Azyr

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"The path to paradise begins in hell."
- Dante Alighieri

"You are the light of the world. A city that is set on a hill cannot be hidden."
- Matthew 5:14

Azyr was originally the wind of magic related to all things celestial, such as stars, lightning, and similar phenomena. In the Age of Sigmar, it has become the realm of Sigmar himself and the main stronghold of civilization and order in the Warhammer multiverse. Needless to say, it's the greatest source of resistance against the forces of Chaos.

During Warhammer Fantasy Battle

Back in the good old days of yore and the Winds of Magic, Azyr was the blue wind related with the heavens. As such, its users were skilled in Astromancy, invoking skills such as divination, casting lightning, and summoning comets. The lore surrounding Azyr was founded in its capability to bring understanding and comprehension even where none should exist. Azyr was therefore associated with dreams, theory, and scholarly desire - or, dare we say, hope but without the chaotic implications. Back during the earlier days of The Empire, the Chaos God Tzeentch managed to trap Sigmar within the Azyr. However this didn't go as well as expected as Azyr became linked to Sigmar's essence and, when the magical winds were released during The End Times, Sigmar returned as one of the magical Incarnates united against Chaos, AKA The Warhammer Avengers.

The Realm of Azyr

YES, I DO EXIST!

Genesis

At the climax of the End Times Sigmar was incapable to save the earthThe-World-That-Was and was sucked into the apocalyptic Chaos Vortex. But being everyone's Games Workshop's favourite God-EmperorKing, he came back. Sigmar, the wind of Azyr, and the core of Warhammer's world managed to survive, flung into the reaches of space. After making pals with the godly star-drake Dracothion, who has the power to restart realities (read: set a new stage despite everything getting bombed by the the above mentioned Chaos Vortex), Sigmar was introduced to the Mortal Realms where he set out to rebuild all he has lost. Azyr itself formed the basis of the Realm of Heavens and was the first realm Sigmar set foot in. Here, the core of The-World-That-Was became Sigamar's base-of-operations.

Meanwhile, the Lizardmen, now space dinosaurs Seraphon, after the destruction of The-World-That-Was, drifted the void in their temple-ships until they too found Dracothion. The star-drake helped settle the Seraphon in High Azyr (read: near space), where not even the Chaos Gods could reach, allowing for our scaly friends to start their task of ridding the Cosmos of Chaos once and for all.

Age of Myth

Over long centuries Sigmar built up the Realm of Azyr, taking full advantage of his immortality to ensure that there would be no End Times 2.0. From his palace-city Sigmaron, Sigmar directed his utopia: Azyr became a confluence for all races, eptiomised in the celestail city Azyrheim where Human, Aelf, and Duardin coexisted peacefully.Beyond Azyr, Sigmar succeeded in forming a massive alliance with the other 7 realms and laughing off the first attempts of Chaos to do its thing and destroy his shiny new worlds.

Age of Chaos

However, Chaos still had Archaon up their collective sleeve, who happened to have as much plot-armour as Sigmar as GW needed some sort of apocalyptic war (how else would they sell their minis?). So yeah, Chaos managed to conquer 7 of the 8 realms and ensure their corruption.

Sigmar, of course, was very pissed off. Like the Emprah, Sigmar decided he would need Space Marines. Unlike Emprah, he decided it would be a very good idea to make them immune to Chaos right from the start. Sigmar already had "warp" powers in the form of the wind of Azyr, so he did the intelligent thing and closed the gates of Azyr and activated some sort of camo-field so not even Tzeentch would see what he was doing.

After many failed attempts to force the Gates of Azyr Chaos decided to ignore them. This made a lot of Chaos Lords very bored, wishing for a real challenge as preying on little post-apocalyptic tribes loses all its appeal after a couple of millennia.

Meanwhile, back in Azyr, and after long meditation, Sigmar started his great work. Across the centuries he worked with the Duardin god Grungi to forge a new weapon against Chaos. His tears of sorrow cooled the metal, as he was capable to see what Archie & Co were doing with the other realms (eg: turning people into statues by dropping molten silver over them). Eventually his weapon was ready: the Stormcast Eternals, the souls of adept warriors re-forged as divine soldiers. The Stormcast would form the tip of a lance composing the innumerable armies which Azyr now mustered against Chaos after their hundreds of years of peace (we wish the old Empire and the Imperium had had this).

Age of Sigmar

Sigmar launched his armies, with the Stormcast Eternals as his superhuman shock troopers who give zero fucks about daemonically empowered vikings and chaos shenanigans. They were followed by the Devoted of Sigmar (Azyr's church militant), the Free People (Imperial Guard/badass normals, read: the good, old Empire), the Collegiate Arcanum (Azyr's battle magic) and the Ironweld Arsenal (because Sigmar may have realized even daemons have a hard time against tanks and artillery).

The forces of Azyr were aided by thee Aelf and Duardin auxiliaries, Fyreslayers mercenaries, and the mysterious and ostensibly random help of the Seraphon. Together they managed to establish beachheads all across the 7 realms and began the process of purifying and expanding the held territories, making Azyr the first Games Workshop kingdom of order to make a true comeback since... well, since forever, which is something many Imperial fans actually feel very happy.

Force of Azyr

These are the most representative forces of Azyr, being supplied by auxiliaries whose origins are from other realms.

Stormcast Eternals

Sigmar's elite, aka Sigmarines, they are like Grey Knights with far less grimdark and more humanity.

Devotes of Sigmar

The church of Sigmar, they are good at cleaning KAY-OSS via whips and faith.

Collegiate Arcanum

Propieters of spells and arcane devices to channel the power of the God-King, with the very nature of Azyr being highly effective against Chaos.

Free People

The rank and file of Azyr forces, the grunts, the doughboy, the duckfoot, only this time they can see their god and know that he truly cares about them. They are the old Empire, brought back as citizens of Azyrheim.

Ironweld Arsenal

Say hello to the 19th century! Steam-punk tanks and artillery. We hope you didn't throw your Steam Tank when The Endtimes happened, but with this faction being so awesome you may want to bring a Leman Russ tank instead.

Seraphon

While there is no formal alliance between Sigmar's armies and the Seraphon, both forces seem to recognize they have aligned goals, with both of them having fought Chaos side by side.

See Also

  • Sigmar, the ruler, incarnate and god of this realm.
  • Terra, the roughest equivalent you may find in Warhammer 40,000, minus the noble-bright.
  • The Empire (Warhammer Fantasy), the predecessor and first attempt of Sigmar to make a better place to live for humans and their allies.