The 9th Age

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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.

What some Warhammer Fantasy fans had 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 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[edit]

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[edit]

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[edit]

1.1 To 1.2 & 1.3[edit]

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. It 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.
  • Round templates removed because of some WAAC's fee-feehs.
  • Learning Spells is different from becoming a higher level Wizard. Both cost points independent of each other.
  • Nagash removed.

1.3 To 2.0[edit]

  • 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 ton 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 to have the highest leadership
  • Units freshly rallied are now Shaken (new status, see later).
  • Removed rules within rules (Example: units with Terror new don't inherently have Fear but is now stated to have it on its unit card)
  • Nagash removed.

2.0 to Gold Edition[edit]

Since December 2018 there is a rules freeze for 3 years and released the new Daemon Legions army book, replacing all the Chaos gods with the 7 sins. The Chaos factions have been going through constant changes since the re-release beta, having the most tweaks than any other faction.

Army Change Summaries[edit]

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[edit]

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 and substitute it with their own in a manner similar to how Rick Priestley viewed Warhammer lore itself. All lore is presented as an alternative to Warhammer lore if desired, and is not the mandatory setting.

Some on /tg/ 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 Sigmund Selig, the son of a Arcalean merchant and a Equitain maid. He was well-educated and is well-traveled and resides in Avras, and many queries about in-game lore earns rebukes from him before being answered, from "you're trying to get me killed by Dwarfs" to "you're trying to get me killed by Witch Hunters".

History[edit]

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 (Slaan) 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 Naptesh (Nehekhara) to Tsuandan kingdom on the continent of Augea (Cathay). Even Orcs built a civilization, led 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 Naptesh 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 Naptesh 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 hit 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, led 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 led 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 Equitan knights led 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 led 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[edit]

Click "Expand" to see a summarized version of the changes to geographical lore.
The T9A world

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.
  • Kislev is Volskaya, with an increase in Bulgarian influence.
  • Tilea is now Arcalea.
  • The Dark Lands are now The Wasteland, and connect to Volskaya rather than (The Worlds Edge Mountains). Most (Warriors Of Chaos) come from here. Makhar Steppe (Scythia) is in the southern Wasteland and are partially but not entirely on the side of (Chaos). The Wasteland is shrinking rather than expanding, but very slowly. Those who venture within must have the direct blessing of the Dark Gods; what is corruptible is mutated, what isn’t suffers as if from radiation with their hair falling out, internal organs liquifying, and their skin falling off. Daemons live freely in the innermost part since there is enough magic to sustain them, and even the most beloved and blessed mortals can’t spend long there. There is no visual change in the surrounding area indicating where the Wasteland begins and ends, aside from most Warrior settlements being found there.
  • 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/Ind 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 and Bellatorre.
  • Sudenberg is now Port Reynaud.
  • Araby and the Southlands are now Taphria.
  • 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.
  • Albion does not exist. (But the Highborn Elves have taken up the role of Imperial Britain, having the biggest navy of any faction, and until recently having a puppet Raj ruling over Sagarikadesha. (Not to mention the American Revolution analog with the Dread Elves.))

Beast Herds (Beastmen)[edit]

Click "Expand" to see a summarized version of the changes to Beastmen lore.

From the dark depths of feral forests, from the wide untamed plains, and from every wild place beyond the gaze of civilisation, nature’s savage heart strikes without warning. Feel the ground tremble beneath thunderous hooves, shiver at the howls of the hunt, and know that you are stalked by the Beast Herds. The Herds comprise all manner of creatures, appearing like local fauna yet able to fight like men, with origins shrouded in the mists of time. Mighty creatures stride through the forests by their side, spreading terror in their wake. Marked in the womb by shamanic rituals and tribal magics, fueled by the desire to prove themselves worthy of the great stories of their peoples, the Herds view the sedentary nations as little more than a convenient larder and a testing ground for glory.

  • 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.

The Beastherds have many units which can harass an opponents deployment and play by using their ambush special rules. Beastherds also have access to bring a lot of chariots to the battle, giving them a fast and dangerous counter to enemy forces. A wide array of monsters and other fast units is often used to surround the opponent and then crush their forces with overwhelming might. Beastherds excel at mobility, using hard hitting units, and ambush tactics to beat their opponents

Daemon Legions (Daemons Of Chaos)[edit]

Click "Expand"to see a summarized version of the changes to Daemon lore.

Chaos got more changes than anyone to their lore, so buckle up. Due to the overlap of Chaos lore, further relevant information may be found in the Warriors Of The Dark Gods entry and to combat article bloat info will mostly be stated once in whichever entry it is more relevant. Fans of these armies are recommended to read both.

  • The Warp/Realm Of Chaos=Hell, or Hells. There's seven circles, just like Dante's Inferno although the details are quite different. There's no timefuckery, although past/present/future can be viewed.
  • All non-mortal things are called Supernals, 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 just another kind of magic is not a mindfucking revelation, and its considered a sign of the times just how common Daemons are getting, with organizations outside of sanctioned religions dedicated to studying/fighting them (think Witchers). Chaos is naturally a type of intent, but not the only evil nor is it even responsible for most evil with the influence of Chaos scaled back compared to Warhammer. Daemons are the Supernals who serve the Dark Gods, the Dark Gods are the Dukes of an entity named Father Chaos, and together the Legions of Father Chaos represent everything on the other side of the "Veil" which separates Chaos from the mortal world (which is presumably the realm of Order). Father Chaos has an opposite, Mother Cosmos, who is believed in as a literal goddess by those who fight Daemons exclusively (seems a logical conclusion since Father Chaos is real, and there's no lying assholes claiming there's no Order Gods).
  • Supernals only have free will so much as no stronger Supernal has given them an order; they are compelled to serve any superior who barks orders at them, unless they are already in the service of a specific Dark God (willingly or by recruitment), with the servants of Father Chaos automatically outranking anyone. While conscription by a Dark God empowers Daemons, or the Father empowers further those already serving a Dark God, it comes at the cost of choice and free will. All Daemons serving the same Dark God are linked to each other, and the shock of a true permanent death is felt throughout the Hells. Mortals can become Supernals either as direct gifts from Dark Gods or by entangling into the high stakes rat race of Daemonic economics and politics, the former usually as a Warrior and the latter as a Conjurer (who does not need to be magically inclined, though it obviously helps).
  • Chaos was rarely seen in 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, and they were involved in the histories of most factions in some way.
  • As stated, one does not need to be a wizard to summon Daemons. They can manifest anywhere the Veil is weak and there is death of a creature capable of “fear, awe, and madness” which forms the energy they need for their spirit to pass through. The better the being (educated, powerful, noble) the more satisfying the manifestation is to the Daemon and thus the more powerful the Daemon willing to manifest. Their physical form is made up of whatever raw material is around, but sulfur is necessary and a consistent part of the makeup of their bodies; sulfur is like their water, death is like their food. An invocation, the intent rather than any specific magic words or ritual, is simply an invitation drawing the attention of Daemons but due to the simplification of Daemon summoning even an event like an earthquake or flood can summon Daemons. They remain until the death energy that summoned them dissipates, with further sacrifice renewing them (some Daemons seem too stupid to sustain themselves, others cleverly use mundane mortal murder like executions of criminals). Daemon armies require an army of sacrifices to summon in the first place, and must continue to kill entire armies to maintain themselves; as a result true Daemon invasions are rare and short, but can occur without any cult aid when any mortal factions are at war. Daemons can manifest with very little need for death beyond the first sacrifice utilizing Possession in a willing or unwilling host, and can even lurk in a mortal without their knowledge. Most importantly, T9A Daemons can be permanently killed although the methods are very rare. Some Daemons come to appreciate the sense of free will that comes from being temporarily severed from Chaos, and attempt to live as mortals or even oppose Chaos and join the side of Order.
  • 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 while Father Chaos manipulates them into generalized destruction so he can "be one with Mother Cosmos" (so he wants to fuck the T9A Earth apparently). The nearest comparison is Daedra ruled by Castlevania Dracula. The Dark Gods each focus on positives in mortal existence, tempting and subverting them to a wicked form (for example Sugulag AKA Greed might warp Dwarvish civic duties and industriousness into a dystopia ruled by corrupt elite.). Some are hinted to have once been mortals, others as Daemon creations of Father Chaos. The lore treats them less as Lovecraftian eldritch invading monsters from the Id (points if you get that reference) and more of a pantheon of gods.
  • Chaos doesn't seek to destroy the material realm so much as, in the words of a Daemon Prince, "end its order". They indulge their portfolios, but generally don't want to bring an end to all things and as a result are much more involved in the local politics of regions rather than just wanting waves of Chaos Warriors, Beastmen, and Daemons to destroy a civilization once Cults weaken it from within like in Warhammer (although just like the servants they lead into self-destructive paths, the nature of Chaos is one without restraint so the most innocent of Chaos-allied situations ends up a complete wasteland of Daemon cults fighting over what was once a city before Father Chaos steps in and wipes out all survivors among Supernatural and mortal alike). Random Daemon armies still rampage for unknown reasons, but they are rare. Similarly, Daemons don’t always offer Faustian bargains because they’re assholes; sometimes its simply the only end they comprehend, or their only desire to any means. Envy may have you and your neighbor robbed because you asked for them to be brought down to your level, but it also raises up those who did the stealing to the same level as well since that's how Envy operates. Sloth grants knowledge of whatever you want while taking away the desire to do anything with the knowledge, because that’s how they themselves are. Pride, Lust, and Greed just lead you to the natural conclusions of your desires by giving you the means to your ends, the actions and initial invitation being no fault but your own. Rather than the mustache-twirling villains chortling about how much they love killin' in the name of Chaos ever since some deadparents origin in Warhammer (at least in the later lore), T9A represents more of a Greek tragedy side of Chaos where thanks to some poor choices they are sent into a domino-fall of misfortune all brought about by their own stupidity (like older Warhammer lore) while the audience (and Nukuja) simply watches.
  • Chaos Gods in Warhammer were very obviously 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 so much as the good resulting in the evil, like water and droplets of oil refusing to mix with one sitting on top of the other. The good of the Dark Gods tempts the masses, the evil giving a pathway to greater power for the few and being the road that same few will take the masses down with them as sacrifices (both figuratively and literally). For example, Khorne tempts warriors into RIPANDTEAR berserker “might makes right” assholes right out of the gate, but Vanadra tempts any being into her service by making them into a warrior, believing themselves to be an avenging Paladin who ends up destroying an increasing roster of people who "wronged" them in some way until there's nobody left.
    • The leader of the Dark Gods is 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. He somehow interacted with the Titans before the other Dark Gods existed, and Chaos cultists believe all souls originate from him and will eventually return to him. His actual stated goal is to "tear away the Veil separating him from Mother Cosmos" and "despoil her". Take it as a metaphor or literal as you will.
    • ‘’’Savar The Fallen Star’’’: Pride (Khorne + Slaanesh). Seeks to conquer and defeat the most impressive enemies for his own glory, dismissing the weak as unworthy of attention. His Daemon colors are regal blues and purples with symbols of stars, crowns, and heraldry. His Herald is white and wears a crown. 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, making Savar a god of tyranny over the weak. He tempts the unrecognized, jealous, and ignored who (believe themselves to) possess positive attributes. Savar’s given origin was as a god-king of the mortal world who attempted to enforce his rule over the others (so Savar is possibly another blatant refutation of Age Of Sigmar), and was cast out of their pantheon only to join Chaos instead. He isn’t actually picky about whether or not his followers actually possess positive attributes, instead considering those who praise him as deserving of power and majesty. Those who truly are skilled are converted to him using shame and frustration to lure them into a path of arrogance and selfishness.


    • ‘’’Kuulima The Lady Of Flies’’’: Communism Envy, Nurgle minus the durability. 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. Her followers are often found among the already diseased, particularly lepers since no inquisitor would bother to police them. 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. Her dogma is “nothing has true value unless compared to all”, and her path is a reactionary one rather than a proactive one. 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 and mismatched in style. Use of flies as symbols marks her followers more obviously. Its implied in her Primal lore that she wasn’t originally wa Chaos God, coming to power because she desired “one of the god’s great halls”. Kuulima’s current and most active plot is a form of leprosy that infects Elves that an Elf scholar coordinated with her to create and spread before he was caught, despite being a race normally immune to disease, due to him always jealous of the superior looks of his race, and even mortal humans, to himself. She is also the only Dark God to punish the wicked in a form of afterlife by claiming the souls of those who sowed divisiveness in life, cutting them in half but keeping both parts alive, and forcing them to populate her cities full of every imaginable architecture alongside the constantly shapeshifting insectoid Daemons.


    • ‘’’Vanadra The Adversary’’’: Wrath, 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. All that matters is revenge for any sleight real or imagined, and literally all things are worthy sacrifices to that goal. 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. She uses baboons and lions as symbols. Her origins are a “Primal spurn”, and its impled she lead the slave rebellions against the Saurians (Lizardmen).


    • ‘’’Sugulag The Collector’’’: Greed, Nurgle minus the diseases. 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). His Primal origin is as a greedy man obsessed with money, who offended the mortal realm gods by moving on to collecting and trading in souls. He’s also something of a prankster, distributing cursed coins in the mortal realm which inspire intense all-consuming insane greed in those who possess them, which can easily be passed on to another person...once they have lost everything else.


    • ‘’’Nukuja The Sleeper’’’: Sloth, Tzeentch with some Nurgle themes. Her Herald is described as pale (and depicted as a white bird covered in dust and cobwebs) with the face 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). It is described as merely standing and channeling great magic while watching events or showing mortals what they want to see as if they themselves were present. Her colors are dirty white and any kind of rust. 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. Her Daemons are considered amiable, granting whatever sights are requested because they rarely have need of any boon in return, and have the patience for even minor complaining if a summoner just wants someone to listen to their stories. They have immense power but rarely any reason to use it, being removed from the squabbles and politics of the rest of Chaos other than observing and providing information. She lacks a Primal origin, instead being “witness to the first awakening” implying either to have never been a mortal, or to have been a created mortal by the Titans and witness (or mother?) to the first natural birth. Her followers revere her because of her knowledge, with no implication she will share it but instead that her devoted are companions who observe what she does with the same patience.


Akaan, appearing as Slaanesh’s vore/inflation fetish
    • ‘’’Akaan The Devourer’’’: Gluttony, Nurgle minus the diseases with Slaanesh themes. Akaan was somehow born disfigured and as a result he made a “Primal pledge” to consume all beautiful things. His followers preach that ugliness is a blessing, all forms of restraint to physical appetite is HERESY, and all things will eventually submit for consumption for Akaan’s satisfaction. Akaan’s Herald is a creature with a toothed mouth which has no mind, merely consuming and growing fat off its eternal feast. His followers spread hunger and sow ruin in their wake, as curses lead peasants to consume all stores of food and animals before turning on each other, the dead rapidly consumed by bacteria as if in fast-forward. Akaan’s colors are the darker shades of brown and green, the colors of rot. 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 her 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, while lesser Daemons have golden cat-like eyes. While Slaanesh's Daemonettes tend to lean female while possessing an intentionally unpleasant 50/50 male/female appearance (or at least in modern art and models), Cibaresh's Daemons skew more towards one or the other while maintaining a more attractive androgyny (so basically Cibaresh is more the god of traps than Slaanesh). Cibaresh tempts sadists, masochists, the lusty, the indulgent, and any corrupters who draw others into their aberrancy, although those in need of comfort like the destitute or the oppressed are equally drawn to Cibaresh. 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. Her followers wear masks which are mostly beautiful and all unsettling, and they display lips and tongues as their iconography. Despite all the skills of Cibareshi in outmaneuvering their foes, random unthinking shrieking berserker rages can provide enough defense to survive in combat against them. Cibrash owns a place in the mortal realm, in a Shangri-La-like valley nestled in white mountains where her followers of all races indulge in their pleasure alongside Daemonic servants so long as they spend several months each year as a missionary of Cibaresh's cult. The Primal origin of Cibaresh is less clear, stated to have been born of “pure desire, the Father for the Mother” implying an asexual birth from Father Chaos. His ultimate goal is even less clear, “seeking to recreate that Primal spark, Lord of all lightning”.

Each Dark God has two Daemons associated solely with them, other than Father Chaos who has one. A number of unaligned Daemons exist as well which are drawn into service by any Dark God but on their own have a kind of independence. It should be noted that unlike in Warhammer where Chaos Gods gave shape to Daemons as smaller extensions of their will the Daemons of T9A are preexisting, with some simply attuned to specific types of vice and thus automatically in the service of the corresponding Dark God. Chaos Gods have unintelligent animals and weapons/machines which are possessed by Daemons, while Dark Gods simply have Daemons that resemble machinery and their animals are as intelligent as any other Daemon. As a representative of a Dark God any Daemon can make deals with mortals, and react differently when granted the independence of possession or being trapped in the mortal world.

All Daemons are described as having far more forms than the standardized Warhammer Daemons so kitbashing or proxying is expected, but each have unifying identifiers. The closest corresponding GW model will be identified for each below.


Daemon Dark God Base Size Games Workshop Model Proxy Modeling Notes Fluff
Omens Savar 50x50 Daemon Prince Random animals+Daemonic features, all with horns like crowns. Masters of both combat and treacherous dealmaking, but also are easily fooled in combat and conversation due to disdain and overconfidence.
Throne Of Overwhelming Splendor Savar 50x100 Any Chariot Consists of the rider, Chassis, and “Writhing Majesties” steeds, and can fly The mount option for Omens.
Blazing Glories Savar 50x50 Bloodletters/Warriors Of Chaos/Beastmen Random assortment of Daemonic/human features, all bearing flaming crowns. Their power comes from their perfection; the moment they are actually struck they start to lose their power. Glories recognize the great deeds of mortals, encouraging and rewarding greatness in Savar’s name.
Decievers Kuulima 25x25 Anything, kitbash proportion issues encouraged Resemble exaggerated parodies of any mortals they are facing with oversized and overcompensating weapons, but in their true form have (usually) bipedal insectoid Daemonic forms with bright coloration. Among the most clever Daemons, and easily drive their company to madness during negotiation.
Mageblight Gremlins Kuulima 40x40 Nurglings Fat and squishy, but not rotting. Obsessed with magic and hateful towards mortals that use it. Poor negotiators, easily enslaved by any non-magical mortal.
Scourges Vanadra 50x100 Bloodthirsters Their weapons are not possessed by Daemons, but are actual lesser Daemons forced into weapon shape. Their bloodlust exponentially rises the longer they fight. Cannot be reasoned with until it gets to kill some shit.
Brazen Beasts Vanadra 50x75 Juggernaut None The monster is the master, the rider is an Imp hitching a ride into battle. Cannot be reasoned with in the mortal plane due to everything non-Daemonic enraging them; can be reasoned with only on their home plane, or controlled by a superior Daemon while in the mortal world.
Misers Sugulag 50x100 Great Unclean One/Ogres Fat and rotting but not maggot-riddled disease-spreaders, nor in as advanced decay as most Nurgle models. Have armor, but kay not be physical and literal armor. Brute enforcers sent to confiscate treasure and lives.
Hoarders Sugulag 40x40 Plague Toads Any kind of Daemonic beast that travels close to the ground. Slither along the ground, taking anything of value they pass over with them. Can be generous with their boons to those who are generous with their treasure although the exponential charge for services results in their business partners becoming their slaves.
Sentinels Nukuja 50x100 Lord of Change Have inky black eyes and staffs. If they have the Strixian Spirit upgrade they are larger and can Fly. Lean on staffs so as to expend as little energy as possible. Are present to watch battles rather than participate, utilizing unimaginable magical power only when their observations are hindered or interrupted. Can stop time with a screech for a short period to reposition themselves, fly to witness events from desired angles, or are carried by magic or other Daemons so as to use less energy.
Throne Of The Oracle Nukuja 50x100 Burning Chariot Of Tzeentch Sentinel mount
Hope Harvesters Nukuja 50x100, Engine Of Damnation upgrade is 150x100 Mortis Engine/Treant/Mutalith Vortex Beast/Feculent Gnarlmaw Appear in various forms like wheeled machines, structures, or walking trees. Exude an aura of helplessness to mortals and Daemons alike. In the mortal world slowly Harvesters tear up all things in their path and emanate invisible shards of magic in a radius around itself, being essentially a sped-up (but still slow and lumbering) representation of time itself destroying all things.
Maws Akaan 150x100 Beast of Nurgle/Mutalith Vortex Beast/Chaos Spawn Random forms which are united only in having a gigantic mouth full of barbed teeth. Consume everything around them until they explode.
Bloat Flies Akaan 50x75 Rot Fly There may or may not be riders, and what may look like a rider could actually be just a growth. Cowardly when cornered, and will attempt to bargain to be spared rather than sent back to the other side of the Veil.
Courtesans Cibaresh 50x100 Keeper of Secrets Must have at least one extra limb, tentacles, and something sharp to attack with. Tall, come in a myriad of elegant forms both human, Daemonic, and bestial, and LOOOOOOOVE to cut things.
Sirens Cibaresh 25x50 Seekers of Slaanesh None Mount and rider evolved to the form and rhythm of each other allowing mount to move like a ballerina among enemies while the rider strikes at anything in any direction without becoming unbalanced; Sirens are quick to surrender and offer information when captured, although their high pitch voice and excited babbling make them difficult to understand.
Harbingers Father Chaos 25x25 Chaos Lord/Slambo Must fit on a 25mmx25mm base (unless mounted), must have Father Chaos’s symbol (infinity with a dot above and below) it displayed prominently. Take an array of shapes but always appearing as a hardened warrior. Act as the bannermen for the Father’s united Daemon Legions (roll credits). Weaker than servants of Dark Gods, but control them absolutely. Follow only the Father, do not bargain with mortals.
Great Beast Of Prophesy Father Chaos 50x75 Chaos Lord On Daemonic Mount Harbinger mount, can upgrade to Fly
Pale Horse Father Chaos 25x50 Chaos Lord On Steed Of Slaanesh Harbinger mount
Burning Wheel Father Chaos 50x50 Chaos Lord On Disc Of Tzeentch Harbinger mount
Dark Pulpit Father Chaos 50x50 Palanquin Harbinger mount
Hellhounds Any 25x50 Flesh Hound/Dire Wolves None Used by all large Daemon armies ahead of the main force. Bred for eons to be the ultimate fear-causer to the most primal ancestral memories of mortals.
Lemures Any 25x25 Plaguebearers/Zombies/Ghouls/lumps of Greenstuff None Resemble the dead, dying of disease, or just sentient flesh blobs. Almost impossible to kill due to tough hides and amazing regeneration, although a limestone water soak works. Cannot be bargained with due to having unknown intentions or desires, seen by commoners as representative of the inevitability of death.
Titanslayer Chariots Any 50x100 Blood Throne None The chariot itself is the Daemon, the riders are just along for the ride. It simply appears on the battlefield charging at the biggest and strongest foe with no other discernible motives, leaving once nothing remains that offends it.
Eidolons Any 25x25 Flamers of Tzeentch None Magic incarnate; float as if there is no gravity, changing colors and shapes as they go. Fire flames called “Dark Fire” out of openings which destroy lesser beings and in ones of stronger will it causes the unpleasant parts their life to flash before their eyes. Will cast spells to destroy ones that survive the fire if their masters demand, but otherwise they will simply wander off. Travel in groups in order to lend their magic to the alpha among them, but can be isolated and trapped in boxes that can be carried around and deployed by any being that can survive the fire as a means of escape from foes.
Succubi Any 25x25 Daemonettes None Travel in large groups, joking and gossiping as they butcher individuals one at a time with hundreds of slices from both weapons and blade limbs in rapid succession as they destroy entire units of foes. Attempts at negotiation are frustrating as they do not appear alone and prefer to make subtle jokes and giggle at it than actually strike any bargains.
Imps Any 25x25 Horror, Chaos Familiars, any None Imps range from desktop homunculi to massive elemental spirits to to blobs of raw magic to Daemonic animals, although usually resemble Daemonic Goblins. All throw or spit fire, and are more interested in BURNINATING THE COUNTRYSIDE than BURNINATING ALL THE PEOPLES. They can be made to serve, but are mischievous and even during bargaining inside a summoning circle will scorch the ground around them.
Veil Serpents Any 40x40 Screamers of Tzeentch/Idoneth Deepkin beasts Seem to have no sensory organs, visually somewhere between aquatic creature+serpent+worm. Travel in groups, always homing in on prey to consume. Cast spells as a group to weaken their victims. According to the (Cathayans) they feed primarily on religious leaders, are the Daemonic reflection of Dragons. Simple additional sacrifices are enough to deter them, and they may even aid mortals if they encounter an impressive individual.
Furies Any 25x25 Furies None These fucks still don’t get any credit seeing as they only have a story entry and lack the description box all other Daemons have.
Threshing Engines Any Base size 50x100, Horde upgrade 100x100, Legion upgrade 100x150 Any Slaanesh Chariots None Come in all shapes and sizes, crewed by various lesser Daemons. Once again the vehicle itself is the master, with the crew as companions although its unclear if the beasts pulling it share a mind or are also just tagalongs. Have energetic personalities, and a fixation on sharp objects.
Clawed Fiends Any 40x40 Fiends of Slaanesh Described as centaur/scorpion hybrids, so maybe ditch the anteater head for a greenstuff ball with multiple eyes. If you’ve ever read Of Mice And Men, these have the personality of Lennie. Evil Elves can feed them enough magic to keep them in the mortal world long term and train them as mounts, while any summoner capable of summoning them can glean any information the Fiend knows without a bargain and with no difficulty due to their constant craving of attention and praise. In battle they don’t intend to hurt their victims, and just don’t understand their strength or what their claws are doing. Or that their friends aren’t just sleeping as they set off in search of friends who aren’t.
Myrmidons Any 25x25 Warriors of Chaos, Chaos Space marines with melee weapons, Stormcast Eternals, any armored models Resemble soldiers, reptilian/insectoid/caprine Daemons, or even statues of Elves and humans. Come mostly in black, sometimes red. The most Order that Chaos gets, their units share a hivemind linked to other units of Myrmidons, granting them capable of complex military strategies. As a group they are nightmarishly difficult to negotiate a decent pact for a mortal, but individuals are confused and easy to manipulate.

Dread Elves (Dark Elves)[edit]

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Click "Expand" to see a summarized version of the changes to Dark Elf lore.

On every coast, in every port, the sighting of black sails is met with instant horror. Theirs is a name well earned from centuries of reaving and slaving, sparing none who fall beneath their whips. Feel the chains of fear upon your heart, with the approach of the Dread Elves. The Republic of Dathen in Silexia represents the largest dominion of Dread Elves, a hotbed of politics and intrigue centred upon the Obsidian Thrones within the Tower of Gar Daecos. Religion too shapes this society, and the most powerful cults dominate both civilian and military life. Perhaps the greatest weapon of fear in the arsenal of the Dread Elves is the Menagerie: a collection of monstrous creatures which the Daeb bend to their will.

The Dread Elves often use a mixed arms approach. That means a mixture of short and long range shooting with different combat elements and magic support. They can also focus on a main infantry unit, supporting it with several smaller units to make sure it gets the combat it wants. A completely different approach is to play a mixture of minimum sized units of elite infantry, or monsters, or hard hitting cavalry and chariots. A lot of mobile shooting can also be used to "dance" around the Opponent while Shooting their units

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  • Have established a republic

Dwarven Holds (Dwarfs)[edit]

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  • 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)[edit]

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  • 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. 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?!

Giants[edit]

An April Fool’s 2020 army that was revealed the day after to be an official supplement, albeit one illegal for tourneys.

Click "Expand" to see a summarized version of the changes to Giant lore.
  • Giants used to rule Vetia but were overthrown by humans

Highborn Elves (High Elves)[edit]

Click "Expand" to see a summarized version of the changes to High Elf lore.
  • 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)[edit]

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Click "Expand" to see a summarized version of the changes to Chaos Dwarf lore.
  • 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.
  • The modern Infernal Dwarves are more amiable, encouraging diplomats and trade though foreigners are VERY susceptible to the rivalries of internal conflicts, undercutting alliances that in theory benefit the entire civilization but in practice tip the balance of power within Infernal Dwarf society. Well-loved figures could suddenly be imprisoned on obviously false charges and worked to death before their case can be heard, falsified documents can lead to requested military support being attacked as if they are an enemy, and so on. Any outsiders who manage to figure out and work within their ways are given a great deal of respect.
  • The major religions of the Infernal Dwarves are integrated into all aspects of society as faiths compete over control of single sectors, resulting in those sectors opposing others; control of courts can spill into open conflict between two temples, the victor taking on the ability of a city to even manage trade as the third temple’s control of the docks is dealt with.
  • In spite of the relative chaos, Infernal Dwarves adhere to the concept of law (even if only in concept) rigidly in everything from how they undergo their fights to Daemonic dealings; a surrendering force may benefit more economically than a victorious one due to the contract negotiated and the fight may have started with that in mind. Their society is always in flux, never changing from the outside even if changing constantly in every single way.
  • In addition to the extensive and brutal slavery, there’s also a more Roman style for slaves of particular skill who have some rights and can free themselves for good behavior though that’s limited to the general changing rules and loopholes, and shifting fortune and disposition of their master.
  • Non-Infernal Dwarfs can achieve citizenship, and are treated as near equals if not complete equals in most non-noble levels of society. This includes races normally treated as inferiors like Giants who are afforded education equal to their capacity to learn.
  • After a tour of military service Infernal Dwarves can and do serve as mercenaries throughout the world, and as individuals or in armies will fight for anyone who can afford them.
  • Taurukhs (Bull Centaurs) serve as police.
  • A Dwarf character in a short story has black skin and red eyes, like Dark Iron Dwarves from Warcraft. Its unspecified if this is what all Infernal Dwarves look like, if this can occur in ordinary Dwarves, or if it pertains only to this particular Dwarf. But it exists.

Kingdom Of Equitaine (Bretonnia)[edit]

Click "Expand" to see a summarized version of the changes to Bretonnian lore.

The thunder of hooves, the clink of mail, the sounding of horns: a great cacophony accompanies an army of knights riding to war. Yet steel and sinew are nothing without valour. These noble fighters crusade for faith, for virtue, for their beloved Lady - yet most of all, for the honour of their home, the Kingdom of Equitaine. A nation established on noble principles, yet built on a foundation of peasant labour and sweat, Equitaine is a land of myth and superstition. Yet it exerts tremendous military might - Crusades for the lost Grail have brought the Lady’s grace to many foreign lands.. In all things, Equitan nobility is expected to lead from the fore, and victory often rests upon their individual successes. These are lessons for the young king to learn, and learn well, if his dynasty is to endure against other strong, noble Houses and the perils that lie beyond his lands.


The Kingdom of Equitaine is sometimes seen as three different armies in one. One option is to play as a mixture of Knights and Infantry, where one half of the army shoots or engages the opponent in place till the other part comes in to smash the enemy, usually with powerful cavalry. Another option is the are armies where only cavalry is used, these excel at bringing so many mobile threats on the table that they are able to catch the opponent where they least suspect and try avoid them everywhere else. That concept is brought to the extreme when cavalry is mixed with their flying units of Pegasus Knights! In every playstyle the Kingdom of Equitaine relies on their characters to do some fighting, and to lead their armies from the front.

  • 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 Taphria (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[edit]

Click "Expand" to see a summarized version of the changes to non-army lore.
  • The Old Ones are now Titans. They somehow interacted with Father Chaos (see Daemon Legions) in the earliest history of the world.
  • 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)[edit]

Click "Expand" to see a summarized version of the changes to Ogre Kingdoms lore.

Masters of the great plains and mountains of Augea, ogres are among the toughest of all creatures. Famed for their appetites and their brutality alike, the tribes are feared around the world. Do not anger them, for their fury is legendary - and only a fool would stand before the earth-shaking footfall of the Ogre Khans! Steppe ogres and mountain ogres have developed two quite different cultures. Both are rich and ancient, and can be reasoned with - provided you respect their traditions, and lay on a sufficient banquet. In the days of the greatest Khan of Khans, ogres walked as masters of the great nation of Tsuandan, or so their campfire lore speaks. Today, their reach encompasses the Silk Road, giving access to the wares and riches of many nations. Trading caravans often employ tribes of ogres for protection, often against their own kin. These mercenaries can be as treacherous as they are hungry, for they have come to respect the power of coin, at least so far as outsiders are concerned.

This army uses units loaded with mighty characters and many hard hitting monsters supported by magic and shooting units. There is also a playstyle featuring many small units overloading the opponent with threats and targets.

  • 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[edit]

Click "Expand" to see a summarized version of the changes to Orcs & Goblins lore.
  • 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)[edit]

Click "Expand" to see a summarized version of the changes to Lizardmen lore.
  • 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.
  • There are some confirmed to be Warriors Of The Dark Gods, more in line with early Lizardmen lore.

Sylvan Elves (Wood Elves)[edit]

Click "Expand" to see a summarized version of the changes to Wood Elf lore.

Tsuandan (Grand Cathay)[edit]

Click "Expand" to see a summarized version of the changes to Wood Elf lore.

The Vermin Swarm (Skaven)[edit]

Click "Expand" to see a summarized version of the changes to Skaven lore.
  • 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)[edit]

Click "Expand" to see a summarized version of the changes to Tomb Kings lore.

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 Naptesh 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)[edit]

Click "Expand" to see a summarized version of the changes to Vampire Counts lore.
  • 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.
  • Also have Pygmies in the form of the Malefic Tribes of Lalugu living in a mangrove swamp as allies to the Vodun Vampires of the Mangrove.

Warriors Of The Dark Gods (Warriors Of Chaos)[edit]

Click "Expand" to see a summarized version of the changes to Warriors Of Chaos lore.

Chaos got more changes than anyone to their lore, so buckle up. Due to the overlap of Chaos lore, further relevant information may be found in the Daemons entry and to combat article bloat info will mostly be stated once in whichever entry it is more relevant. Fans of these armies are recommended to read both.

  • 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.
  • Female Warriors aren't uncommon. Since Warrior bands often come from any existing group in addition to their own ethnic groups, a Warriors army can be made or kitbashed from any existing faction and/or cultural background desired.
  • Warriors are far less cruel than Warhammer Warriors, with slavery more resembling that of real life vikings. In particular killing slaves provides no honor, so unless they are sacrifices to a Dark God or involved in a ritual then they exist simply as laborers.
  • Warriors are far more selfish. Unlike in WFB where the Warriors Of Chaos serve the gods because it is their cultural background and hope to be rewarded, Warriors Of The Dark Gods are often the founders or recruited by a founder of a new cult that springs up when the Dark Gods start handing out gifts. Faith is directly tied to benefits, and the Dark Gods let them go freely. But gifts are taken back quickly, since in all example stories the Warriors don't live very long although the faith in getting a continued reward past death or a lack of concern for their own well-being keep them plodding along regardless. According to the writers, the Warriors are also supposed to remain emotional characters compared to the monolithic supreme badass entities that Warriors became when their backstories were over in WFB.
  • 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. These cities are far less like the wandering warbands or small villages of the Warriors Of Chaos and more akin to human versions of the Chaos Dwarfs.
  • Norscans=Vaskol
  • Kurgans=Makhar

Named Characters[edit]

Click "Expand" for a list of named characters for use on the tabletop.

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.

Daemon Legions

  • Cacophrax, The Entropic: A greater daemon of Nukuja described as being half griffon, half alligator, and the size of a barn. He has the ability to float. He led a Undivided daemon army against the Avrasi empire. His minions are jet black and his banner is a spiral.
  • The Gilded Giant: A giant golden golem built by Infernal Dwarves and possessed by a greater daemon of Sugulag. It has led multiple raids on the mortal realm, the purpose of which is always to steal as much gold as possible, to be used for some unknown purpose. Its minions appear metallic and mechanical. Its banner is an anvil.
  • Foloy, The Skullbringer: A Scourge of Vanadra. He is a giant red daemon with horns, hooves and wings, and carries two axes (so basically a Skarbrand expy). He and his army usually appear after natural disasters, like earthquakes, eruptions, tsunamis, or hurricanes. The elves call him "Vanadra's Tempest". His minions are tentacled lovecraftian horrors. His banner is a blindfolded skull.
  • Quetzatoa, The Devourer of the Deeps: A greater daemon of Akaan resembling a giant hermit crab. It leads armies of fish-like daemons on attacks against ships and coastal communities around the world. It's lair is rumoured to be under the Shattered Sea. Its banner is a crab claw.
  • Scarok, The Magnanimous: A greater daemon of Kuulima that appears as a dragon with shimmering scales that constantly change color, like a kaleidoscope. Her minions take various reptilian forms. She avoids open conflict unless someone defies her, instead seeking to sow jealousy among the wealthy and powerful, and then watching the ensuing battles. She is particularly feared by the dread elves. She was responsible for provoking the "Wars of Spite" in Vetia. Her banner is a snake's forked tongue.
  • Tergon, The Pathmaker: An Omen of Savar famous among the Warriors of the Makhar Steppes. He led massive coalitions of both mortals and daemons against Tsuandan. He is the subject of an epic poem, the Tergonead.
  • Akka Zono, The Puppetmaster: A greater daemon of Cibaresh, also known as The Sultan of Lust. It has a goat's head and a multitude of arms. Its minions appear as oversized children or animals with human faces. Its banner is a vertically bisected circle.

Dwarven Holds

  • Gorik Bearblood: One of the dwarves of the "Lost Hold". He is mute and communicates through sign language. He rides a tamed bear mount.

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 led 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.

Undying Dynasties

  • Mahatesh, Queen of Djedesh: Her husbands' mummified body was stolen by tomb raiders and sold to archeologists in Sonnstahl. She is mounting an invasion to rescue him.

Warriors Of The Dark Gods

  • Šiva Yanovich, Daughter Of Savar: The former wife of a Volskayan noble who was sent to rule over a backwater village at the edge of the Wasteland. Dissatisfied at being forced to give up her aristocratic life in Volskagrad to move to some shithole village in the middle of nowhere, she eventually said "fuck it" and ran off with one the Warrior warbands that regularly pass through town. 14 years later she led a huge united warband into Volskaya, intent on reaching the capitol. They ended up getting the shit smacked out of them. Gravely wounded, Šiva led a small splinter of the survivors back to the village where her ex-husband was still stationed. He forgave her for all she'd done as she died in his arms.
  • Lukas Yanovich, Sorcerer of the Dark Gods: The son of Šiva. She took him (still an infant) with her when she joined the Warriors. She gave him up to be raised by Daemons in the Wasteland. Thus he has been learning sorcery his entire life. After his mother's death, he rallied together an even bigger warband, with which he plans to lay siege on Avras. Oh, he also murdered his father.

See Also[edit]

Gallery[edit]