Age of Myth

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Great Epochs: Before the AgesAge of MythAge of ChaosAge of Sigmar
Sigmar fighting a godbeast.

The Age of Myth is one of the three Great Epochs of the Mortal Realms, one shrouded by legend and remembered in song and tale. It was a Golden Age when great alliances were formed, colossal cities founded and mighty works of magic constructed. It was preceded by a time named Before the Ages and succeeded by the Age of Chaos. It started with the awakening of the gods and the arrival of Sigmar and ended with the Opening of the Sky-Rift and the Red Feast.[1a][8]


The Ancestor-Gods

Statues of Ancestor-Gods (notably Valaya, Grimnir and Grungni) in Barak-Thryng.
Ignax is chained by Grimnir using the Great Tethers forged by Grungni.

Long before the destruction of the World-That-Was, Grimnir had song his death-song. Alone he ventured into the Realm of Chaos, seeking to close the realmgates that allowed the Dark Gods to warp their influence on reality. [2c]

None knows how long Grimnir rampaged through the Realm of Chaos, yet his tale begins at the dawning of the Age of Myth. It is then that the Ancestor-Gods first discovered and walked the Mortal Realms. [2c]

Of the Duardin's hundredfold Ancestor Gods, Grungni is the mightiest to awaken in the Mortal Realms. [7f] Grimnir awoke in Aqshy surrounded by his duardin kin. [2c][1a]

Many ancient myths recount how the various duardin factions revived and choose their own patrons from their extensive pantheon. [2b][2c]

Grimnir's Deeds

Despite his plight, Grimnir sought to serve the mortal duardins who had revived him. Listening to their pleas, he performed unimaginable feats. Amongst them is the capture of the godbeast Ignax. Using the four Great Tethers forged by Grungni, Grimnir chains the solar Drake Ignax to the Land of the Chained Sun so that all might have light and fire. The godbeast becomes the second sun of Aqshy. [2c][9a] [7d]

The Thagduegi

As Grimnir rested from binding Ignax, a great evil befell the duardin's Ancestor Gods. Known as the Thagduegi – the Great Betrayal – a wave of ignoble traitorous acts make the duardin pantheon break apart. [2c]

The Chains of the Iron Mountains

Following the Thagduegi, Grimnir and Grungni are left chained atop the tallest of the Iron Mountains in Chamon. [2c][1a]

‘More than one dark legend has it that Grungni forged the chains that bound himself and his brother, though no Duardin living can say why.’

Yjurgen, Battlesmith of Vostarg Lodge.[7f]

The Wandering of Gorkamorka

Gorkamorka roams the Mortal Realms alongside his right-hand man Behemat, searching for the best fights. [1a]

Gorkamorka finally meets his match in the godbeast Drakatoa. Nicknamed the Living Avalanche, this mountainous mass of primordial amber with malign sentience absorbs Gorkamorka, leaving him trapped in confinement. [1a][11a]

Rulers of Shadow

Transmuted into a hideous serpentine form, Morathi awakens during her fall from Ulgu’s skies. Coming ashore in Helleflux after landing in the Umbralic Sea, the mortal aelf travels across the Realm of Shadow, gradually piecing her shattered mind back together as she went. She ends up learning the secrets of the shadow daemons native to the moon Dharroth. [1a]

Morathi is eventually reunited with her son Malerion, now reborn as a shadow god. While the reunion is bitter, they agree to work together to raise Druchiroth in Greater Ulguroth. [1a]

Rulers of Light

Tyrion awakens in Xintil as a luminous god. Listening to what seemed to be the voice of his lost twin Teclis, he travelled alone across the Ten Paradises, eventually arriving in Haixiah and pushing towards Hysh's edge. The unstable light magic proves too much and Tyrion is blinded, though his willpower draws the esteem of Hysh's spirits. [1a][7g][12a]

Tyrion awakens in Xintil once more, rejoicing to find his twin Teclis now by his side. Now the twin halves of the same godly power, they walked the lands of Hysh. Tyrion could now see through the eyes of his brother and Teclis taught Tyrion to assess the realms around him through extrasensory perception. [12a][1a]

For a time, the twin gods walked Hysh, searching in vain for their aelven kin. [12a]

The Travels of Sigmar

Sigmar fighting Ymnog.

Dracothion bores Sigmar to the Mortal Realms and sets Mallus in Azyr's firmament. [7a]

The new order soon imposed by Sigmar upon Azyr enrages the Thunderscorns, making them descends from their mountains to wage war against the interloper. These Dragon Ogors are eventually defeated and casted out from Azyr. The survivors set about searching for Krakanrok the Black. [15b]

Sigmar begins to explore the Mortal Realms, accomplishing many legendary deeds, from slaying the volc-giants of the Great Parch to besting Ymnog. [1a]

Guided by fate Sigmar begins to find other gods, awakening some and freeing others to draw them into his Pantheon of Order. As oaths of allegiance were sworn, each Mortal Realm was appointed a divine protector. [7a]

The awakening of Alarielle

Alarielle is discovered and awakened by Sigmar in Ghyran. Initially, the Everqueen was heartsick, lonely for her lost people from the World-That-Was. However, with every stride she took in her new world, she gained strength. [1a][17a]

The Sowing

Alarielle walked the wilds of Ghyran alone, exploring its bountiful wonders. Although grateful to Sigmar for awakening her, Alarielle desired the company of neither mortal nor immortal, for she found solace in nature alone. In this place, life and magic abounded, blended into countless shapes and forms. Alarielle spoke to many creatures and plants and used her spells to further nurture the flora and fauna. [1a][17a]

Only when she tired of solitude did she sow the soulseeds she had saved from the World-That-Was. The first soulseeds grew into the first Sylvaneth glades, Oakenbrow Glade and Gnarlroot Glade. Soon after are the Dreadwood Glade planted in Decrepita, beginning their rivalry with Oakenbrow of Neos. [1a]

Where and when she planted each seed was not insignificant, for the different conditions of each sowing yielded different creatures. The first Sylvaneths grew to maturity under Alerielle's guidance. Motherhood suited the goddess well, and she blossomed once again. Only then did she seek out Sigmar to join his pantheon. [17a]

The Aelf Kin Reunited

Sigmar encountered Tyrion and Teclis in Hysh, bringing them back to Azyr. There they finally find a limited number of aelves. [1a]

The Freeing of Nagash

Casting down the hydragors who guarded the gates of Shyish, Sigmar travels the lands of the dead. He eventually discovers a realmstone cairn entrapping his ancient enemy Nagash. [1a]

Though conflicted, Sigmar frees the Undying King, who agrees to aid him to establish many great cities, Nagashizzar amongst them. [1a]

The Chains Are Shattered

Venturing across Chamon, Sigmar stumbled upon Grungni and Grimnir atop the highest peak of the Iron Mountains, and manages to free them. [2c]

Both Ancestor-Gods pledged an oath to repay the favour in the way they saw fit. [2c]

‘Sigmar and I are allies. I am no more his servant than he is mine. I swore an oath to aid him, but it is up to me to fulfil that oath how I see fit.’

Grungni. [24a]

The Labours of Grungni

After retrieving his freedom, Grungni undertook the construction of marvels that eclipsed all that had come before them. Those went from the Sigmarabulum and the Anvil of Apotheosis to the reshaping of entire regions of the Mortal Realms. [1a]

The Maker also brokered a lasting peace between the First Clans of the Khazukan and the Twelve Tribes of Azyr. [7f]

Grungni went on to forge the weapons and armour of Sigmar's followers. In Shyish, he forged the black chain that sealed the Gates of Deepest Night. In Ghyran, he planted the seeds of iron that allowed Alarielle's folk to forge weapons and armour. [7f]

The Breath of Grungni

While the true nature and origin of aether-gold are ultimately unknown[Note1], many legends say that Grungni’s exertions were such that the metal-dust shed by his hammer mingled with his breath to form air-borne clouds of aether-gold. Others say that the creation of aether-gold was Grungni's folly and the reason he would ultimately leave the Pantheon of Order. [6c] [4a]

The Nineteen Great Wonders of Chamon

The Nineteen Wonders of Chamon perhaps stand as the pinnacle of the many grand masterpieces created by the Forge-King during the Age of Myth. Amongst them are the Godwrought Isles, these geometrical marvels were linked together by flawlessly built bridges and possessed unfathomable treasures and alchemical wonders. Each of these heavenly islands is bestowed upon one of Grungni's worshipper clans. [1a] [6c] [10a]

The Khazalid Empires

Before departing to Azyr to build the Sigmarabulum, Grungni founds the Khazalid Empires. This unequalled civilisation of engineers and craftsmen saw the Duardins work alongside Humans, Aelves, Gholemkind and many others. [25a][1a]

Soon, countless Khazalid Empires were built into the heart of entire mountain ranges and subterranean caverns of every single Mortal Realm. Ruled by the worshippers of the Forge-King, they mastered the arts of blacksmithing and masonry, constructing illustrious underground holds festooned with gems, gold and gromril. [16a]

As the forebears of the Fyreslayers swore themselves to Grimnir, those of the Khazalid Empires took Grungni as their patron. [2d]

Chamon Ascendant

In Chamon, the artisan-city of Elixia rise to unparalleled heights under Grungni 's guidance. [7f]

Chamonite is discovered in great abundance throughout the Godwrought Isles. Trade and technological development flourished, with the nations known as the Brothers AdamantSigyorn, Azgal and Crucible Prongs – profiting most. [1a]

Grimnir's Doom

As Grimnir fought Vulcatrix, gleaming axes and burning fangs met in torrents of sparks, each blazing ember from those titanic strikes outshining even the stars as god sought to best godbeast.

After retrieving his freedom, Grimnir urges Sigmar to name a mighty foe for him to slay single-handedly so that he may fulfil his vow. Following the Great Betrayal, a rage had built up within Grimnir, and he needed to release it before being overcome by his blazing anger. [2c]

Sigmar highly valued the Ancestor-Gods, for they were ancient allies of his. However, Sigmar knew that Grimnir would take great offense if tasked to tackle an unworthy opponent. Finding such an opponent was no easy task since Grimnir's might was such that perhaps only Gorkamorka could have weathered the Berserker god's wrath and bettered it. Indeed, Grimnir was prominent amongst the warlike gods of the Grand Alliance. [2c][7e]

Acting impulsively, Sigmar named Vulcatrix, the strongest godbeast he knew and the one that would be the most difficult to slay – a decision he instantly regretted. [2c]

Even before hunting the Ur-Salamander, Grimnir had already accrued many followers due to his innumerable grand deeds. Many of them claim to descent directly from him, the Ancestor-Gods being in many ways closer to their people than other gods. [7e]

Many tales recount the last things Grimnir did before hunting Vulcatrix, Mother of Salamanders and Terror of Aqshy, she who birthed flame into the Mortal Realms and whose breath heated Aqshy's volcanoes. Some say Grimnir downed a keg of ale brewed by a Bugman. Others say he bid Grungni to forge him a new axe, while the Fyreslayers of the Vostarg lodge claim he chose the location of their ancestral magmahold. [2c][7e]

Battle of God and Godbeast

Seeking Vulcatrix, Grimnir marched alone into the Hills of Aqshy, booming out his challenge and speculating coarsely about the Ur-Salamander's lineage. When Grimnir finally reached her abyssal lair, Vulcatrix uncoiled endlessly like a molten river. [2c]

The titanic clash that ensued is one of the best known and most retold stories of the Age of Myth. Grimnir and Vulcatrix fought for days without counting, the outpouring of their furious strength shattering and reshaping Aqshy's landscape forever. Entire mountain ranges were flattened, valleys were excavated and new volcanos were raised wherever the Ur-Salamander's blood fell. [7e] [7d]

Grimnir ultimately inflicted a mortal blow to Vulcatrix, slaying her and freeing Aqshy from her sulphurous presence. [2c][7d]

Seven times the axes of Grimnir carved the molten scales of Vulcatrix, and was savaged by the Ur-Salamander in return. When Grimnir stood at last bestride the ruin of his foe, the mountains of Aqshy had become plains, its oceans transformed into gorges. But Vulcatrix would suffer no god's victory, the Ur-Salamander turned her fire upon herself, destroying Grimnir alongside her.

Broddur to the Fyreslayers of the Unbak Lodge. [5a]

The Zharrkhul

So spiteful was the godbeast that her death throes caused a titanic eruption. Legends say that it was this final act of spite that killed Grimnir. [7d][2c][7e]

Named the Zharrkhul, this nova-like event saw a fiery blast of noxious gases level countless mountain ranges, transforming the Hills of Aqshy into the Plains of Aqshy and cleansing the lands of the foul sulphurous dusts that had once rendered them barren. [2c][2f]

The Zharrkhul ignited Aqshy's magics, and the impossible heat alloyed the divine spirit of Grimnir with the Ur-Salamander's blood of liquid metal. Grimnir's form was shattered, intermingling with the molten blood of the Ur-Salamander, and cast on an apocalyptic firestorm that scattered the fragments of the now intertwined god and godbeast across the Mortal Realms. Everywhere, they crashed as a rain of blazing meteors on a scale never before seen. [2c][2a][8a]

Ur-Gold and Magmadroth

As they made landfall, the fragments of Grimnir and Vulcatrix writhed and twisted, burying themselves underground, where they fused with veins of gold. The resulting substance looked like ordinary gold despite having been transmuted into something much more. Only the Fyreslayers proved able to detect this divine metal, which they named ur-gold. [2c][2a]

Following the eruption of Vulcatrix, black spheres bearing Magmadroths, the offspring of the Ur-Salamader, were formed in various flamestruck regions of the Mortal Realms. [2c]

The Freeing of Gorkamorka

Atop Dracothion, Sigmar spots Gorkamorka trapped within Drakatoa. Storm energy received from a blow form Ghal Maraz compels Drakatoa to expel Gorkamorka – who immediately hits Dracothion with his club. Furious, Sigmar engages Gorkamorka in a duel that lasts for twelve days and nights. Surprised Sigmar could fight him to a standstill, Gorkamorka agrees to serve as a beast hunter in the Pantheon of Order. [1a]

The Dead Invade Ghyran

The Golden Centuries.

The region of Decrepita, being a land where the living dies every year to be reborn each spring, is coveted by Nagash. Pretexting a diplomatic visit, he traverses the Gates Mortis with his armies. The Sylvaneth are ultimately overrun by the endless undead. Only Sigmar's intervention halts the violence. [6b]

After both being enlisted separately into Sigmar's Pantheon of Order, Alarielle seeks parley with Nagash. Together, they come to a compromise – Nagash shall keep dominion over Decrepita, but he shall make no further conquest. Neither side respect the truce for long. [6b]

The Golden Centuries

As civilisation progress, the unfettered savagery of the Beast of Chaos was finally curtailed. Grand armies equipped with shining weapons and armour marched against the greatfrays. The growing Pantheon of Order set about cleansing the realms of bestial champions. [15a]

The Beasts of Chaos are not completely eradicated however. The Greatfrays are forced to the periphery of civilisation, withdrawing to their ancestral savage hinterlands. There they gather around nodes of raw Chaos energy that were already beginning to spill into existence. [15a] [15b]

Across the Mortal Realms, great cities rise in a time of relative peace and prosperity. [1a]

The Parliament of the Gods

In Azyr, Sigmar founded Highheim, the Parliament of the Gods from which the growing Pantheon of Order ruled, upon Mount Celestian. [7a]

A Stirring Beyond the Veil

The Dark Gods fix their eyes upon the Mortal Realms. From within the Realm of Chaos, they begin to influence the emerging civilisations, corrupting them from within. [1a]

In the Great Parch, the Raging Tyrant Droom is devoured by his son after ruling for eight years. Eating the flesh of one's enemy to gain his strength becomes a tradition of the Drommsend. [6a]

While near infinite, the vast riches of the Godwrought Isles are not equally enjoyed by the region’s inhabitants. Perhaps if wealth discrepancy had not been so rife, the changeprayers of the unfortunates would not have been so fervent, and not attracted Tzeentch's gaze in the first place. But as the great powers of the Isles exploit and drive out the lesser tribes of the region in their obsessive pursuit of ever more Chamonite, those begging for change hear the whispers of daemons promising a better world at the expense of another's misfortune.[6c] [10b]

The Rise of Blight City

The Great Horned Rat cultivates the skaven in Blight City, there they learn how to create gnawholes. [1a]

The Nodes of the Astromatrix

Detecting the machinations of the Dark Gods, the Slann Starmasters begin manipulating the civilisations believed to have a role in the wars to come. [1a]

The first nodes of the Astromatrix are connected. [1a]

The Paradoxical Trap

Aided by disciples of Tzeentch who presented themselves as an order if raven-worshipping monks, Tyrion and Teclis meet with Malerion and Morathi in Shyish. Thanks to the monks and Morathi's knowledge, a plan is formed to free aelven souls from Slaanesh. [1a]

Too arrogant to perceive Tzeentch's influence or conceive the possibility of failure, the four aelves put into motion an ambitious plan. Knowing Slaanesh unable to resist any opportunity that would see itself consume the four aelven beings, they conspire to use themselves as bait. Indeed, devouring such divine beings would cement Slaanesh's position at the forefront of the Great Game. [18a]

Rise Of Empires

At the expense of the Capilarian, Aridian and Flamescar tribes, Bataar and Aspiria become the principal nations of the Great Parch. [1a]

The Steamhead Pioneers

In Chamon, a group of innovative duardins called the steamhead pioneers, ancestors of the Kharadrons, discover and master the art of extracting and refining aether-gold.[3c][3b] Capitalising on the remarkable adaptability of this substance of near-limitless power, the steamhead pioneers develop the fields of aethercraft, aethermatic extraction and cogwork locomotion.[3a][3c][1a]

Foundation Of The Fyreslayer Cult

The Children of Grimnir form the first-forged lodges, centred around the Salamander's Spine of Aqshy. [1a] The volatile nature of the region's volcanoes changed much of its landscape, making it impossible to assert how many magmaholds were established in the region. The forges of these ancient magmaholds roared with the supernatural flames of the Zharrkhul. All of the forefathers of the current lodges come from the Salamander's Spine. [2f]

The magmaholds created by the Fyreslayers were similar to karaks, with the essential difference that magmaholds are exclusively carved their stronghold in active volcanoes. [2d] As the worshippers of Grimnir adapted with their volatile environments, the feats of engineering and stonecraft they achieved surpassed anything that predated them. Eventually, their craft was so advanced that they could channel rivers of magma, use molten rock to bore new tunnels and form defensive barriers of magma through which no foe could pass. [2d]

Ever since their appearance, the Fyreslayers have eschewed bulky armour, preferring to wear little more than a beard, helmet, loincloth and girdle. They believe to be protected by their own fiery convictions. [2b]

Kindred Spirits

Over time, the Fyreslayers discover that Grimnir's essence has mingled with that of Vulcatrix to form ur-gold and Magmadroth eggs. [1a] No longer sworn enemy, the two kindred spirits had bonded, becoming stronger together. [2e]

The Zharrgrim priests first discover Magmadroth eggs and learn how to raise the creatures. [2e]

The Holy Quest

Only when the first Runemasters forged the ur-gold into runes for warriors to wear into battle was its true potential glimpsed. [2e]

Fyreslayers realised that they could release the divine powers contained within ur-gold by using its power in battle. This process not only brings the Fyreslayers closer to their god, but it frees the entrapped spirit of Grimnir. Were they to release the energies of enough of the shattered fragments, they would cause Grimnir’s rebirth for the Doomgron. [2c]

Therefore, to the Fyreslayers the recovery of ur-gold and subsequent release of its power is nothing short of a religious act. Fyrds are dispatched to gather ur-gold by selling their services as mercenaries. To outsiders this attitude make the Children of Grimnir appear like greedy mercenaries, instead of the religious cult they really are. The Fyreslayers' reputation as perhaps the best mercenaries is established nonetheless. [1a] [2c]

Doom of Shadespire

To punish the Katophranes of Shadespire from creating shadeglass, Nagash transport the essence of the city into the Hidden Gloaming, creating the Mirrored City. [1a]

Labours of Behemat

Jealous of Behemat's freedom and under Tzeentch and Khorne's influence, Gorkamorka begin to resent his position on the Pantheon of Order. Gorkamorka gives Behemat many tasks which culminated in a duel against Sigmar. [1a]

Sigmar knocks Behemat unconscious, his body forming the greater mass of Scabrous Sprawl in Ghyran. [1a]

A Plan Immortal

Nagash the Undying King.

Freed from incarceration, Nagash proclaims lordship over all Shyish and the souls of the dead. Knowing that his divine right would inevitably be circumvented, the Supreme Necromancer set a grand undertaking into motion. [7b]

Arkhan the Black is tasked to organise the harvest of grave-sand and its return to the Black Pyramid taking shape at Shyish's centre. One grain at a time, the deathless servants marched in endless lines for entire ages. [7b] [1a]

The Great Necromancer also seeks to conquer every underworld of Shyish. As he does so, Nagash consumes every rival death god that presides over the various afterlives, becoming the sole ruler of Shyish. To enact his will, the Great Necromancer sends his Mortarchs. [13a] [14a]

The First Ossiarch Bonereapers

Within hidden citadels and laboratories, Nagash prised the souls from countless assistant necromancers' bodies, melding them into composite spirits and divided once more. These are subsequently installed into sculpted bodies of living bone. Thus are formed the first of the Mortisan order. Following Nagash's commands, they began a grand act of creation which sees the Ossiarch Bonereapers grow from scatterings of stolen bone and lost souls to a military nation that will conquer worlds. [13a]

To Live Amongst the Dead

As Sigmar and his Pantheon spread civilisation across the Mortal Realms, the living end up settling alongside the dead. [13a]

While some afterlives are pleased to welcome the living, others see them as transgressors and usurpers. In Ossia, Zandtos makes a solemn vow to see every single living interloper slain. [13a]

‘Shyish, called the Realm of Death. What role do the living have here? Are they not usurpers in these places, afterlives that only the dead may claim through their ultimate sacrifice? This is no place for the sweating, grunting haste of mortal creatures. Peace must be returned to these lands, the peace of death eternal; and if it must be won through the act of war, so be it. It is our duty to slay, to be the personification of death, and that is enough, for it is a fine thing. Let us rejoice, for Lord Nagash has given us an eternity in which to make our vision of purity a reality.’

Arch-Kavalos Zandtos, Dark Lance of Ossia . [13b]

The Fall And Rise Of Orpheon Katakros

During the final battle of a burn-and-slay campaign, the ghurish war leader Orpheon Katakros of the republic of Fleizch is pitched from his chariot and killed by a rampaging Ghorgon. [13a]

Katakros' spectre finds his place in the Ossian military, rising through the ranks under the Graven Tutors to ultimately become the master of the Shyishan defences. [13a]

As the forces of Chaos cast its shadow upon the Prime Innerlands of Shyish, Karakros successfully leads his newly ordered Ossian Echelon in the conquest of the region. [13a]

When Nagash's seek to conquer the Ossian Empire, he is intrigued by Katakros' skills and agrees to remake the general as a Mortarch. [1a]

Birth Of The Carrion King

After losing favour with Nagash, the vampiric champion Ushoran is remade as the Carrion King. Before being imprisoned within the Shroudcage, he ravaged the Nightlands of Shyish. [1a]

The Everwinter Cometh

The Everwinter comes into being and begins pursuing the Beastclaw Raiders. [1a]

The Beastclaw Raiders have many myths regarding the arrival of the Everwinter. Some say the curse was initially set upon them by Gorkamorka. Others claim that Baergut Vosjarl, the first Frost King, damned his descendants by feasting upon the innards of the frozen ur-bear Jorhar. Some trace the origin of the Everwinter to the release of the Winter Gods by the progenitors of the Beastclaw Raiders when they breached Shyish's Icefell Vaults in search of food. [19a][1a]

Believing them to be beyond the grasp of the Everwinter, Braggoth Vardruk searches the Golden Hunting Grounds in Ghur. He and much of the Boulderhead Mawtribe are frozen solid after being tricked by aelven wizards. [1a]

Heavenly Gifts

In order to secretly spy on the armies of the God-King, Malerion give Sigmar the Gladitorium before retreating from the Pantheon of Order. [1a]

Enlightenment Engines to Penumbral Engines

Teclis gives Sigmar the Enlightenment Engines so that the God-King may elevate the cultures of his people. [7g]

Sigmar tasks Grungni to rework the engines into weapons of concealment, called Penumbral Engines, allowing them to shroud the eldritch caches known as Stormvaults. This deeply insults Teclis. [7g]

The First Smithy, seat of power of Grungni.

The Disappearance Of Grungni

After repaying his debt to Sigmar, Grungni goes on a self-imposed exile, leaving the Khazalid Empires to fend for themselves. [1a]

Grungni valued self-sufficiency and autonomy amongst his subjects. He knew that his students could only be guided for so long before they came to resent his teachings. The Master-Smith recognized that only the fires of adversity could bring out the best in mortals. [7f] [10a]

The Binding Of Slaanesh

The imprisonment of Slaanesh.

Using themselves as bait, Tyrion, Teclis, Malerion and Morathi imprison Slaanesh in Ulh-Gysh with web-like snares of darkest Ulguan energy fashioned in perfect counterpoint to arithmantic nets of Hyshian light. [1a] [18a]

This was the culmination of a ritual sixty-six years in the making which saw Slaanesh lured and bound in paradox by the aelven fetters of twilight held in perfect balance between light and dark. The Chaos god found itself drawn in, enchained and incarcerated between floating obelisks inscribed with aelven rune-phrases. Its essence trapped howling in paroxysms of wrath and ecstasy. [18a]

The Extraction Begins

Using the Ocarian Lantern, the aelven gods begin to draw out the half-digested remnants of the aelven souls that were held within the Dark Prince. [18a] [1a]

As time slid past, it became obvious that the rescued souls bore the trauma of their trials so deeply they could never truly be healed. As such, Slaanesh's victory over the aelves would live on in them forever. [18a] Tyrion and Teclis become obsessed with saving their kin and begin to distance themselves from the Pantheon of Order. [1a]

Birth Of The Cythai

The first souls to be freed from Slaanesh are the last the god consumed. With them, Teclis creates the Cythai and teaches them the old ways of the aelves hoping to recreate their previous civilisation. [20a]

Scattering Of The Idoneth

When Teclis realised that the taint of Slaanesh still lingered in the souls of the Cythai, he tried to exterminate them only stopped by his brother Tyrion. The Cythai flee beneath the waves of the Gealus Ocean to escape further retribution, becoming the Idoneth Deepkin. There they establish the city of Gealrachi, but the aelves are too divided to remain united. They also take the Ocarian Lantern with them and hide it in the chasm of Sarr Danoi. [1a] [20a]

After using the whirlways to spread across the Mortal Realms, the Idoneth discover that the vast majority of their offspring are born with withered souls. Many trials allow them to find how to steal replacement souls and begin raiding accordingly. [20a]

Of the various Idoneth Enclaves, only the Ionrach attempt to keep in contact with their kin. [1a]

Foundation Of The Khainite Cult

Once used to manipulate others with her charms, Morathi's new attempts to entrance were rebuffed. Upon detecting her spells of seduction, Nagash take great offense and strikes her down, revealing to all Morathi's serpentine form. In shame, Morathi leaves the Great Alliance and returns to Ulgu. [21a]

Accompanied by minor cults of Khaine, whom she rules as a prophet, Morathi sought to establish her own dwellings in Ulgu, she is only granted a sliver of land in the middle of the Umbral Veil. There is built the temple of Hagg Nar. [21a] [1a]

Creation Of The Lumineth

Following many attempts, Tyrion and Teclis finally create an aelven race that seems to embody their ideals. Naming it the Lumineth, the twin gods further abandon the Pantheon of Order to patron their creation. [1a]

Descent Of The Lode-Griffon

The coming of the Lode-Griffon spelled doom for the Godwrought Isles.[6c] Drawn forth by the extensive Chamonite mines and aether-gold clouds of the Godwrought Isles, this metallic godbeast descends from the Great Nothing.[10b] [7c] In accordance with the Change God's plans, the Lode-Griffon comes to rest upon Griffon's Eyrie, an island located at the very center of the Realm of Metal.[10b][10a][3a]

The magnetic aura of the fortress-sized creature is such that the magnetic laws of the Godwrought Isles are rent asunder.[10b][10a][6c] Once prosperous nations are instantly obliterated by the cataclysmic pulses of raw magnetism emitted by the Lode-Griffon, allowing previously less wealthy groups to rise to prominence.[10a][6c] Over time, Grungni’s handcrafted paradise begins to warp, fragment and buckle under the magical weight of the godbeast.[10b][10a][6c] As titanic pipelines and bridges transporting raw Chamonite are torn asunder, their alchemical content evaporates and gathers as clouds into the Chamonic stratosphere.[10a][6c] With this, the devastated remnants of the once paradisiacal Godwrought Isles become known as the Spiral Crux.[10a][6c]

As the straight landmasses closest to the Lode-Griffon's nest begin to ripple and twist, the Brothers Adamant are undone. Further away from the godbeast, the tribes of Odrenn, Ayadah and Viscid Flux began to surpass the Brothers. Prosperis is founded by settlers from Viscid Flux. [1a]

The First Great WAAAGH!

Gorkamorka snaps and resign from the Pantheon of Order. Tired of his role as Sigmar's attack dog, the Twin-headed god summons the First Great Waaagh!. [22a]

Numberless hordes of orruks accompanied by stonehorn packs and thundering stampedes of Ogors flock to Gorkamorka side before rampaging across the Mortal Realms. Destroying everything in its path, the Great Waaagh! ravages from one side of the realms to the other. After reaching the fathomless abyss known as World's End on the edge of the Great Void, Gorkamorka spins on his heel and charges in the opposite direction. [22a] [19a]

The Scattering of the Grot Tribes

At this moment, the original grot tribes scatter and form their distinct subcultures. Led by the most spiritual, daring or just plain bonkers of their ranks, the grot tribes venture into new environments and bond with them on a primal level. Seeing signs of the Twin-headed god in whatever most benefit them or justify their murderous spite towards others, they being worshipping different aspects of Gorkamorka. [23a] [1a]

Other sub-tribes of grots venture into even harsher environments – some to deep marshes, others under the waves. The various tribes wage war as often as they ally with one another. Regardless, all answer the calls of Gorkamorka when a Great Waaagh! is declared. [23a]

The Creation of the Kindling Forest

The land bridge linking Aspiria and Bataar to the heart of the Great Parch is conquered by Orruks. To force them out, a mighty Aspirian spell creates the Kindling Forest. Even so, the influence of civilisation is further removed from the middle reaches. [1a]

The Retreat of Alarielle

Due to the transgressions of Gorkamorka and Nagash, Alarielle becomes disenchanted with the Pantheon of Order and further concentrate her efforts on Ghyran. [1a]

The Eruption of Quogmia Mountain

The sap volcano of Quogmia Mountain erupts, burying the ghyranite city of Aelfgrove in a tidal wave of mystical amber sap. [1a]

The Silent People

In Ghur, the Silent People vanish into the living mountain of Beastgrave. [1a]

Ascension Of Volturnos

During the Flotsam Isles War, Volturnos of the Ionrach earns a Kingship. Continuing the campaign against the orruks, he eventually destroys the Flotsam Isles, and begins the meteoric rise that eventually sees him named High King of the Deep. [20a]

Aelven Conflicts

As the Daughters of Khaine expand beyond Hagg Nar, tensions between the Khainite Sects lead to civil war. Morathi welcome these conflicts as a way to weed out the weak and those who would contest her rule or would empower Slaanesh through their obsessive bloodlust. [1a]

In Ghyran, the Idoneth Deepkin of Dhom-hain earn the ire of Alarielle by raiding the coast of the Tendril Sea. Consequently, they lose the Bánmhar. [1a]

Opening Of The Sky-Rifts

In Chamon, the nations of Azgal, Sigyorn, Patina, Prosperis and Viscid Flux convene a conclave of the nine mightiest aethermancers of the Spiral Crux in order to slay the Lode-Griffon.[10a][6c] [1a] These powerful sorcerers make for Griffon's Eyrie and begin to work a great spell of transmutation, planning to transform the Lode-Griffon into solid gold.[10a][6c] Though the great ritual is ultimately enacted and successfully end the magnetic curse of the godbeast, the aethermancers are betrayed and slain by one amongst their number – one of Tzeentch's faithful Gaunt Summoners known as the Watcher King. [10a][6c][10b]

As the Lode-Griffon is transmuted into inanimate gold, its agonised death-screams are so replete with magical dissonance that they tear apart the very fabric of the realms. [10a][6c][10b] [3c] As a result, a colossal sky-rift to Tzeentch's Realm is open at the centre of the Spiral Crux, through it pours endless daemonic legions of the Architect of Fate. [7c]

The Red Feast

In Aqshy, Threx Skullbrand of Vanx challenges the warring armies of Flamescar, Aridian, Capilaria and Demesnus to a challenge of bloodshed to be done in the Clavis Isles. In order to stop a wasteful tribal war that has plagued the Great Parch, they accept and send their champions to fight. [6a] [1a]

The Red Feast grows longer and longer as Athol Khul proves his superiority. However when the death toll of barbarian champion reach eight hundred and eighty-eighth, the bloodied water boils and the air scream as the realmgate at the centre of the islands implodes in a maelstrom of blood and death, opening a gateway to Khorne's domain. From within that gaping hole in reality emerge howling daemons. Athol Khul swears himself to Khorne, becoming Korghos Khul. [1a] [6a]


  • Note1: Even though one source mentions the provenance of aether-gold[6c], there is a clear intention to leave the origin of aether-gold mysterious and open to interpretation. This is mostly shown by the non-mention of its origin in the two Kharadron battletomes, even if both have entire sections dedicated to the substance.[3b][4a]