Difference between revisions of "Cosmos Arcane"

From Age of Sigmar - Lexicanum
Jump to: navigation, search
(Destruction)
(Realmspheres)
(47 intermediate revisions by 3 users not shown)
Line 1: Line 1:
<!--Misses Grand Alliance section and Realm of Chaos.-->
 
 
[[File:Mortal Realms map 01.png|thumb|400px|Map of the '''Cosmos Arcane'''.]]
 
[[File:Mortal Realms map 01.png|thumb|400px|Map of the '''Cosmos Arcane'''.]]
  
Line 7: Line 6:
 
:''For more information see: [[Aetheric Void]]''
 
:''For more information see: [[Aetheric Void]]''
  
The [[Aetheric Void]] is a huge expanse of null-space made of loose unaligned magic, within which the [[Realmsphere]]s exist. This non-realm forms the sky of the realms.{{Fn|1b}}{{Fn|6a}}
+
The [[Aetheric Void]] is a huge expanse of null-space made of loose unaligned magic, within which the [[Realmsphere]]s exist. This non-realm forms the sky of the realms.{{Fn|1b}}{{Fn|6}}
  
 
==Realmspheres==
 
==Realmspheres==
Line 13: Line 12:
 
:''For more information see: [[Realmsphere]] & [[Mortal Realms]]''
 
:''For more information see: [[Realmsphere]] & [[Mortal Realms]]''
  
[[Realmspheres]] are spheres of reality, coalescing and breaking apart within the [[Aetheric Void]].{{Fn|1b}} After the destruction of the [[World-That-Was]], various kinds of magic formed new realities of near-infinite scope and grandeur by clustering together, crystallising and combining with nebulae, cosmic dust and debris of [[Mallus]].{{Fn|3a}}{{Fn|6a}}
+
[[Realmspheres]] are spheres of reality, coalescing and breaking apart within the [[Aetheric Void]].{{Fn|1b}} After the destruction of the [[World-That-Was]], various kinds of magic formed new realities of near-infinite scope and grandeur by clustering together, crystallising and combining with nebulae, cosmic dust and debris of the cataclysmic end of the world.{{Fn|3a}}{{Fn|6}}
  
 
Foremost amongst them are the Realmspheres formed by the [[Magic|eight winds of magic]], for kindred energies are attracted to one another by cosmic law. The Realmspheres thus created became host to the eight [[Mortal Realms]], the largest realms in the Cosmos Arcane.{{Fn|1b}}{{Fn|1c}}
 
Foremost amongst them are the Realmspheres formed by the [[Magic|eight winds of magic]], for kindred energies are attracted to one another by cosmic law. The Realmspheres thus created became host to the eight [[Mortal Realms]], the largest realms in the Cosmos Arcane.{{Fn|1b}}{{Fn|1c}}
{{Navbox Mortal Realms}}
+
 
 +
The Mortal Realms are:
 +
* [[Realm of Aqshy|Aqshy, the Realm of Fire]]
 +
* [[Realm of Azyr|Azyr, the Realm of Heavens]]
 +
* [[Realm of Chamon|Chamon, the Realm of Metal]]
 +
* [[Realm of Ghur|Ghur, the Realm of Beasts]]
 +
* [[Realm of Ghyran|Ghyran, the Realm of Life]]
 +
* [[Realm of Hysh|Hysh, the Realm of Light]]
 +
* [[Realm of Shyish|Shyish, the Realm of Death]]
 +
* [[Realm of Ulgu|Ulgu, the Realm of Shadows]]
 +
 
 +
==Realm of Chaos==
 +
[[File:Realm of Chaos 01.png|thumb|The [[Realm of Chaos]].]]
 +
:''For more information see: [[Realm of Chaos]]''
 +
 
 +
The [[Realm of Chaos]], also known as the '''Realm of the Dark Gods''' is a dimension of magic and raw emotions that feeds on the [[Mortal Realms]]. It is a nightmarish hellscape beyond that of the eight Mortal Realms where the most terrible nightmares are given shape and form. Trespassers are devoured, grotesquely transformed or damned for all eternity.{{Fn|3d}}{{Fn|4c}}{{Fn|9}}
 +
 
 +
This infernal plane is ruled by the [[Ruinous Powers]], each with their own dominion, who can reshape mortals by transforming their bodies, minds and souls. It's from here that [[Chaos]] draws strength necessary to lay siege to the other realms, from the fell magic of the sorcerers and witches of Chaos to the abhorrent mutations of the Chaos corrupted that are manifestations of the malevolent power of this realm. It is inhabited by the [[Daemons of Chaos]], who can take form and persist without being limited by a need for hosts, sacrifices or arcane rituals.{{Fn|3d}}
 +
 
 +
In certain places the [[Realm of Chaos]] straddles reality giving it easy access to the [[Mortal Realms]]. Many of the [[Realmgates]] of the Mortal Realms have been corrupted by [[Chaos]]' influence, replacing their original destination so they now lead to some part of the Realm of Chaos. The metaphysical position of [[Blight City]] allows [[Skaven]] to gnaw reality and create [[Gnawholes]], portals through which they can spread their kind. [[Slaanesh]]'s claims to the extreme at the [[Realm's Edge]] has lead these surreal landscapes to lead directly to the Dark Prince's domain.{{Fn|3a}}{{Fn|3d}}{{Fn|4a}}
 +
 
 +
Beyond the main powers of [[Chaos]] lie blighted wastelands, where darkness and horror with an infinity variety of forms lies. It is in these places that the lowest [[Daemons]] lurk, unaligned manifestations of Chaos itself.{{Fn|3d}}
  
 
==Grand Alliances==
 
==Grand Alliances==
'''Grand Alliances''' are ancient compacts dating to the [[Age of Myth]] between various warring factions who seek dominate the [[Mortal Realms]].{{Fn|23}}
+
'''Grand Alliances''' are ancient compacts dating to the [[Age of Myth]] between various warring factions who seek to dominate the [[Mortal Realms]].{{Fn|13}}
  
 
===Order===
 
===Order===
[[File:Order Icon.png|right]]  
+
[[File:Order Icon.png|right|link=Grand Alliance of Order]]  
 
:''For more information see: [[Grand Alliance of Order]]''
 
:''For more information see: [[Grand Alliance of Order]]''
  
The forces of Order use innovative technology, arcane skill and raw courage to protect their civilizations and way of life against those who would want to tear them down. Most are the servants of the [[Pantheon of Order]], whatever that might be its God-King [[Sigmar]] or one of his fellow deities, but others are entirely concerned with the sinister goals and agendas of their own people. However all forces of Order are united in their hatred for the [[Dark Gods]], even to the point where they can raze entire cities because of the slightest hint of Chaos Corruption. Order is the shield of the [[Mortal Realms]] against the forces of [[Chaos]].{{Fn|23}}{{Fn|25}}{{Fn|27a}}
+
The forces of [[Order]] use innovative technology, arcane skill and raw courage to protect their civilizations and way of life against those who would want to tear them down. Most are servants of the [[God-King]] [[Sigmar]] or of one of his fellow deities from the [[Pantheon of Order]]. Others however serve Order for their own sinister goals or their people's agendas. However all forces of Order are united in their hatred for the [[Dark Gods]], even to the point where they can raze entire cities because of the slightest hint of Chaos corruption. Order is the shield of the [[Mortal Realms]] against the forces of [[Chaos]].{{Fn|13}}{{Fn|8}}{{Fn|19a}}
  
It is a loose alliance of the free peoples, like [[Humans]], [[Aelves]] and [[Duardin]], with free will, autonomy and a desire to create rather than destroy. These are supported by staunch defenders of law, like the [[Stormcast Eternals]], and exotic forces like the [[Seraphon]] and the [[Sylvaneth]].{{Fn|23}}{{Fn|27a}}
+
[[Order]] is a loose alliance of the free peoples, like [[Humans]], [[Aelves]] and [[Duardin]], with free will, autonomy and a desire to create rather than destroy. These are supported by staunch defenders of law, like the [[Stormcast Eternals]], and exotic forces like the [[Seraphon]] and the [[Sylvaneth]].{{Fn|13}}{{Fn|19a}}
  
 
===Chaos===
 
===Chaos===
[[File:Chaos Icon.png|right]]  
+
[[File:Chaos Icon.png|right|right|link=Grand Alliance of Chaos]]  
 
:''For more information see: [[Grand Alliance of Chaos]]''
 
:''For more information see: [[Grand Alliance of Chaos]]''
  
The [[Dark Gods]] are a pantheon of primeval forces, the nature of mortals reflected back on itself, that seek to conquer all of reality, including the [[Mortal Realms]]. They send forth their [[Daemon|Daemonic]] legions to achieve that objective. From their mortal servants they demand that they walk the [[Path to Glory]] and to triumph over their foes. To fail is to become damned to a fate worse than death. [[Archaon]] the Everchosen, their favoured warlord, is their herald in the realms and leads vasts armies in their name.{{Fn|23}}{{Fn|26a}}
+
The [[Dark Gods]] are a pantheon of primeval forces, the nature of mortals reflected back on itself, that seek to conquer all of reality, including the [[Mortal Realms]]. They send forth their [[Daemon|Daemonic]] legions to achieve that objective. From their mortal servants they demand that they walk the [[Path to Glory]] and to triumph over their foes. To fail is to become damned to a fate worse than death. [[Archaon]] the Everchosen, their favoured warlord, is their herald in the realms and leads vasts armies in their name.{{Fn|13}}{{Fn|18a}}
  
The armies of Chaos is have an anarchic diversity in their servants. Most prominent is the armies of corrupted, mutated, malcontent and mad mortals, many who believe to have been abandoned by the gods of [[Order]] during the [[Age of Chaos]]. The [[Beastmen]], animalistic savages who indulge in their base desires. The rat-like [[Skaven]], who pursue their own goals in the depths until the time they will claim all of creations for their own. The most powerful are [[Daemons]], the dark manifestations of the power of the [[Gods of Chaos]].{{Fn|23}}{{Fn|26a}}{{Fn|26b}}
+
The armies of Chaos display an anarchic diversity in their servants. Most prominent are the armies of corrupted, mutated, malcontent and mad mortals, many of whom believe to have been abandoned by the gods of [[Order]] during the [[Age of Chaos]]. There are also other mortals, like the [[Beastmen]], animalistic savages who indulge in their base desires, or the rat-like [[Skaven]], who pursue their own goals in the depths until the time they will claim all of creation for their own. The most powerful of the servants of Chaos are [[Daemons]], the dark manifestations of the power of the [[Gods of Chaos]].{{Fn|13}}{{Fn|18a}}{{Fn|18b}}
  
 
===Death===
 
===Death===
[[File:Death Icon.png|right]]
+
[[File:Death Icon.png|right|right|link=Grand Alliance of Death]]
 
:''For more information see: [[Grand Alliance of Death]]''
 
:''For more information see: [[Grand Alliance of Death]]''
  
The Great Necromancer [[Nagash]] rules over all the dead from his palace in the underworlds of [[Realm of Shyish]]. The Undying Kings sends his undead legions to do his bidding, to hunt down all souls that have evaded his eternal grasp. Beneath [[Nagash]] all are bound to his will.{{Fn|23}}{{Fn|27d}}
+
The Great Necromancer [[Nagash]] rules over all the dead from his palace in the underworlds of [[Realm of Shyish]]. The Undying King sends his [[undead]] legions to do his bidding, to hunt down all souls that have evaded his eternal grasp. [[Nagash]] stands above all undead and beneath him all are bound to his will.{{Fn|13}}{{Fn|19d}}
  
The armies of Death are not inconvinicied by the needs of mortals, like breath, food, sleep or companioship. There are the mindless legions of lurching [[Skeletons]], ravenous corpse-beasts that parody the living and swirling [[Malignants]]. The Vampires of the [[Soulblight]] dynasty are the aristocrats of the underworlds, who rule the empires of death. The [[Ossiarch Bonereapers]] are the most organized and orderly of the forces of Death.{{Fn|23}}{{Fn|27a}}{{Fn|27b}}{{Fn|27d}}
+
The armies of Death are not inconvenienced by the needs of mortals, like breath, food, sleep or companionship. There are the mindless legions of lurching [[Skeletons]] and ravenous corpse-beasts that parody the living. Malignants are dangerous and hard to destroy ghosts of the dead whose real power lies in their familiarity, stark reminders that there is no peace to be found in death. The Vampires of the [[Soulblight]] dynasties are the aristocrats of the underworlds, who rule the empires of Death. The [[Ossiarch Bonereapers]] are the most organized and orderly of the forces of Death. The [[Mordants]] of the [[Flesh-Eater Courts]] are the remnants of nations who have become delusional cannibals out of desperation and now serve the [[Abhorrents]], the vampire descendants of the [[Carrion King]].{{Fn|13}}{{Fn|19a}}{{Fn|19b}}{{Fn|19d}}{{Fn|19g}}{{Fn|19h}}
  
 
===Destruction===
 
===Destruction===
[[File:Destruction Icon.png|right]]  
+
[[File:Destruction Icon.png|right|right|link=Grand Alliance of Destruction]]  
 
:''For more information see: [[Grand Alliance of Destruction]]''
 
:''For more information see: [[Grand Alliance of Destruction]]''
  
The hordes of Destruction are like a force of nature that seeks to please their belligerent deity, [[Gorkamorka]]. Once allied with [[Order]], they now rampage throughout the Mortal Realms in a unstoppable wave of savagery, attacking at the slightest provocation for the joy of combat, despoiling, defiling and reducing all into dust wherever they go to sate their primal need for violence.{{Fn|23}}{{Fn|24}}{{Fn|27c}}
+
The hordes of Destruction are like a force of nature that seeks to please their belligerent deity, [[Gorkamorka]]. Once allied with [[Order]], they now rampage throughout the Mortal Realms in an unstoppable wave of savagery, attacking at the slightest provocation for the sheer joy of combat, despoiling, defiling and reducing all into dust wherever they go to sate their primal need for violence.{{Fn|13}}{{Fn|7}}{{Fn|19c}}
  
The armies of destruction consists of [[Greenskins]], migratory [[Ogor]]s, towering [[Gargant]]s and other mighty beasts. The [[Orruks]] go on unstoppable crusades known as [[Waagh!]] that are both a natural disaster and an organized threat. The [[Grots]] are spiteful and violent greenskins that bond with their enviroment on a primal level and are led by the most daring, spiritual or bonkers of their kind. The nomadic [[Ogors]], and their followers, are closely knit groups that continuously wander the realms in an unending search for meat and new and exciting flavours. [[Gargants]] follow armies for fresh meat, payment, or by competing with their kind by crushing all opposition underfoot so they can inherit the title of the [[Behemat|World-Titan]].{{Fn|12b}}{{Fn|23}}{{Fn|27c}}{{Fn|27e}}{{Fn|27f}}
+
The armies of Destruction consist of [[Greenskins]], migratory [[Ogor]]s, towering [[Gargant]]s and other mighty beasts. The [[Orruks]] go on unstoppable crusades known as [[Waaagh!]]s that are both a natural disaster and an organized threat. The [[Grots]] are spiteful and violent greenskins that bond with their enviroment on a primal level and are led by the most daring, spiritual or bonkers of their kind. The nomadic [[Ogors]] and their followers are closely knit groups that continuously wander the realms in an unending search for meat and new and exciting flavours. [[Gargants]] follow armies for fresh meat, payment, or in a competition with their own kind by crushing all opposition underfoot so they can inherit the title of the [[Behemat|World-Titan]].{{Fn|12}}{{Fn|13}}{{Fn|19c}}{{Fn|19e}}{{Fn|19f}}
  
 
==Deities==
 
==Deities==
Line 57: Line 77:
 
:''For more information see: [[Deity]]''
 
:''For more information see: [[Deity]]''
  
[[Deities]] are powerful entities who derive their power from the belief of their worshippers in them. They are not omniscient and to influence and use their power on the realms a small presence is required, be that of their direct presence of their worshippers. Such is their power that there are many tales in the [[Mortal Realms]] that tell of the clashes of the gods and powerful monsters that have changed the landscape of the Realms. Amongst them were the tales of the [[Sigmar]]'s travels through the early history, how he won against them, built civilizations and the lessons he imparted.{{Fn|15c}}  
+
[[Deities]] are powerful entities who derive their power from the belief of their worshippers in them. They are not omniscient and to influence and use their power on the realms a small presence is required, be it their direct presence or be it of their worshippers. Such is their power that there are many tales in the [[Mortal Realms]] that tell of the clashes of the gods and powerful monsters that have changed the landscape of the realms. Amongst them are the tales of [[Sigmar]]'s travels through the early history, how he won against these monsters and gods, built civilizations and the lessons he imparted.{{Fn|15c}}  
  
Each god has its own method of worship, shrines and way of showing its devotion, especially in combat and it is the desire to serve and believe in the gods that drive many of its people. Even those who dedicate themselves to a single deity, pay homage to other deities. Many can see the direct results of worship and some even meet their gods so nobody doubts their existence, though many, especially after the [[Age of Chaos]] are distrustful of them and don't want to worship them. Many of those still leave offerings in difficult times, for even if they don't like them, their power is real. Still, when you know your deity is real and it doesn't answer their prayers can turn faith to doubt to hatred. The countless demands across the Cosmos Arcane divide their attention and leave many prayers unanswered.{{Fn|15c}}
+
Each deity has their own method of worship, their own shrines and way of showing devotion to them, especially in combat. It is the desire to serve and believe in the gods that drives many of his people. Even those who dedicate themselves to a single deity pay homage to other deities. Many can see the direct results of worship and some even meet their gods so nobody doubts their existence - though many, especially after the [[Age of Chaos]] are distrustful of them and don't want to worship them. Many of those still leave offerings to them in difficult times, for even if they don't like them, their power is real. Still, when people knows their deity is real and it doesn't answer their prayers, that can turn faith into doubt, and then to hatred. The countless demands to the gods across the Cosmos Arcane divide their attention and leave many prayers unanswered.{{Fn|15c}}
  
Many of the greatest heroes and villains of the Realms are the champions of the gods. Despite their immense powers the gods cannot be everywhere, blessing a few of their mortal followers with a small part of their power, known as the [[Blessed]], who can channel the divine power of their patron into miracles. In exchange, these acts bolster the faith of its believers and return to the deity far great power than they expended. However, this closer relationship with the gods doesn't grant them divine insight and they must decipher the cryptic and obscure omens and hints the gods give them.{{Fn|15c}}
+
Many of the greatest heroes and villains of the realms are the champions of the gods. Despite their immense powers the gods cannot be everywhere, blessing a few of their mortal followers here and there with a small part of their power - turning them into the so-called [[Blessed]], who can channel the divine power of their patron gods into miracles. In exchange these acts bolster the faith of their believers and return to the deities far greater power than they expended. However, this closer relationship with the gods doesn't grant their champions divine insight and they must decipher the cryptic and obscure omens and hints the gods give them.{{Fn|15c}}
  
 
The most prominent powers that fight over the dominion of the Cosmos Arcane are the [[Pantheon of Order]], [[Gorkamorka]], the [[Pantheon of the Dark Gods]] and [[Nagash]].
 
The most prominent powers that fight over the dominion of the Cosmos Arcane are the [[Pantheon of Order]], [[Gorkamorka]], the [[Pantheon of the Dark Gods]] and [[Nagash]].
Line 69: Line 89:
 
:''For more information see: [[Magic]]''
 
:''For more information see: [[Magic]]''
  
[[Magic]] is raw eldritch energy that permeates the [[Mortal Realms]], each a crystallization of raw magical energies and the remains of the [[World-That-Was]], and an embodiment of one of the eight [[Lores of Magic]]. Winds, rocks, earth, wood and water have motes of magical energy, made of the components energies that show as a dominant 'colour', or the elemental characteristics of magic. Despite that, all realms share faint traces of magic of the other lores and it is said that many other strange and unknowable lores of magic exist in the realms.{{Fn|15d}}  
+
[[Magic]] is raw eldritch energy that permeates the [[Mortal Realms]], each a crystallization of raw magical energies and the remains of the [[World-That-Was]], and an embodiment of one of the eight [[Lores of Magic]]. Winds, rocks, earth, wood and water have motes of magical energy in them. This energy is made up by different component energies, each embodied by a specific, dominant 'colour', or the elemental characteristic of magic. Despite that, all realms share faint traces of magic of the other lores and it is said that many other strange and unknowable lores of magic exist in the realms.{{Fn|15d}}  
  
Every species understand magic in their own way, that the realms themselves are partly made of it and that this power can be harnessed and shaped. Those that know how to manipulate the arcane can tap and direct this energy, using ancient words of power, mystic gestures and their wills. Those who can use this power have countless names, like wizards, witches, warlocks, mages and sorcerers and those who are born with the ability to perceive magic are said to have the [[Witch-Sight]]. It is a practice that requires years of study to learn how to harness and shape the fabric of reality. The spellcasters across the realm are continuously researching, studying and crafting new spells, be that a modification of an existing spell, recreating of a lost spell or an entirely original one. This power has a myriad of uses, from accelerating healing, masking their presence, controlling minds or into destructive blasts.{{Fn|15d}}  
+
Every species understands magic in their own way, that the realms themselves are partly made of it and that this power can be harnessed and shaped. Those that know how to manipulate the arcane can tap and direct this energy, using ancient words of power, mystic gestures and their wills. Those who are able to use this power have countless names, like wizards, witches, warlocks, mages and sorcerers and those who are born with the ability to perceive magic are said to have the [[Witch-Sight]]. It is a practice that requires years of study in order to learn how to harness and shape the fabric of reality. The spellcasters across the realms are continuously researching, studying and crafting new spells, by modifying an existing spell, recreating a lost spell or creating an entirely original one. This power has a myriad of uses, from accelerating healing, masking their presence, controlling minds or creating destructive blasts.{{Fn|15d}}  
  
Resolve and focus is required to direct these arcane energies, becoming easier with practice. Even a single mistake has the chance of ending the life of the magic wielder, or worse creating thaumaturgical catastrophes, like the [[Endless Spells]], pure manifestations of predatory magic in all its destructive force. Even beyond that, the power and the insatiable need for knowledge are dangerously seductive. Many satisfy this desire by exploring esoteric and blasphemous lores that are not meant for the sane, peering into the shadows of the [[Aetheric Void]] or end up falling to the whispers of the [[Dark Powers]].{{Fn|15d}}  
+
Resolve and focus is required to direct these arcane energies, something that becomes easier with practice. Even a single mistake can end the life of the wielder of magic, or worse, create thaumaturgical catastrophes, like the [[Endless Spells]], pure manifestations of predatory magic in all its destructive force. Even beyond that, the power and the insatiable need for knowledge are dangerously seductive. Many satisfy this desire by exploring esoteric and blasphemous lores that are not meant for the sane, peering into the shadows of the [[Aetheric Void]] or end up succumbing to the whispers of the [[Dark Powers]].{{Fn|15d}}  
  
There are other ways of accessing magic without casting spells, like runecrafting of the [[Duardin]] or by channelling primordial powers, like the [[Sylvaneth]], [[Ogors]] and [[Orruks]]. One can also tap into [[Realmstone]], the raw magical energy in physical form, the most valuable material in the realms. Just one piece of it can create great arcane feats or create powerful artefacts. It one of the cornerstones of commerce across the Realms, though many see it as cursed, as madness, mutations and misfortune striking those who use or traffic it.{{Fn|15d}}
+
There are other ways of accessing magic, i.e. without casting spells, like the runecrafting of the [[Duardin]] or by channelling primordial powers, like the [[Sylvaneth]], [[Ogors]] and [[Orruks]] do. One can also tap into [[Realmstone]], the raw magical energy in physical form, the most valuable material in the realms. Just one piece of it can create great arcane feats or powerful artefacts. It is one of the cornerstones of commerce across the realms, though many see it as cursed, as madness, mutations and misfortune strike those who use or traffic it.{{Fn|15d}}
  
 
==History==
 
==History==
Since the arrival of Sigmar to the Mortal Realms its history has been divided into three [[Great Epochs]].{{Fn|14a}}
+
Since the arrival of Sigmar to the Mortal Realms its history has been divided into three [[Great Epochs]].{{Fn|14}}
  
 
===Before the Ages===
 
===Before the Ages===
Line 84: Line 104:
 
:''For more information see: [[Before the Ages]]''
 
:''For more information see: [[Before the Ages]]''
  
The magic of the Mortal Realms spread from the end of the World-That-Was, exploding through the cosmos, before cluttering back together in the [[Aetheric Void]] forming Realmspheres. Within these Realmsphere, magic started to crystallise and form landscapes. Some remnants of the broken world, came to settle in these landscapes like the [[Spear of Mallus]] and the [[Oak of Ages Past]].{{Fn|19}}{{Fn|17}}
+
The magic of the Mortal Realms spread from the end of the World-That-Was, exploding through the cosmos, before coalescing back together in the [[Aetheric Void]] forming Realmspheres. Within these [[Realmsphere]]s, magic started to crystallise and to form landscapes. Some conserved remnants of the broken World-That-Was came to settle in these landscapes, like the [[Spear of Mallus]] and the [[Oak of Ages Past]].{{Fn|11}}{{Fn|17}}
 
 
Many of the inhabitants of the Mortal Realms are the descendants of the survivors of the World-That-Was that managed to escape its destruction and reach the Mortal Realms.{{Fn|19}}
 
  
Some of the known means to reach the realms are:
+
Many of the inhabitants of the Mortal Realms are the descendants of the survivors of the World-That-Was that managed to reach these realities.{{Fn|11}} When Sigmar arrived the realms were covered in the dew of creation yet much was already ancient with fractured kingdoms and portals between the realms.{{Fn|14}} [[Dracothion]] found Sigmar hanging upon the core of the [[World-That-Was]], [[Mallus]], and set the remains upon the Firmament.{{Fn|10}}
*Legends say that in the infancy of the [[realmsphere]]s the ancestors of the [[Duardin]]s dug  their way out of the [[World-That-Was]] and into the Mortal Realms. They then spread to every corner of the Mortal Realms.{{Fn|22a}}
 
*The [[Aelf|Aelves]] were reduced to a pitiful remnant during the destruction of the World-That-Was. As such, only a small number reached the Mortal Realms intact with the help of magical enchantments cast by their former pantheon. Unlike their duardin counterparts, the Aelves were very rare and hid from other species that they considered inferior out of hubris.{{Fn|4b}}
 
*[[Grot]]s and [[Orruk]]s have infested the Mortal Realms for longer than anyone can remember. As such, they predate the coming and awakening of the [[Ascended deity|Ascended Deities]].{{Fn|12a}}{{Fn|12b}}
 
* The [[Slann]] travelled through the stars and were guided into the Mortal Realms by [[Dracothion]].{{Fn|11}}
 
 
 
When Sigmar arrived the realms were covered in the dew of creation yet much was already ancient with fractures kingdoms and portals between the realms.{{Fn|14a}} [[Dracothion]] found Sigmar hanging upon [[Mallus]], the remains of the [[World-That-Was]], and set it upon the Firmament.{{Fn|10a}}
 
  
 
===Age of Myth===
 
===Age of Myth===
Line 100: Line 112:
 
:''For more information see: [[Age of Myth]]''
 
:''For more information see: [[Age of Myth]]''
  
After finding the Mortal Realms, Sigmar set to explore them, battling monster among many other great deeds. He raised the primitive humans and helped build great civilisations, building a great alliance with the help of friends and gods, both old and new.{{Fn|9a}} This golden age of Sigmar's utopia ended when this alliance broke down, thanks to trickery and the invasion of [[Archaon]], his signs plaguing the realms long before. [[Nagash]] sought to rule alone, [[Gorkamorka]] was discontent with the peace, [[Tyrion]] attempted to capture [[Slaanesh]] while it was vulnerable and [[Grimnir]] after slaying [[Vulcatrix]].{{Fn|20}}{{Fn|13}}
+
The Age of Myth started when [[Sigmar]] awoke from drifting in the void and explored each of the Eight Realms, overcoming monstrous beasts and finding enclaves of primitive humans. Sigmar taught these enclaves many things and in turn they worshipped him. Within a few generations these hunters wielding flint-tipped weapons ceased wandering and erected great cities. Sigmar would eventually come to find and awaken many other gods.{{Fn|14}}
 +
 
 +
These gods were grateful to have been awoken or saved, pledging to aid Sigmar and the nascent civilizations and creating a brief utopia. This utopia was challenged many times by Chaos but the strong union of the people and their gods repulsed these invasions. Only when the Great Alliance failed did Chaos manage to get a foothold in the Mortal Realms and the Age of Chaos began.{{Fn|14}}
 +
 
 +
The true history of this age has long been lost. Facts and tales of this era are difficult to discern, as myths and legends are most of what remains. The glory of that age can still be glimpsed through those relics and ruins that weren't destroyed by the followers of Chaos or hidden away by the gods.{{Fn|14}}
  
 
===Age of Chaos===
 
===Age of Chaos===
Line 106: Line 122:
 
:''For more information see: [[Age of Chaos]]''
 
:''For more information see: [[Age of Chaos]]''
  
For many aeons, the Chaos gods tried to violently enter into the mortal realms, but were always foiled by Sigmar's grand alliance. Only when this alliance was broken by a betrayal did Chaos managed to invade the mortal realms, beginning the Age of Chaos. {{Fn|9b}}
+
The Age of Chaos began when Sigmar's Great Alliance faltered to betrayal and Chaos managed to establish a foothold in the Mortal Realms. So devastating were the first invasions that they would later become known as the [[Red Century]]. Great armies were raised to fight off Chaos but they lacked the union to succeed, as none of these powers trusted each other out of fear for further betrayal.{{Fn|14}}
  
The horrors the dark gods set upon the mortal realms seemed paltry in comparison to the devastation they caused in the [[World-That-Was]]. The free folk fought, but they were weakened by the fall of the alliance and the union of chaos followers due to the return of [[Archaon]], the ender of worlds.{{Fn|1c}} Despite the gods' attempts at protecting the mortal peoples of their realms, Archaon managed to reduce them to savage tribes and broken kingdom, set about to ruthlessly exterminate them.{{Fn|13}}
+
Even though the [[Chaos God]] [[Slaanesh]] was missing, the united forces of the other Chaos Gods conquered the realms, destroying empires, cities, civilizations and annihilating their histories overnight. Under Chaos the realms returned to their savage states, filled with cruelty, enslavement and despair and erasing enlightenment. So complete was their dominion over the realms that the forces of Chaos began to fight amongst themselves for the spoils of their victories.{{Fn|14}}
  
Sigmar closed the gates to Azyr and left the other realms to their fates, not seen again for centuries.{{Fn|9b}} The other realms were forced to live in a living hell, frowned in gore and rot, where cities and settlements were torn down and spiked citadels were raised beneath blood-red skies.{{Fn|9d}} Countless cultures were lost during this age with only traces left behind. The few cultures that survived were already strong and well-defended, already isolated and skilled at resisting invaders or transformed themselves to survive, like becoming nomadic to preserve their lives and their old ways.{{Fn|15}}
+
Halfway through this age the enemies of Chaos suffered disastrous defeats and Sigmar lost [[Ghal Maraz]], his hammer carrying a portion of his divine power. Sigmar retreated to the [[Celestial Realm]] and sealed the [[Gates of Azyr]], retiring to his celestial palace-city and was not seen again for centuries. The only great city to survive through this age was [[Azyrheim]], sheltering many refugees from besieged realms, and its gate was the last of Azyr to close.{{Fn|14}}
 
 
The God-King knew that fighting the Gods of Chaos was a losing battle. They were too united and powerful, that to fight them was to face certain doom. He had a plan to build an army with the help of [[Grungni]]. Plucking the greatest heroes of the realms into [[Azyrheim]] and reforging them into [[Stormcast Eternal]]s.{{Fn|9c}}
 
  
 
===Age of Sigmar===
 
===Age of Sigmar===
Line 118: Line 132:
 
:''For more information see: [[Age of Sigmar]]''
 
:''For more information see: [[Age of Sigmar]]''
  
The Age of Sigmar begins with the first strike against Chaos, the [[Stormcast Eternals]] being first hurled into battle in the [[Brimstone Peninsula]] in Aqshy. The [[Hammers of Sigmar]], led by [[Lord-Celestant]] [[Vandus Hammerhand]] fought [[Korghos Khul]] and his army, the [[Goretide]], and took the [[Igneous Gate]], being the first of many conquests. The wars spread across the Mortal Realms, starting a series of events that would be known as the [[Realmgate Wars]], as Sigmar made it a objective to capture as many [[realmgates]] as possible, finding many of them corrupted instead.{{Fn|14b}}{{Fn|18}}
+
The Age of Sigmar started when Sigmar, after centuries of preparation and marshalling his strength, sent his [[Stormcast Eternals]] all across the Mortal Realms to wage war on the forces of Chaos. Every available [[warrior chamber]] of the Stormcast was sent to secure the [[Realmgate]]s, an event that became known as the [[Realmgate Wars]].{{Fn|14}}
 +
 
 +
The Stormcast sought alliances with the besieged armies, seeking to reunite the old alliance from the Age of Myth, and a strong unified front across every region of the Mortal Realms against Chaos was born. The Chaos Gods, realising that total victory had escaped them, sent countless reinforcements from the [[Realm of Chaos]] to fight against the unified front that resisted their complete dominance.{{Fn|14}}  
  
Sigmar desired to reform his pantheon of old and helped his old allies, like [[Alarielle]] and [[Nagash]] and besieged nations like those of the [[Fyreslayers]]. The Stormcast held a crusade to recover the [[Ghal Maraz]] from the [[Eldritch Fortress]] and tried to stop [[Archaon]] from enslaving the daemonic oracle [[Kianathus]] and the Godbeasts into his service. The Realmgate Wars ended with the fight for the [[Eightpoints]].{{Fn|18}}
+
After many tribulations, the [[Realmgate Wars]] ended with [[Order]] resurgent. After the battles for the [[All-Gates]], especially in [[Realm of Ghyran|Ghyran]], many [[Cities of Sigmar]] were built during the [[Season of War]].{{Fn|5}}
  
====Time of Tribulations====
+
As [[Nagash]] finished his ritual many omens and vision plagued the realms, a period of time called the [[Time of Tribulations]]. All the [[Grand Alliances]] sent forces to [[Nagashizzar]] to stop him and eventually his ritual would be disrupted by [[Skaven]].{{Fn|16}}
:''For more information see: [[Time of Tribulations]]''
 
As [[Nagash]] was finishing the final touches on his [[Great Black Pyramid]], dark omens and forbidding visions plagued the realms. Sigmar was finally pushed to act when Vandus came to him with his own troubling visions. In response Sigmar first reached into the skies of Azyr and sent hundreds of comets of [[celestium]]. He then sent forth the [[Lord-Ordinators]] to lay claim to these comets and raise [[Warscryer Citadels]] atop each to scry the future of the realms. Through the citadels they, as well as the prophets of Chaos and [[Destruction]], foresaw Nagash's plan.{{Fn|16a}}{{Fn|16b}}{{Fn|16c}}
 
  
All of the great alliances sent forces into [[Shyish]] to attack [[Nagashizzar]]. Unfortunately they all came to the walls of Nagashizzar at the same time and began to fight one another in a six day battle that achieved nothing. Nagash had nearly completed his greatest work, but unknown to him a small band of [[Skaven]] assassins had breached the inner workings of the Great Black Pyramid and tampered with it disrupting the ritual. This led to the event known as the [[Shyish Necroquake]].{{Fn|16c}}{{Fn|21}}
+
The broken ritual resulted in the [[Necroquake]], a catastrophe of amethyst magic that blasted the realms and changed the nature of magic. This age became known as the [[Arcanum Optimar]].{{Fn|2}}
  
 
==Sources==
 
==Sources==
Line 133: Line 147:
 
** {{Endn|1b}}: The Cosmos Arcane, pg. 80-81
 
** {{Endn|1b}}: The Cosmos Arcane, pg. 80-81
 
** {{Endn|1c}}: Spheres of Existence, pg. 82-83
 
** {{Endn|1c}}: Spheres of Existence, pg. 82-83
* {{Endn|2}}: [[White Dwarf March 2021]]
+
* {{Endn|2}}: [[Malign Sorcery]] - Magic Unending, pg. 18-19
** {{Endn|2a}}: The Maker's Mark, pg. 132-141
 
 
* {{Endn|3}}: [[Soulbound Core Rulebook]]
 
* {{Endn|3}}: [[Soulbound Core Rulebook]]
** {{Endn|3a}}: The Mortal Realms,p. 160-168
+
** {{Endn|3a}}: The Mortal Realms, pg. 160-168
** {{Endn|3b}}: Chamon,p. 172-173
+
** {{Endn|3d}}: The Realm of Chaos, pg. 184-184
** {{Endn|3c}}: Shyish,p. 180-181
 
 
* {{Endn|4}}: [[Battletome: Hedonites of Slaanesh (2021)]]
 
* {{Endn|4}}: [[Battletome: Hedonites of Slaanesh (2021)]]
 
** {{Endn|4a}}: The Deity Slaanesh, pg. 8-9
 
** {{Endn|4a}}: The Deity Slaanesh, pg. 8-9
** {{Endn|4b}}: To Capture a God, pg. 10-11
+
** {{Endn|4c}}: Fiendish Paradises, pg. 12-13
* {{Endn|5}}: [https://www.youtube.com/watch?v=uU8HM3OuThk A Traveller's Guide to the Mortal Realms]
+
* {{Endn|5}}: Season of War pdf
* {{Endn|6}}: [[White Dwarf November 2020]]
+
* {{Endn|6}}: [[White Dwarf November 2020]] - pg. 10-13
** {{Endn|6a}}: pg. 10-13
+
* {{Endn|7}}: [[Warcry: Harbingers of Destruction]], pg. 2
* {{Endn|7}}: [[Battletome: Skaven (2019)]]
+
* {{Endn|8}}: [[Warcry: Sentinels of Order]], pg. 2
** {{Endn|7a}}: Gnawhole, pg. 16-17
+
* {{Endn|9}}: [[White Dwarf Issue 75]] of 4 July 2015 - The Nine Realms
** {{Endn|7b}}: Rise of the Under-Empire, pg. 18-21
+
* {{Endn|10}}: [[White Dwarf Issue 76]] of 11 July 2015 - Codex: Apocrypha
* {{Endn|8}}: [[The Realmgate Wars: Balance of Power]]
+
* {{Endn|11}}: [https://www.youtube.com/watch?v=uU8HM3OuThk A Traveller's Guide to the Mortal Realms]
** {{Endn|8a}}: pg. 186
+
* {{Endn|12}}: [[Battletome: Gloomspite Gitz (2019)]] - Ages of Loonacy, pg. 16-19
* {{Endn|9}}: [[White Dwarf Issue 75]] - 4 July 2015
+
* {{Endn|13}}: [https://ageofsigmar.com/factions/order/ Age of Sigmar website - Faction section]
** {{Endn|9a}}: The Age of Myth, page 2-3
+
* {{Endn|14}}: [[Mighty Battles]] - The Great Epochs
** {{Endn|9b}}: Chaos Triumphant, page 6-7
 
** {{Endn|9c}}: Sigmar Strikes, page 8-9
 
* {{Endn|10}}: [[White Dwarf Issue 76]] - 11 July 2015
 
** {{Endn|10a}}: Codex: Apocrypha
 
* {{Endn|11}}: [[Battletome: Seraphon (2015)]] - Masters of Order
 
* {{Endn|12}}: [[Battletome: Gloomspite Gitz (2019)]]
 
** {{Endn|12a}}: Rise of the Gloomspite Gitz, pg. 4-5
 
** {{Endn|12b}}: Ages of Loonacy, pg. 16-19
 
* {{Endn|13}}: [[Battletome: Everchosen (2015)]] - pg. 29-32
 
* {{Endn|14}}: [[Mighty Battles]]
 
** {{Endn|14a}}: The Great Epochs
 
** {{Endn|14b}}: From the Heavens
 
 
* {{Endn|15}}: [[Soulbound Core Rulebook]]
 
* {{Endn|15}}: [[Soulbound Core Rulebook]]
** {{Endn|15a}}: Creature Types, pg. 301
+
** {{Endn|15c}}: Religion & Belief, pg. 227-229
** {{Endn|15b}}: Life in the Realms, pg. 164-168
 
** {{Endn|15c}}: Religion&Belief, pg. 227-229
 
 
** {{Endn|15d}}: Magic, pg. 260-286
 
** {{Endn|15d}}: Magic, pg. 260-286
 
* {{Endn|16}}: [[Malign Portents]]
 
* {{Endn|16}}: [[Malign Portents]]
Line 174: Line 172:
 
** {{Endn|16c}}: The Doomed March, pg. 30-32
 
** {{Endn|16c}}: The Doomed March, pg. 30-32
 
* {{Endn|17}}: [[The Realmgate Wars: Quest for Ghal Maraz]] - The Oak of Ages Past, pg. 129-132
 
* {{Endn|17}}: [[The Realmgate Wars: Quest for Ghal Maraz]] - The Oak of Ages Past, pg. 129-132
* {{Endn|18}}: [[The Realmgate Wars: All-Gates]]
+
* {{Endn|18}}: [[Warcry: Agents of Chaos]]
** {{Endn|18a}}: pg. 18-19
+
** {{Endn|18a}}: pg. 1.
* {{Endn|19}}: [https://www.youtube.com/watch?v=uU8HM3OuThk A Traveller's Guide to the Mortal Realms]
+
** {{Endn|18b}}: Ruin and Blood, pg. 2-3
* {{Endn|20}}: [[Warhammer: Age of Sigmar Primer]] - an Age of War
+
* {{Endn|19}}: [[Soulbound: Bestiary]]
* {{Endn|21}}: [https://malignportents.com/story/the-great-black-pyramid/ Malign Portents, THE GREAT BLACK PYRAMID]
+
** {{Endn|19a}}: Forces of Order, pg. 13
* {{Endn|22}}: [[Spear of Shadows (novel)]]
+
** {{Endn|19b}}: Ossiarch Bonereapers, pg. 153  
** {{Endn|22a}}: pg. 53-54
+
** {{Endn|19c}}: Orruk Warclans, pg. 180
* {{Endn|23}}: [https://ageofsigmar.com/factions/order/ Age of Sigmar website - Faction section]
+
** {{Endn|19d}}: Soulblight Gravelords, pg. 134
* {{Endn|24}}: [[Warcry: Harbingers of Destruction]], pg. 2
+
** {{Endn|19e}}: Ogor Mawtribes, pg. 171
* {{Endn|25}}: [[Warcry: Sentinels of Order]], pg. 2
+
** {{Endn|19f}}: Sons of Behemat, pg. 187
* {{Endn|26}}: [[Warcry: Agents of Chaos]]
+
** {{Endn|19g}}: Nighthaunts, pg. 142
** {{Endn|26a}}: pg. 1.
+
** {{Endn|19h}}: Flesh-Eater Courts, pg. 125
** {{Endn|26b}}: Ruin and Blood, pg. 2-3
 
* {{Endn|27}}: [[Soulbound: Bestiary]]
 
** {{Endn|27a}}: Forces of Order, pg. 13
 
** {{Endn|27b}}: Ossiarch Bonereapers, pg. 153  
 
** {{Endn|27c}}: Orruk Warclans, pg. 180
 
** {{Endn|27d}}: Soulblight Gravelords, pg. 134
 
** {{Endn|27e}}: Ogor Mawtribes, pg. 171
 
** {{Endn|27f}}: Sons of Behemat, pg. 187
 
  
 
[[Category:Background| ]]
 
[[Category:Background| ]]

Revision as of 20:32, 25 April 2021

Map of the Cosmos Arcane.

The Cosmos Arcane is the overarching universe that encompasses the entire setting of Warhammer: Age of Sigmar. It is bound by aetheric links and is notably composed of the Aetheric Void and the various Realmspheres.[1a][1b]

Aetheric Void

For more information see: Aetheric Void

The Aetheric Void is a huge expanse of null-space made of loose unaligned magic, within which the Realmspheres exist. This non-realm forms the sky of the realms.[1b][6]

Realmspheres

For more information see: Realmsphere & Mortal Realms

Realmspheres are spheres of reality, coalescing and breaking apart within the Aetheric Void.[1b] After the destruction of the World-That-Was, various kinds of magic formed new realities of near-infinite scope and grandeur by clustering together, crystallising and combining with nebulae, cosmic dust and debris of the cataclysmic end of the world.[3a][6]

Foremost amongst them are the Realmspheres formed by the eight winds of magic, for kindred energies are attracted to one another by cosmic law. The Realmspheres thus created became host to the eight Mortal Realms, the largest realms in the Cosmos Arcane.[1b][1c]

The Mortal Realms are:

Realm of Chaos

For more information see: Realm of Chaos

The Realm of Chaos, also known as the Realm of the Dark Gods is a dimension of magic and raw emotions that feeds on the Mortal Realms. It is a nightmarish hellscape beyond that of the eight Mortal Realms where the most terrible nightmares are given shape and form. Trespassers are devoured, grotesquely transformed or damned for all eternity.[3d][4c][9]

This infernal plane is ruled by the Ruinous Powers, each with their own dominion, who can reshape mortals by transforming their bodies, minds and souls. It's from here that Chaos draws strength necessary to lay siege to the other realms, from the fell magic of the sorcerers and witches of Chaos to the abhorrent mutations of the Chaos corrupted that are manifestations of the malevolent power of this realm. It is inhabited by the Daemons of Chaos, who can take form and persist without being limited by a need for hosts, sacrifices or arcane rituals.[3d]

In certain places the Realm of Chaos straddles reality giving it easy access to the Mortal Realms. Many of the Realmgates of the Mortal Realms have been corrupted by Chaos' influence, replacing their original destination so they now lead to some part of the Realm of Chaos. The metaphysical position of Blight City allows Skaven to gnaw reality and create Gnawholes, portals through which they can spread their kind. Slaanesh's claims to the extreme at the Realm's Edge has lead these surreal landscapes to lead directly to the Dark Prince's domain.[3a][3d][4a]

Beyond the main powers of Chaos lie blighted wastelands, where darkness and horror with an infinity variety of forms lies. It is in these places that the lowest Daemons lurk, unaligned manifestations of Chaos itself.[3d]

Grand Alliances

Grand Alliances are ancient compacts dating to the Age of Myth between various warring factions who seek to dominate the Mortal Realms.[13]

Order

Order Icon.png
For more information see: Grand Alliance of Order

The forces of Order use innovative technology, arcane skill and raw courage to protect their civilizations and way of life against those who would want to tear them down. Most are servants of the God-King Sigmar or of one of his fellow deities from the Pantheon of Order. Others however serve Order for their own sinister goals or their people's agendas. However all forces of Order are united in their hatred for the Dark Gods, even to the point where they can raze entire cities because of the slightest hint of Chaos corruption. Order is the shield of the Mortal Realms against the forces of Chaos.[13][8][19a]

Order is a loose alliance of the free peoples, like Humans, Aelves and Duardin, with free will, autonomy and a desire to create rather than destroy. These are supported by staunch defenders of law, like the Stormcast Eternals, and exotic forces like the Seraphon and the Sylvaneth.[13][19a]

Chaos

Chaos Icon.png
For more information see: Grand Alliance of Chaos

The Dark Gods are a pantheon of primeval forces, the nature of mortals reflected back on itself, that seek to conquer all of reality, including the Mortal Realms. They send forth their Daemonic legions to achieve that objective. From their mortal servants they demand that they walk the Path to Glory and to triumph over their foes. To fail is to become damned to a fate worse than death. Archaon the Everchosen, their favoured warlord, is their herald in the realms and leads vasts armies in their name.[13][18a]

The armies of Chaos display an anarchic diversity in their servants. Most prominent are the armies of corrupted, mutated, malcontent and mad mortals, many of whom believe to have been abandoned by the gods of Order during the Age of Chaos. There are also other mortals, like the Beastmen, animalistic savages who indulge in their base desires, or the rat-like Skaven, who pursue their own goals in the depths until the time they will claim all of creation for their own. The most powerful of the servants of Chaos are Daemons, the dark manifestations of the power of the Gods of Chaos.[13][18a][18b]

Death

Death Icon.png
For more information see: Grand Alliance of Death

The Great Necromancer Nagash rules over all the dead from his palace in the underworlds of Realm of Shyish. The Undying King sends his undead legions to do his bidding, to hunt down all souls that have evaded his eternal grasp. Nagash stands above all undead and beneath him all are bound to his will.[13][19d]

The armies of Death are not inconvenienced by the needs of mortals, like breath, food, sleep or companionship. There are the mindless legions of lurching Skeletons and ravenous corpse-beasts that parody the living. Malignants are dangerous and hard to destroy ghosts of the dead whose real power lies in their familiarity, stark reminders that there is no peace to be found in death. The Vampires of the Soulblight dynasties are the aristocrats of the underworlds, who rule the empires of Death. The Ossiarch Bonereapers are the most organized and orderly of the forces of Death. The Mordants of the Flesh-Eater Courts are the remnants of nations who have become delusional cannibals out of desperation and now serve the Abhorrents, the vampire descendants of the Carrion King.[13][19a][19b][19d][19g][19h]

Destruction

Destruction Icon.png
For more information see: Grand Alliance of Destruction

The hordes of Destruction are like a force of nature that seeks to please their belligerent deity, Gorkamorka. Once allied with Order, they now rampage throughout the Mortal Realms in an unstoppable wave of savagery, attacking at the slightest provocation for the sheer joy of combat, despoiling, defiling and reducing all into dust wherever they go to sate their primal need for violence.[13][7][19c]

The armies of Destruction consist of Greenskins, migratory Ogors, towering Gargants and other mighty beasts. The Orruks go on unstoppable crusades known as Waaagh!s that are both a natural disaster and an organized threat. The Grots are spiteful and violent greenskins that bond with their enviroment on a primal level and are led by the most daring, spiritual or bonkers of their kind. The nomadic Ogors and their followers are closely knit groups that continuously wander the realms in an unending search for meat and new and exciting flavours. Gargants follow armies for fresh meat, payment, or in a competition with their own kind by crushing all opposition underfoot so they can inherit the title of the World-Titan.[12][13][19c][19e][19f]

Deities

For more information see: Deity

Deities are powerful entities who derive their power from the belief of their worshippers in them. They are not omniscient and to influence and use their power on the realms a small presence is required, be it their direct presence or be it of their worshippers. Such is their power that there are many tales in the Mortal Realms that tell of the clashes of the gods and powerful monsters that have changed the landscape of the realms. Amongst them are the tales of Sigmar's travels through the early history, how he won against these monsters and gods, built civilizations and the lessons he imparted.[15c]

Each deity has their own method of worship, their own shrines and way of showing devotion to them, especially in combat. It is the desire to serve and believe in the gods that drives many of his people. Even those who dedicate themselves to a single deity pay homage to other deities. Many can see the direct results of worship and some even meet their gods so nobody doubts their existence - though many, especially after the Age of Chaos are distrustful of them and don't want to worship them. Many of those still leave offerings to them in difficult times, for even if they don't like them, their power is real. Still, when people knows their deity is real and it doesn't answer their prayers, that can turn faith into doubt, and then to hatred. The countless demands to the gods across the Cosmos Arcane divide their attention and leave many prayers unanswered.[15c]

Many of the greatest heroes and villains of the realms are the champions of the gods. Despite their immense powers the gods cannot be everywhere, blessing a few of their mortal followers here and there with a small part of their power - turning them into the so-called Blessed, who can channel the divine power of their patron gods into miracles. In exchange these acts bolster the faith of their believers and return to the deities far greater power than they expended. However, this closer relationship with the gods doesn't grant their champions divine insight and they must decipher the cryptic and obscure omens and hints the gods give them.[15c]

The most prominent powers that fight over the dominion of the Cosmos Arcane are the Pantheon of Order, Gorkamorka, the Pantheon of the Dark Gods and Nagash.

Magic

A Darkling Sorceress casting a spell.
For more information see: Magic

Magic is raw eldritch energy that permeates the Mortal Realms, each a crystallization of raw magical energies and the remains of the World-That-Was, and an embodiment of one of the eight Lores of Magic. Winds, rocks, earth, wood and water have motes of magical energy in them. This energy is made up by different component energies, each embodied by a specific, dominant 'colour', or the elemental characteristic of magic. Despite that, all realms share faint traces of magic of the other lores and it is said that many other strange and unknowable lores of magic exist in the realms.[15d]

Every species understands magic in their own way, that the realms themselves are partly made of it and that this power can be harnessed and shaped. Those that know how to manipulate the arcane can tap and direct this energy, using ancient words of power, mystic gestures and their wills. Those who are able to use this power have countless names, like wizards, witches, warlocks, mages and sorcerers and those who are born with the ability to perceive magic are said to have the Witch-Sight. It is a practice that requires years of study in order to learn how to harness and shape the fabric of reality. The spellcasters across the realms are continuously researching, studying and crafting new spells, by modifying an existing spell, recreating a lost spell or creating an entirely original one. This power has a myriad of uses, from accelerating healing, masking their presence, controlling minds or creating destructive blasts.[15d]

Resolve and focus is required to direct these arcane energies, something that becomes easier with practice. Even a single mistake can end the life of the wielder of magic, or worse, create thaumaturgical catastrophes, like the Endless Spells, pure manifestations of predatory magic in all its destructive force. Even beyond that, the power and the insatiable need for knowledge are dangerously seductive. Many satisfy this desire by exploring esoteric and blasphemous lores that are not meant for the sane, peering into the shadows of the Aetheric Void or end up succumbing to the whispers of the Dark Powers.[15d]

There are other ways of accessing magic, i.e. without casting spells, like the runecrafting of the Duardin or by channelling primordial powers, like the Sylvaneth, Ogors and Orruks do. One can also tap into Realmstone, the raw magical energy in physical form, the most valuable material in the realms. Just one piece of it can create great arcane feats or powerful artefacts. It is one of the cornerstones of commerce across the realms, though many see it as cursed, as madness, mutations and misfortune strike those who use or traffic it.[15d]

History

Since the arrival of Sigmar to the Mortal Realms its history has been divided into three Great Epochs.[14]

Before the Ages

Mallus flying through the Cosmos after the end of the World-That-Was.
For more information see: Before the Ages

The magic of the Mortal Realms spread from the end of the World-That-Was, exploding through the cosmos, before coalescing back together in the Aetheric Void forming Realmspheres. Within these Realmspheres, magic started to crystallise and to form landscapes. Some conserved remnants of the broken World-That-Was came to settle in these landscapes, like the Spear of Mallus and the Oak of Ages Past.[11][17]

Many of the inhabitants of the Mortal Realms are the descendants of the survivors of the World-That-Was that managed to reach these realities.[11] When Sigmar arrived the realms were covered in the dew of creation yet much was already ancient with fractured kingdoms and portals between the realms.[14] Dracothion found Sigmar hanging upon the core of the World-That-Was, Mallus, and set the remains upon the Firmament.[10]

Age of Myth

Sigmar fighting Ymnog during the Age of Myth.
For more information see: Age of Myth

The Age of Myth started when Sigmar awoke from drifting in the void and explored each of the Eight Realms, overcoming monstrous beasts and finding enclaves of primitive humans. Sigmar taught these enclaves many things and in turn they worshipped him. Within a few generations these hunters wielding flint-tipped weapons ceased wandering and erected great cities. Sigmar would eventually come to find and awaken many other gods.[14]

These gods were grateful to have been awoken or saved, pledging to aid Sigmar and the nascent civilizations and creating a brief utopia. This utopia was challenged many times by Chaos but the strong union of the people and their gods repulsed these invasions. Only when the Great Alliance failed did Chaos manage to get a foothold in the Mortal Realms and the Age of Chaos began.[14]

The true history of this age has long been lost. Facts and tales of this era are difficult to discern, as myths and legends are most of what remains. The glory of that age can still be glimpsed through those relics and ruins that weren't destroyed by the followers of Chaos or hidden away by the gods.[14]

Age of Chaos

The twisted lands during the Age of Chaos.
For more information see: Age of Chaos

The Age of Chaos began when Sigmar's Great Alliance faltered to betrayal and Chaos managed to establish a foothold in the Mortal Realms. So devastating were the first invasions that they would later become known as the Red Century. Great armies were raised to fight off Chaos but they lacked the union to succeed, as none of these powers trusted each other out of fear for further betrayal.[14]

Even though the Chaos God Slaanesh was missing, the united forces of the other Chaos Gods conquered the realms, destroying empires, cities, civilizations and annihilating their histories overnight. Under Chaos the realms returned to their savage states, filled with cruelty, enslavement and despair and erasing enlightenment. So complete was their dominion over the realms that the forces of Chaos began to fight amongst themselves for the spoils of their victories.[14]

Halfway through this age the enemies of Chaos suffered disastrous defeats and Sigmar lost Ghal Maraz, his hammer carrying a portion of his divine power. Sigmar retreated to the Celestial Realm and sealed the Gates of Azyr, retiring to his celestial palace-city and was not seen again for centuries. The only great city to survive through this age was Azyrheim, sheltering many refugees from besieged realms, and its gate was the last of Azyr to close.[14]

Age of Sigmar

The dawn of the Age of Sigmar hailed the rekindling of the Grand Alliance of Order.
For more information see: Age of Sigmar

The Age of Sigmar started when Sigmar, after centuries of preparation and marshalling his strength, sent his Stormcast Eternals all across the Mortal Realms to wage war on the forces of Chaos. Every available warrior chamber of the Stormcast was sent to secure the Realmgates, an event that became known as the Realmgate Wars.[14]

The Stormcast sought alliances with the besieged armies, seeking to reunite the old alliance from the Age of Myth, and a strong unified front across every region of the Mortal Realms against Chaos was born. The Chaos Gods, realising that total victory had escaped them, sent countless reinforcements from the Realm of Chaos to fight against the unified front that resisted their complete dominance.[14]

After many tribulations, the Realmgate Wars ended with Order resurgent. After the battles for the All-Gates, especially in Ghyran, many Cities of Sigmar were built during the Season of War.[5]

As Nagash finished his ritual many omens and vision plagued the realms, a period of time called the Time of Tribulations. All the Grand Alliances sent forces to Nagashizzar to stop him and eventually his ritual would be disrupted by Skaven.[16]

The broken ritual resulted in the Necroquake, a catastrophe of amethyst magic that blasted the realms and changed the nature of magic. This age became known as the Arcanum Optimar.[2]

Sources