigh-omnipotent beings desiring and advancing the end of all things, they are more like Fey assholes that fuck with the world for lulz. The nearest comparison is Daedra. The Dark Gods each focus on positives in mortal existence, tempting and subverting them to a wicked form (for example Sugulag might warp Dwarvish civic duties and industriousness into a dystopia ruled by corrupt elite.). Although the tabletop only reflects the classic four, the mixed portfolios offer more options in theme and models (lusty Plaguebearers, or RIPANDTEAR Lords Of Change anyone?). A pure Wrath army on the tabletop may actually represent multiple Dark Gods in fluff if you choose.
- Chaos Gods in Warhammer were exclusively evil, technically being made up of all emotions and motivations but most people being stupid and terrible meant that there is only drops of good buried under constant overwhelming evil; metaphorically, Warhammer Chaos is grey morality but is visually so black that nobody can tell the difference. Dark Gods are just as good and evil, but the good doesn’t get buried under the evil, like water and droplets of oil refusing to mix. The good of the Dark Gods tempts the masses, the evil giving a pathway to greater power for the few. For example, Khorne tempts warriors into RIPANDTEAR berserker “might makes right” assholes, but Vanadra tempts warriors into her service by making them an avenging Paladin who are lead by a Blackguard that just wants to have war.
- The Dark Gods are unified under a single presence called “Father Chaos”, and it is only by his will that they unite. He is as Chaos to them as Chaos is to a mortal.
- Savar The Fallen Star: Pride, a mix of Khorne, Tzeentch, and Slaanesh who seeks to conquer and defeat the most impressive enemies for his own glory. His Daemon colors are regal blues and purples, and his Herald is white and wears a crown. His symbols are stars, crowns, and heraldry. Savar tempts the unrecognized, jealous, and ignored who (believe themselves to) possess positive attributes. His mortal followers are those who feel entitled to more than their station grants, and his path is that of ignorant self-destruction. They are given the ability to elevate themselves and ignore the unworthy.
- Kuulima The Lady Of Flies:
CommunismEnvy, a mix of Tzeentch, Nurgle, and Undivided. Kuulima minions default to green but in truth they have no consistent color, or even form, as they are described as taking on the form and colors of those who they deceive. Her Herald is similarly without a defined form, its presence heralded by an eclipse and blood moon suddenly happening at the same time as an earthquake when it appears. Even among Chaos Kuulima is considered mad, and is a metaphorical “fly on the wall” on the plans of others since plots and scheming are also part of her portfolio. Kuulima tempts the jealous and ignored. Unlike Savar who elevates the worshiper, Kuulima brings enemies down to the level of the supplicant or the masses, although the message of equality is not a rule since some among them use all others as a means for ever-increasing gain. Her symbols are heraldry, armor, and weapons but unlike Savar who creates heraldry and Vanadra who creates wargear, Kuulima’s icons are stolen. Use of flies as symbols marks her followers more obviously. - Vanadra The Adversary: Wrath, and totally Khorne. Vanadra‘s colors are red and black, and she sends her minions to end peace wherever it is found in the mortal world in her negative side of the portfolio, but she also spreads the message of punishing traitors and righting injustices. Her Herald has massive wings and never strikes an opponent first, allowing them a single blow before it kills them. Vanadra’s army are vanguards of the Daemon armies of Father Chaos. She tempts the oppressed and ignored as well as those who have been wronged by others, promising either retribution or vengeance. She herself wears armor in her colors, red for fresh blood with black gauntlets as though covered in gore.
- Sugulag The Collector: Greed, mostly just Nurgle. His Herald is black as well as large and fat and carries Sugulag’s own weighing scale which he uses to value the souls of mortals like coins. His Daemons are the color of warm precious metals, such as brass and gold. Sugulag tempts the greedy, envious, jealous, and paranoid. Anyone with ambition to gain regardless if by wit or strength. Thieves, raiders, schemers, smugglers, merchants, and so on. Like Kuulima his posessions were taken rather than created, though by all means rather than only by stealing. Sugulag himself even collects mortal objects, claiming whatever is lost for his followers since their property is really HIS property. His symbols are coins chained together, or objects gilded with gold with Daemon iconography, always pointed outwards towards others (or more specifically what they own). Sugulag’s positive is generosity towards the loyal (insert Trump joke here).
- Nukuja The Sleeper: Sloth, Tzeentch and Nurgle. Her Herald is described as “pale” and her symbolic colors are dirty white and rust, meaning her Daemons are likely of Caucasian human skin tones. A master of magic, who’s Herald‘s face is that of a Strix (a mythological bird from Greek myth which heralds doom) and bears the symbol of the Eye of Nukuja which it all covers with its vulture wings (so its a Lord Of Change), and it is described as merely standing and channeling great magic while watching events. Nukuja foretells doom and destruction, and she sees all things that unfold and can predict accurately the deaths of mortals. Her followers watch it unfold, surviving until it comes. She tempts the grim, hopeless, fearful, and curious. Her symbol is the locust as well as anything timeless, and her followers use antique gear which is fully functional despite the appearance of rust and neglect. Her positive trait is that she does not cause any misery, merely foretells it and watches it pass by.
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- Akaan The Devourer: Gluttony, Nurgle with some visual elements of Slaanesh. Its Herald is a creature with a toothed mouth which has no mind, merely consuming and growing fat off its eternal feast. Akaan’s colors are the darker shades of brown and green, the colors of rot. Mutalith Vortex Beasts are probably the associated model. Tempts those of all physical appetites. They are drawn into a spiral of indulgence, twisting into new forms as they seek constant gratification. Blood, drink, and flesh; all physical hungers. They destroy all beauty in their appetites, leaving nothing behind. His followers leave their mouths exposed in armor and clothing, and are disfigured by his blessings which take the form of disease. The lamprey is his symbol.
- Cibaresh The Tempter: Lust, pure Slaanesh. Cibaresh’s colors are shades of violet and blue, and his Daemons steal souls from the mortal world who’s lust and indulgence catches her attention. Her Herald is a massive golden Daemon who’s scythe hands hum and remove the cares from those it tends to. Its also confirmed male. Tempts sadists, masochists, the lusty, the indulgent, and any corrupters who draw others into their aberrancy. They push the senses of their foes and the innocent to the limit until they join Cibaresh. Ordinary folk are indulged in ways their meager earnings cannot afford and their culture/lifestyle forbids, with any sort of fun and celebration being Cibaresh’s positives. Cibaresh enjoys temptation of all beings, leading them away from their convictions onto new paths. His followers wear masks which are mostly beautiful and all unsettling, and they display lips and tongues as their iconography.
Dwarven Holds (Dwarfs)
- Dwarvish history begins while enslaved by the Lizardmen. Alongside humans, Ogres, Elves, and Orcs they rebelled after a great comet fell.
- Dwarves and Elves ruled the T9A Old World, although most Elves took to the sea and colonized the western continents. Western Dwarves controlled the White Mountains (Worlds Edge Mountains). Humans established far-off kingdoms in T9A Cathay and T9A Nehekhara. Dwarves in the east formed friendly relations with the Dwarves of the west. Dwarves found conflict with Wood Elves over logging.
- T9A Beastmen suddenly appeared and tried to destroy civilization while the Orcs betrayed the other races and waged war on them. Dwarves called on humans and Elves for aid, but both were too involved in their own wars.
- Dwarves hid in their Holds and tried to survive until Avras, T9A Rome, was founded by a living goddess Sunna who allied with the Dwarves. After Sunna ascended the Dwarves reclaimed territory and built a giant wall for Avras.
- T9A Skaven appeared and conquered Avras before turning against the Dwarves.
- East Dwarves AKA T9A Chaos Dwarves, the Infernal Dwarves. turned to experimenting with magic, burning their homeland and opening a hole into the realm of the evil gods which let Daemons into the world. The forces of destruction fought each other while the Dwarves of the west hid.
- Sunna returned and reclaimed Avras by leading the refugees (T9A Empire, T9A Bretonnia).
- Dwarves want to work with the other races to bring back the second age, but are wary of the other races even if they know its the only way to survive.
- Norse Dwarfs are now Jotin Dwarfs, and are fantastically wealthy albeit entirely isolated thanks to the many dangers between them and any trade partners. A small number of Jotun Dwarfs who attempted to forge a trade route between them and Avras were unable to find their Hold when they returned, and have spent many years roaming in bands among the peaks atop their tamed bear mounts, shunning contact from all others including other Dwarfs out of shame. One is named, Gorik Bearblood, who has gone mute.
Empire Of Sonnstahl (The Empire)
- The first western human civilization was Avras, basically Rome, which connected the east and west. Avras was founded by the god empress Sunna, who wields a sword called Sonnstahl.
- Avras united with Dwarves to fight the T9A Beastmen, and after victory Sunna ascended to the Veil and the Dwarves built a wall to protect Avras from external threats. But ratmen appeared from unknown places and conquered Avras from within and below (ratmen are not a myth).
- Refugees and escaped slaves gathered and rejoiced when Sunna returned to lead them in the eighth age. Her generals were Warin (Askar, renamed Sonnstahl), Uther (Equitaine), Genoveva (Destria), and Arcaleone (Glauca and Aeturi, renamed Arcaleone).
- Arcaleone died battling the (Horned Rat). Warin stabbed Sunna with a magic blade given to him by (Skaven) in an attempt to save his people. Sunna stabbed (Horned Rat) with it, and both died. As gods this is only a temporary state of not existing in the mortal world.
- Sunna's companions reclaimed Avras then headed west to found kingdoms. Warin's people were honored despite his treachery, becoming the most devout worshipers of her. They call themselves Sonnstahl, after Sunna's holy sword.
- Sonnstahl has since been taught technology by the Dwarves, and have become world explorers, scientists, wizards, and recemtly a colonial power by setting up settlements in the southern western continent of Virentia where T9A Lizardmen dwell.
- They have recently royally (no pun intended) pissed off the (Tomb Kings) by buying artifacts including a mummy from traders, then lit him on fire when he started talking. He was a king. His wife used archeologists looking for where he came from to discover where he was being held and is mounting an invasion to rescue him.
- The Colleges Of Magic are now the Society Of Eichtal. It is a private organization dedicated to the study of advanced magic outside of what standard schools of magic, philosophy, history, and sciences in the Empire offer.
The Q&A lore sage once applied to join but was turned down after rejecting the use of miniature portals into the (Warp) for a power source.LIES AND SLANDER, DID HABERMANN PUT YOU UP TO THIS?!
Highborn Elves (High Elves)
- Elves were among the humans, Dwarves, Ogres, and Orcs who rebelled against the T9A Lizardmen when a comet came down at the dawn of time.
- Although they left settlements in Vetia, most Elves took to sea and settled their own lands. The Highborn reside on the island continent of Celeda Ablan.
- After getting into a civil war with the Dread Elves of Silexia, they lost control of their Vetian settlements, their human vassals, and disregarded their mutual defense oaths with Dwarves. Still the dominant naval power, they vie for control with the Dread Elves.
- They allow humans to visit their universities. Elven professors are about as dickish as you can imagine.
- Their gods are named Amhar, Meritaur, Meladys, Amryl and Nab.
- Some Highborn Elves called the "Masters Of Canrac" are attempting to return to the ways of the Sylvan Elves, claiming that the misery of the later Ages is the fault of Highborn culture and that they have been blessed by the gods for their ways. The rest of the Highborn label them as "Apostates" but haven't kicked them out of society.
- There is an ongoing saga of how pride destroys great Elves. In ancient times five Elven Princes were so superior that the god Dorac (AKA not!Vaul) created suits of divine armor engraved in images of Elven superiority, which empowered them to greatness until their arrogance was so much that they challenged a bronze-skinned barbarian warlord known for killing royalty. Their armor was destroyed along with the owners with their names being forgotten (the legend is literally called "Forgotten Kings"), and in the terrible misery of later Ages the first Prince of Ryma (AKA not!Caledor) prayed to Dorac to forge the remains of the armor back into a single suit. The story repeated itself, with the wearer becoming better and better until he was killed due to arrogance. The suit wasn't destroyed, and instead was given to the queen of the Highborn. Every year she selects a champion, who wears it for a year, preventing the story from repeating itself.
Infernal Dwarves (Chaos Dwarfs)
- Infernal Dwarves were slaves to the (Lizardmen) and rebelled when a comet fell.
- They were kept separate from the other races and only reunited with western Dwarves in the second age.
- They built ziggurats like those of the (Lizardmen) for homes in the steppes of Augea rather than mountains like the west Dwarves.
- After the invasion of (Skaven and Beastmen) plus the betrayal of Orcs and Goblins, both races of Dwarves were forced to defend their homes.
- Rather than hide in their homes and pray for allies (AKA wait for death) like the western Dwarves, the eastern Dwarves chose to take control. They created a massive magical power source called the Inferno, then began wiping out the destructive races.
- In time the magic of Chaos rendered them into a slave-taking culture on the side of destruction rather than against it, attacking even their western kin.
- The Inferno caused worldwide natural disasters, tearing reality and the Veil which allowed Daemons to invade the world which put all races of order on the losing backfoot in the seventh age.
Kingdom Of Equitaine (Bretonnia)
- The first western human civilization was Avras, basically Rome, which connected the east and west. Avras was founded by the god empress Sunna, who wields a sword called Sonnstahl.
- Avras united with Dwarves to fight the T9A Beastmen, and after victory Sunna ascended to the Veil and the Dwarves built a wall to protect Avras from external threats. But ratmen appeared from unknown places and conquered Avras from within and below (ratmen are not a myth).
- Refugees and escaped slaves gathered and rejoiced when Sunna returned to lead them in the eighth age. Her generals were Warin (Askar, renamed Sonnstahl), Uther (Equitaine), Genoveva (Destria), and Arcaleone (Glauca and Aeturi, renamed Arcaleone).
- Arcaleone died battling the (Horned Rat). Warin stabbed Sunna with a magic blade given to him by (Skaven) in an attempt to save his people. Sunna stabbed (Horned Rat) with it, and both died. As gods this is only a temporary state of not existing in the mortal world.
- Sunna's companions reclaimed Avras then headed west to found kingdoms. King Uther founded Equitaine, united in belief and reverence to a goddess known as the Lady who all Equitainian females are connected to. Sunna returned to lead both and reclaim Avras in the eighth age.
- Equitaine is ruled by noble Houses, each loyal to the king. They have launched many Crusades seeking the lost holy grail of the Lady and claim most of northern Taphira (Araby, still living Nehekhara) as territory or allies. They also have colonies in Virentia (Lustria).
- The Sylvan Elves periodically wage war on them, although with hidden purposes; one story related by a bard is of a prince the Elves killed, who's former host they baited into the woods to make a sacrifice of a year and a half later. The Elves call this the Wild Hunt, killing knights for sport like game animals.
Misc Factions
- Dreadfleet is now Pirate’s Peril, a skirmish game closer resembling Mordheim than Dreadfleet in gameplay meant as a more simple skirmish version of T9A (irony considering AoS is not lost on the community, although PP is considered more of a demo game and ruleset for younger or more casual players than a legit alternative mode. It was created by a member of the community called Blonde Beer, but after talk with the T9A team it was given lore canon to the setting. The Galleon's Graveyard is now the Archipelago of Tartaga, Noctilius is now Lord Darkwalker.
Ogre Khans (Ogre Kingdoms)
- Ogres were among the races that were enslaved by the ancient (Lizardmen) and rebelled when a comet fell.
- Ogre lore is otherwise currently unchanged.
Orcs and Goblins
- In the first age of the world the greenskins allied with the other races to seek freedom.
- In the second age they managed to build a civilization, with royalty. One of their shamans was able to forsee the third age, the first of ruin.
- A "WAAAGH!" is now a "Waaargh!".
- The lore Q&A (presented from an in-universe sage) said its uncertain how Orcs and Goblins reproduce, stating for certain some come from the ground and that means they must have females (because remember, GW greenskins are all technically female by virtue of producing spores themselves asexually). He also states that he has not noticed a difference between them in the few interactions he has had with one but that he cannot confirm female-dimorphic greenskins do not exist. This reflects debate in the community on whether to keep greenskins as exclusively spore apes, or have some as spore apes and others having sexual reproduction (remember that some fungus does have male and female differences).
- Regional Orcs are called Broods, representing a type of personality and culture bigger than a Clan or Tribe.
- The primary holiday of greenskins is the Festival Of The Bear’s Heart AKA the Feast Of Zagjan. It is a religious holiday organized and supplied for by the Big Boss of the region and goes on for three days. Due to the danger from all the drunk Orcs, Goblins without status stay away. Killing is technically forbidden, but deaths are frequent anyway as is changes in leadership from the victory or loss of contests of hunting and strength, with cannibalism of the dead as the means through which food lasts the entire event. Broods compete together at everything, from chopping wood to drinking, every act is a competition to prove superiority. The Flight Of The Flaming Pig is one of the games at every gathering, inspired by a Shaman trying to invent a salve to burn the fur off a riding boar and cook it immediately; it results in a hairless pig on fire instead. The biggest Orc of each Brood lines up and holds a riding boar, and when the Big Boss gives the signal each one is covered in salve and thrown like a rocket. The boar that goes the furthest becomes a legendary mount once its fur grows back, the rest become the final meal on the third day of the celebration.
- Greenskin lore is currently otherwise unchanged.
Saurian Ancients (Lizardmen)
- Saurians ruled the world in the first age from ziggurats. Their slave races, Ogres, Dwarves, humans, Orcs, and Elves, rebelled against them after a great comet fell. Whether this is the Saurians themselves or an Old Ones expy is unknown, as a myth calls them "Venerable Ones". Its suggested by a myth that they were revered rather than hated as the rest of the lore stated, and that they fell due to some natural disaster. Ancient artifacts depict Saurians fighting against the forces of the Dark Gods despite them only appearing in the world recently (by Dwarf reckoning).
- Saurians still exist throughout the world, including Vetia although most are in Virentia. They are virtually unchanged from ancient myths.
Sylvan Elves (Wood Elves)
The Vermin Swarm (Skaven)
- Suddenly appeared in the world independent of (Beastmen) in the fifth age. Conquered Avras, defiling its temples and using the humans as slaves. They were ruled by the Rat King.
- Vermin waged war with the other destruction factions while the people of order hid and built their strength (AKA "prayed death would be swift").
- After the (Chaos Dwarfs) created their Inferno magic the Vermin were pushed back, and they were forced to compete with them, (Beastmen), Orcs, Vampires, and Daemons for ownership of the world.
- In the eighth age the God Empress (Sigmar) Sunna returned and lead the descendants of Avras, (Bretonnia) and (The Empire) to drive the Vermin out.
- In the ninth age the Vermin are among the rest of the forces of Destruction, conspiring to take back the world.
- Modern Vermin display Italian names and silliness along with typical Skaven fare. For example they have a medical Clan, the Fetthis Medici, as well as a Luigi Galvani (Italian guy who discovered electricity makes muscles work) expy named Galvanus from the Rakatoi Clan, and the culmination of their work is a magiteck rod which steals the flesh of lesser Vermin to heal high ranking ones.
Undying Dynasties (Tomb Kings)
The lore of the Undying Dynasties is presented from the perspective of scholars of the Empire of Sonnstahl (AKA The Empire) who study the Undying Dynasties in a manner similar to the real life British and French studies and excavations of Egypt in the early 1800's to late 1900's. Despite this, Witch Hunters are still wary of the dead.
- Nehekhara=Naptesh. Naptesh confirmed as the origin of humanity. People were Naptaan.
- The Kingdom of Equitaine (Bretonnian) war against Naptesh is known as the "Lost Crusade". An Equitainian port, Port Reynaud, remains active in the location of Zandri in Nehekhara.
- Khemri=Tehmet, Lahmia=Hanaphuk, Mortis River (the Nile)=Napaat River.
- Non-royal nobility (Tomb Princes) are called "Nomarchs". Tomb Kings are Pharaohs.
- The Mortuary Cult is now the Death Cult, and was a place for Nomarchs who were not in line for the throne and unskilled in war to distinguish themselves rather than a place to send firstborn sons as tithe.
- No mention of sexism. A queen ruled all of the loyal nobles of Naptesh, and a female Death Cult Mage is referenced. The wife of a warrior king leads his army to rescue him from being studied in Sonnstahl.
- The Undying Dynasty lower class undead are not soulless. The undead become far more animate at night.
- The ancient Tsuandan (Cathay) had a Terracotta army as part of Undying Dynasties, created by an architect who fled Naptesh. The culture of Naptaan spread through the 9th Old World before the fall, and is the origin of undeath and Necromancy and represents the Undead (Vampire Counts and Tomb Kings before they split into two armies) list. Both have rulesets.
Phatep was the divine ruler of all of Naptesh, blessed by the gods and ruled alongside his wife Teput, but Setesh and Nepharet planned to usurp him. They threw a celebration in his honor and tricked him into getting into a box which was stabbed many times. The conspirators drank his blood, becoming Vampires. His body was divided into nine pieces, with Setesh keeping the heart to use for divine magic while the rest was hidden across the land. Setesh's servant Tekhamun felt shame, and threw the head into the Napaat which carried it to Teput (who had received an invitation to join her husband from Setesh). She used the head to rally those loyal to the divine king into civil war. Setesh used the heart of Phatep to open the underworld where he usurped the god of death and commanded the dead as his army. Naptesh was rendered mostly lifeless by a curse from the angered gods.
In the last battle, Teput and Setesh fought each other. All participants were dealt mortal wounds with Teput and Setesh dying next to each other. Setesh told her he was an undying master of death who would rule over all of Naptesh forever, causing Teput to pray to the gods of the Naptaan for aid. They closed the underworld, sealing Setesh within which barred the Naptaan from becoming his slaves but preventing them from finding any peace in an afterlife and instead were shackled to the mortal world.
The peasantry fled to the north to become the Araby of 9th Age, as nothing in the mainland could support life. The nobility and their servants remained out of pride as the stoic dying with no food or water before becoming eternal undead. All have the goal of destroying Setesh and reclaiming their afterlives, are allied with Setesh and seek to destroy all his rivals, or are independent agents seeking their own gains.
Vampire Covenant (Vampire Counts)
- Vampires were recorded as appearing in the seventh age, ruling over free men and impaling (Skaven). But other lore states they have existed alongside humans, meaning older than any records and dating back to the rulership of the (Lizardmen).
- Due to constant rivalry and universal political ambition, The Covenant was formed which governs the otherwise warring factions and ensures that they keep their existence mythological to the common man.
Warriors Of The Dark Gods (Warriors Of Chaos)
- Warriors only appeared in the eighth age after the Dark Gods gained direct access to the world due to the magical backlash of the (Chaos Dwarf) Inferno. They were beat back by (female Sigmar) reborn.
- While most come from the Wasteland, Warriors have set up cities around the world where the Veil is weakest. This includes an oasis in the Great Desert.
- Norscans=Vaskol
- Kurgans=Makhar
Named Characters
Beast Herds
- Bragh, The Black Bull
A warlord who killed King Warin of the Askar, slaughtering his way to the western coast. He bears the Bargahn-grahl, Man-bane as his weapon as well as an artifact known as the Eye of the Slayer. His thick hide also grants him protection, although it weakens him in other ways. Ogre Khans
- Tsanas
A hero known as the “Khan Of Khans” that modern Ogres sing a 3,473+ line epic poem of at feasts. He lead his tribe, the Myahet, against a united Daemon army. He killed many Daemons until finally Foloy the Skullbringer and Tsanas dealt each other mortal wounds (beheading and disemboweling respectively). The Daemons fled from the Ogres at seeing the last of their leaders fall, and were destroyed by the pursuing army. Warriors Of The Dark Gods
- Siva, Daughter Of Savar
See Also
- Asklanders
- Beast Herds
- Daemon Legions
- Dread Elves
- Dwarven Holds
- Empire Of Sonnstahl
- Highborn Elves
- Infernal Dwarves
- Kingdom Of Equitaine
- Ogre Khans
- Orcs and Goblins
- Saurian Ancients
- Sylvan Elves
- The Vermin Swarm
- Undying Dynasties
- Vampire Covenant
- Warriors of the Dark Gods
Gallery
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