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Ages of the Mortal Realms
Age of Myth | Age of Chaos | Age of Sigmar

The Age of Myth is the Great Epoch of relative peace and civilisation that existed long ago when Sigmar, the god of civilisation and progress, ruled over the Mortal Realms. This age started when Sigmar discovered the existence of the Mortal Realms born from the magical energies and physical matter unleashed with the destruction of the World-That-Was and ended when Sigmar's alliance with the other gods of the Pantheon of Order was fractured. The great powers of Chaos then assaulted the Mortal Realms, eager to again gain control over the mortal plane, and the destruction that resulted led to the birth of a new epoch, the Age of Chaos.

In this age, the various intelligent mortal races of the realms lived in civilised harmony. It was in this time that Sigmar first raised up to civilisation the primitive men he found already living among the realms, much as he had once done on the World-That-Was.

The foundations of the Age of Myth were laid with the death of another world -- the breaking of the World-That-Was, the Great Victory of the Chaos Gods, the End Times -- that forgotten epoch has many names.

Only the gods of yore and the inhuman Slann now remember it vividly, and the truth of that ancient world's demise is buried in the dust of history. Yet there are those who still abide from that time, their essence or spirit having survived the cataclysm that swallowed their world, or been resurrected by the magical powers bound to their soul at the time of that world's ending.

The ancient God-King Sigmar is foremost amongst them. His original world was shattered, its core, Mallus, hurtling through the Aetheric Void, but he clung onto it still for long ages, and was eventually borne toward the Mortal Realms. In them he found a set of realities crystallised from the physical remnants of his lost home and the scattered magical energies that had once composed and later unmade his world.

It is said Sigmar was awakened from his aeons-long slumber in the void by the Great Drake, Dracothion. Introduced by that zodiacal beast to the Eight Realms, the God-King embarked upon many great voyages of discovery, exploring each new realm in turn.

He journeyed long and far, finding enclaves of natives and overcoming the monstrous beasts that preyed upon them. Sigmar taught the scattered tribes of mankind many things, and soon they worshipped him as a deity above all others, just as they had once before in the World-That-Was.

The light of civilisation was conjured from the stuff of the lands. Over the course of a few generations, nomads with flint-tipped weapons ceased their wanderings and instead learned to build.

At first their efforts produced just rough huts, but as the centuries slid past, they built townships, cities and teeming metropolises. Trade flourished, and spires pierced the skies in every Mortal Realm.

Guided by inner knowledge and fate itself, Sigmar located and awakened other gods -- those he recognised from his former life -- with mixed consequences. Using strength as much as wisdom he formed a new Pantheon of Order around himself.

Amongst its ranks were the duardin gods Grungni, the Great Maker, and Grimnir the Furious. They were joined by darker presences -- Malerion the Shadow King, and even Nagash, the Great Necromancer, for they too desired worlds of order and progress over which to rule.

Alarielle the Everqueen saw the hope of new life in Sigmar, and the twin-headed brute Gorkamorka was won over to the God-King's cause after a duel that flattened mountains.

Each gave unto Sigmar a godly gift in return for giving them new life, and Azyr, the realm the God-King had chosen as his own, thrived like no other.

But so disparate were these gods that their common causes did not bind them for long. Over time, the fractious alliances of the Pantheon of Order faltered and broke apart. Worse still, another, far darker pantheon had set their covetous eyes upon these fertile lands.

Slowly, insidiously, the whispers and promises of these fell powers, the Chaos Gods, so eager to spread their corruption to new worlds, sowed division and treachery throughout the lands until they were ripe for conquest.

Sigmar, bearing the light of civilisation ever on, did not see many of the dangers that coiled in its shadow until it was too late. Though that light can still be seen whenever some relic or crumbled architecture is uncovered, the secrets of such splendours have since been crushed beneath the heel of Chaos oppression -- or else hidden away by the gods themselves.


It was Dracothion, the Great Drake, that first beheld Sigmar. The God-King was clinging, unconscious, to a lustrous sphere of sigmarite that hurtled unchecked through the Aetheric Void, all that remained of the World-That-Was. Entranced by its gleam, Dracothion chased the careening orb, seeking to capture it and set it in the heavens to better admire its beauty.

Only then did the zodiacal beast notice the battered form of Sigmar gripping the pitted metal. Sensing a kindred spirit, Dracothion revived the god from his long slumber with a warming breath. Sigmar thanked his saviour, bestowing gifts upon the Great Drake in gratitude. In turn, Dracothion showed Sigmar star bridges and crystalline passageways that led to each of the Eight Realms. Thus began the fabled Age of Myth.

The Age of Myth is shrouded in legend, remembered in song as a time of great alliances, mighty works of magic, the taming of zodiacal beasts and the founding of colossal cities. Sigmar's claim to godhood was unassailable, his twin-tailed mark made upon domains still covered in the dew of creation. Yet he encountered much that was ancient even then.

He wandered in amazement, finding portals between the realms and exploring each in turn. There are many tales of his supremacy: his slaying of the Hydragors that guarded the gates to Shyish, the Realm of Death, his overthrowing of the Volc-giants that once ruled the Great Parch region of Aqshy, the Realm of Fire, and the smiting of Ymnog, grandfather of Gargants and sire of the godbeast Behemat.

Even Auroxis the World Beast fell to a blow from his divine warhammer, Ghal Maraz.

Despite their differences an accord was struck between the gods in those early days. Each of the Eight Realms was appointed a divine protector, and various oaths of domain and allegiance were sworn. Grungni, the god of smiths, taught mankind of metalcraft, and Nagash, god of death, imposed order upon the spirits of the dead whilst his lifeless thralls laboured ceaselessly to build even grander edifices.

Trade between the Mortal Realms flourished by means of the portal-like Realmgates. Even savage Gorkamorka, the god of destruction, worked long at his own task -- to clear the wilds of monstrous things -- for it suited him well, though ultimately his quest was consumed by the random violence so beloved of Orruk-kind.

Whilst exploring Chamon, the Realm of Metal, Sigmar climbed the Iron Mountains and there freed two duardin gods enchained. Of how crippled Grungni and raging Grimnir, the god of war and fire, repaid their debt to Sigmar, many songs are sung.

Grungni joined Sigmar in his quest to forge a world free of evil, but Grimnir wished his debt settled then and there, and demanded Sigmar name a foe worthy of his blades. That same night Grimnir tracked Vulcatrix -- the Mother of Salamanders and the mythic creature that first birthed flame into the worlds -- to her lair. Endlessly, the wyrm uncoiled from her molten abyss.

Grimnir hefted his axes and charged. The titanic clash that followed flattened hills and created the Plains of Aqshy, the Realm of Fire, but neither would submit. The foes smashed into one another until god and godbeast alike rained down as a hail of blazing meteors.

The cities of that time were raised high, and the people that dwelt within their walls as numerous as the stars. For a while, those born into these worlds of wonder and possibility knew paradise. The God-King's might was beyond question, as was that of his immortal allies from the World Before Time.

In Grungni's fair city of Elixia, in the Realm of Metal, the streets rang to the hammers of a thousand gifted artisans. On the balconies of Thyria's arboretums in the Jade Kingdoms, the flowers of the goddess of life Alarielle's magic bloomed in every archway.

Grimnir's great lodges burned hot with the fires of passion, his duardin people hunting down monstrous beasts until the lands were safe. Even the metropolis Nagashizzar in the Realm of Death was a place of order and progress, a city where anarchy and warfare were but distant memories.

In that era, many a weather-torn skald made the bold claim that he had visited each of the Great Wonders of the Mortal Realms in person. Through the magic of the Realmgates it was thought possible for a man to achieve such an odyssey over the course of a hundred years. The Crystal Spires of Thrense, the Spear of Mallus jutting from the Coast of Tusks, the Bone Pillars of Antghor, the peak of Deific Mons in the Shyish Prime Innerlands, the Sky Bridges of Ghur, the Realm of Beasts -- all these and more were visited by the traders and travellers of that halcyon age.

The Dark God Slaanesh, glutted on countless aelven souls after the demise of the World-That-Was, was chained by the magic of the aelven gods Tyrion, god of light and war, and Teclis, god of light and knowledge. Trapped between the Realms of Light and Shadow, no more could Slaanesh seduce the civilisations that sprung up across the lands.

His lustful worshippers cried out in fear and anguish, for no longer could they feel their direct connection with the god that gave them meaning. But Tyrion, Malerion, the god of shadow, and their allies did not consider their work complete.

By means of painstaking ritual, they used the arcane bindings that held the Dark Prince to siphon the souls of many of the aelves he had consumed, cleanse them of taint, and take them into the mortal lands of Ulgu and Hysh to be reborn.


The reader will note that there are no dates on the events listed below. This was done deliberately by the lore writers at Games Workshop for two reasons.

The in-world reason is that with years and seasons varying from realm to realm, and civilisation only just being re-established in the Age of Sigmar, there would be little common frame of reference to act as a foundation for specific dates.

The real-world reason is that in the past Games Workshop found hard and fast dates can be restrictive, and breaking those restrictions can lead to many a quandary. Instead, the Mortal Realms now measure time in looser terms like centuries and generations. This gives the writers more wiggle room for manoeuvre, and it lends more of an epic feel than a scientific one.


It should be noted that the stories of gods and monsters related below typify these early years of the Mortal Realms but are often apocryphal, originally related only as oral history, or are mostly true historical events that have changed or grown more epic in the telling.

Before the Ages

Formation of the Realmspheres

After the destruction eons ago of the World-That-Was by Chaos, the Mortal Realms slowly formed in the Aetheric Void left behind in the Cosmos Arcane. The eight various kinds or "winds" of magic clustered together, crystallising and combining with the matter of nebulae, cosmic dust and the remaining debris of the former world and its solar system to form new realities.

Contained in spheres of magical power known as "realmspheres," much of this material eventually hardened into vast discs of matter whose nature was shaped by the Wind of Magic that contained them, each fringed with archipelagos of solidified magical energy of the dominant type.

Also created at this time were the realmgates, examples of godly Old Ones technology that provide passage between the eight new-formed realities that will be called the "Mortal Realms."

Many millennia later, tribes of humans emerged on the new mortal planes and established themselves on many of the realmspheres by travelling through the realmgates, though their culture at this time was universally uncivilised, barbarous and base.

Dominion of the Godbeasts

The godbeasts are at large in the Mortal Realms at this time. Ymnog, the First Titan and Grandfather of Gargants, is amongst the greatest. The oral histories of the Gargants say that he drank fully half of the First Ocean, broke the newborn reality into land, sea and sky with his club, and that the godbeast Behemat and his two brothers grew from stones in his belly.

Behemat is eventually able to escape, though his siblings are devoured by their father. It is said among their kind that the first Gargants crawled from Behemat's mouth as he lay sleeping.

Time of the Bray

The Beastman Greatfrays thrive at this time, preying upon the barbaric human tribes of the realms with savage fury. Legends of their ravages are enshrined in the folklore of the primitive cultures of the men of the Mortal Realms.

The Seraphon temple-fleets, having unwillingly fled the destruction of the World-That-Was before Chaos' final victory, were drawn to the newborn Mortal Realms at this time. They were encountered by the godbeast Dracothion, who -- moved by their plight -- led them to the upper vaults of Azyr, the Realm of Heavens. Here the reptilian Seraphon began to absorb the celestial magical energy that defined that realmsphere into themselves, becoming the Starborne.

Sigmar Awakened

The godbeast known as the Great Drake Dracothion observed the remnants of Mallus, the rocky core of the World-That-Was, streaking through the heavens, and chased after it. Upon doing so, he noticed Sigmar, the god of civilisation, clinging insensate to the core of the broken world, a grim divine survivor of all that had been lost.

The godbeast sensed a kindred spirit in Sigmar and revived the unconscious deity, who in turn bestowed "gifts" such as a necklace of sigmarite upon Dracothion. Sigmar is shown the Star Bridges and Realmgates for the first time, and begins his exploration of the Mortal Realms in earnest.

Age of Myth

Travels of Sigmar

After his encounter with Dracothion, Sigmar begins to explore the Mortal Realms in earnest, marvelling at the many strange and wondrous things he discovers.

His deeds at this time become legendary, from slaying the volc-giants of the Great Parch on Aqshy, the Realm of Fire, to besting great Ymnog, the godbeast who was the Grandfather of Gargants.

The Dragon Ogors are cast out of Azyr, the Realm of Heavens, leaving them embittered and searching for Krakanrok the Black, the mightiest of their race.

Wanderings of Gorkamorka

Gorkamorka, the twin-headed god of destruction, another deity once worshipped on the World-That-Was, reemerged among the Mortal Realms and roamed the realmspheres alongside his right-hand (or foot) man Behemat, the father of the Gargants, searching for the best fights around.

The god of destruction eventually bit off more than he could chew, however, when he got into a brawl with Drakatoa, the godbeast known as the Living Avalanche. The mountain of primordial amber soon absorbed Gorkamorka, leaving him trapped and raging in confinement.

Rulers of Shadow

Morathi, once a mortal Dark Elf of the World-That-Was, awakened in the Mortal Realms hurtling from the skies of Ulgu, the Realm of Shadow, to land in the Umbralic Sea.

Coming ashore in the Helleflux region, the former sorceress -- transmuted by her reincarnation into a hideous serpentine form -- begins to travel across the mysterious realm. Gradually she begins to piece her shattered mind back together, learning many secrets and consorting with the Shadow Daemons that are born from the moon Dharroth.

Eventually she is reunited with her son Malerion, now reborn in Ulgu as the god of shadow. Their meeting is a bitter one, but the two agree to work together, using their combined magic to raise up the citadel of Druchiroth in Greater Ulguroth.

Awakening of the Everqueen

Alarielle the Everqueen, once a mortal High Elf of the World-That-Was but now the aelven goddess of life and nature, is discovered and awakened by Sigmar in Ghyran, the Realm of Life.

Enraptured by Ghyran's natural beauty but eventually tired of wandering alone, Alarielle planted soulseeds saved from the World-That-Was. These grow into the first Sylvaneth glades, Oakenbrow and Gnarlroot.

The Dreadwood are planted soon after in moribund Decrepita, beginning their rivalry with the youthful Oakenbrow of Neos. The children of the Everqueen soon spread far beyond the Realm of Life.

Deeds of Grimnir

Grimnir, the god of war and fire, awakens in Aqshy, the Realm of Fire, surrounded by his duardin kin, those folk once known as Dwarfs in the World-That-Was. Grimnir had been lost for a time in the Realm of Chaos after the destruction of the World-That-Was but eventually found his way to the Mortal Realms.

The Burning Berzerker performs many great feats, such as capturing the godbeast Ignax -- weakened from its recent battle with Great Nagendra, Father of Serpents -- and shackling it to the Land of the Chained Sun.

However, after the mysterious event called the Thagduegi ("Great Betrayal"), Grimnir and his brother deity Grungni, the god of smiths, are left chained atop the highest peak of Chamon -- the greatest of the Realm of Metal's Iron Mountains.

Rulers of Light

Tyrion, god of light and war and Lord of Lumination, a former mortal High Elf of the World-That-Was before its destruction, awakens in Xintil, having bonded with the magical energy of Hysh, the Realm of Light.

He travels across the Ten Paradises, marvelling at all he finds but disheartened to be so alone. Eventually he travels to Haixiah, pushing towards the Realm's Edge. It proves too much, and even Tyrion is blinded by the power of pure magical light, though his sheer willpower draws the respect of the spirit of the Realm's Edge.

Tyrion awakes in Xintil once more, rejoicing to find his twin brother and fellow deity Teclis, the god of light and knowledge, now by his side. The two learn to work together as twin halves of the same godly whole, though they are dismayed to find no Elves, now called aelves, wherever they look in Hysh.

Encounter of the Gods

During Sigmar's travels through the Mortal Realms, he encountered the twin gods of light Tyrion and Teclis in Hysh. They are brought to Azyr, the Realm of Heavens, at the God-King's invitation, where they finally find a limited number of aelves, their native people of old.

Tyrion teaches the people of Azyr much concerning warfare, athletics and philosophy, while Teclis offers his knowledge of magic and science.

Freeing of Nagash

After casting down the Hydragors that guard the gates of Shyish, Sigmar travels the Realm of Death, uplifting its people and granting them civilisation's arts and sciences.

Eventually, he discovers a Realmstone cairn entrapping the now divine form of his old enemy from the World-That-Was, the Undead Nehekharan sorcerer Nagash, now incarnated in the Mortal Realms as the god of death.

Though trepidatious, the God-King frees the Great Necromancer. Nagash agrees to aid Sigmar in the settlement of civilisation and establishes many cities on Shyish, amongst them Nagashizzar.

Labours of Grungni

The duardin deities Grimnir, god of war and fire, and Grungni, god of smiths, are released from their bondage by Sigmar as the God-King explores Chamon, the Realm of Metal. Grateful, Grungni creates the Nineteen Great Wonders of Chamon, of which the perfectly straight Godwrought Isles are one.

He also founds the duardin Khazalid Empire before travelling to Azyr to forge the Sigmarabulum and Anvil of Apotheosis.

The Realmstone called Chamonite is discovered in great abundance throughout the Godwrought Isles of Chamon. This encourages trade and technological development across the realm, with the nations known as the "Brothers Adamant" -- Sigyorn, Azgal and Crucible Prongs -- profiting most.

Doom of Grimnir

Grimnir, the duardin deity, demanded to repay his debt to Sigmar for his freedom more immediately. He was charged by the God-King with slaying the godbeast Vulcatrix, Mother of Salamanders.

The Burning Berzerker headed into the Hills of Aqshy, where he engaged Vulcatrix in a mighty duel. The battle ended with the mutual deaths of both divine combatants. The resulting magical conflagration levelled the Plains of Aqshy, created Vostargi Mont through the falling embers, and left the worshippers of Grimnir an orphaned people.

The divine energies released by the death of the two divinities are released across the realms and fuse with normal veins of gold underground, creating the magical metal later known as ur-gold by the duardin Fyreslayers.

Duel of the Gods and the Birth of the Pantheon of Order

Riding atop the Great Drake Dracothion, Sigmar spotted Gorkamorka, the twin-headed god of destruction, trapped within the living amber form of the godbeast Drakatoa. The God-King bid his companion swoop down before delivering the amber godbeast a mighty blow with his warhammer Ghal Maraz.

The energies of the storm that was unleashed by the strike compel Drakatoa to expel Gorkamorka -- who immediately smote Dracothion with a mighty blow from his club. An incensed Sigmar soon engaged Gorkamorka in a duel that lasted for many days and nights.

On the twelfth night, the two gods came to an understanding. Gorkamorka agreed to serve as a beast hunter in Sigmar's growing Pantheon of Order, for the Hammer God was the only being ever to fight Gorkamorka to a standstill.

Soon after, Alarielle, the goddess of life and Nagash, the god of death were independently approached to join the Pantheon of Order. They agree, though both retain focus on their "home" realms -- Ghyran and Shyish -- above all.

The Golden Centuries

With the Pantheon of Order finally assembled and united, Sigmar truly begins his mission to spread civilisation across the Mortal Realms. The Beastman Greatfrays are ousted from their ancestral hunting grounds and forced to the periphery of mortal civilisation.

Great cities of many different peoples rise from Aqshy to Shyish. It is a golden age for the Mortal Realms and a time of relative peace and prosperity.

Chaos Stirs Beyond the Veil

Within the Realm of Chaos, the Dark Gods once more begin to stir, eager to devour new planes of existence and fix their hungry eyes upon the Mortal Realms. They begin to work their sinister influence on emergent mortal civilisations, corrupting them from within as has always been their way.

The Great Horned Rat, the newest of the major Chaos Gods, fosters the ratmen known as the skaven in Blight City, a sub-realm formed around the ruins of an ancient, half-real subterranean metropolis rescued by the deity from the World-That-Was once known as Skavenblight. Here the ratmen rapidly multiply and learn the secrets of creating gnawholes.

The Slann Starmasters detect the machinations of Chaos and begin manipulating the development of mortal civilisations believed to have a role to play in the wars to come, either subtly aiding them or wiping them out. The first nodes of the Seraphon Astromatrix, a great web of arcane power, are connected.

Common Enemies

Tyrion and Teclis, the twin aelven gods of light, meet with the shadow aelven deities Malerion and Morathi in Shyish, the Realm of Shadow, aided by an order of raven-worshipping monks -- secret disciples of Tzeentch, the Chaos God of change.

They are united only in their desire to free their people's souls from Slaanesh, the Chaos God of excess who devoured the majority of the aelven race when the World-That-Was fell to Chaos. Thanks to Morathi's knowledge, a daring plan is put into motion.

Rise of Empires

Bataar and Aspiria become the principal nations of the region of Aqshy known as the Great Parch -- at the expense of the Capilarian, Aridian and Flamescar tribes of men.

Meanwhile, in Chamon, the Realm of Metal, the steamhead pioneers of Chamon's Godwrought Isles, ancestors of the Kharadron Overlords, begin experimenting with extracting and refining the lighter-than-air metal known as aether-gold.

Foundation of the Fyreslayer Cult

The duardin worshippers of Grimnir form the first-forged lodges, centred around the Salamander's Spine of Aqshy, the Realm of Fire. They discover that the essence of Grimnir has mingled with that of Vulcatrix, forming ur-gold and Magmadroth eggs. Fyrds are dispatched to recover the ur-gold, and the Fyreslayers' reputation as mercenaries across the realms is established.

Doom of Shadespire

The Katophranes of the city of Shadespire earn Nagash's ire by creating shadeglass. The Great Necromancer works a spell to transport the essence of the city into the Hidden Gloaming, creating the Mirrored City.

Labours of Behemat

Needled by the Chaos Gods Tzeentch's whispers and Khorne's taunting laughter, the god of destruction Gorkamorka begins to resent his position on Sigmar's Pantheon of Order -- especially since his former companion the godbeast Behemat is still free to roam as he pleases.

The Twin-headed God sets the godbeast many tasks, culminating in a duel against Sigmar. Behemat is knocked unconscious, his body forming the greater mass of the Scabrous Sprawl in Ghyran, the Realm of Life.

A Plan Immortal

The god of death Nagash, as is his nature, begins to scheme for ultimate dominion over the Mortal Realms. His Mortarch, the Deathlord Arkhan the Black, is charged with moving Shyishan realmstone to the realm's centre, one grain at a time.

A score of lesser death gods are devoured by Nagash, and myriad underworlds of the Realm of Death are conquered. Cities built by the Undead hosts in service to the Great Necromancer are founded atop secret underground caverns, in which Nagash intends to conceal his mightiest armies.

The Fall and Rise of Orpheon Katakoros

Orpheon Katakros, a human military genius from Ghur, the Realm of Beasts, is slain. His soul awakens in the underworld of Ossia in Shyish, the Realm of Death, where he swiftly rises through the nation's militant ranks. Several underworlds are annexed by his peerless command.

When Nagash's hosts descend upon the Ossian Empire, he is intrigued by Katakros' skills and eventually agrees to remake the general as a Mortarch.

Birth of the Carrion King

The vampiric champion and Deathlord Ushoran loses favour with his master Nagash and is remade as the Carrion King, the first of the Abhorrant Ghoul Kings. He ravages the Nightlands of Shyish for a time before being dragged before the Great Necromancer and imprisoned within the Shroudcage.

The Everwinter Cometh

The Everwinter comes into being, pursuing the Beastclaw Alfrostuns; some say it is a curse set upon them by Gorkamorka himself. The Frostlord Braggoth Vardruk searches Ghur, the Realm of Beasts, for the Golden Hunting Grounds, which he believes to be beyond the grasp of the Everwinter, but he is tricked by a coterie of aelven wizards and frozen solid, along with much of the Boulderhead Mawtribe.

Heavenly Gifts

Malerion, the god of shadow, gifts Sigmar the Gladitorium, through which he can secretly observe the God-King's armies; with this done, he largely retreats from the Pantheon of Order. Teclis, god of light, gifts Sigmar the Enlightenment Engines; the God-King soon sets Grungni, the duardin smith god, the task of reversing their effect to shroud the first of the eldritch caches known as Stormvaults.

Disappearance of Grungni

After completing his tasks for Sigmar, the god of smiths Grungni disappears, leaving his people -- the duardin – to fend for themselves against their multifarious enemies.

Binding of Slaanesh

The Chaos God of excess, Slaanesh, is lured from the Realm of Chaos and captured by the four aelven Incarnate gods -- Tyrion, Teclis, Morathi and Malerion -- and imprisoned in Uhl-Gysh, the Hidden Gloaming, a twilight demi-realm encapsulated by the realmspheres of both Hysh and Ulgu and comprised of their intermingled magical substance.

The Chaos God's corpus is wrapped in a magical binding known as the Chain of Purest Hatred which was fashioned of a fusion of shadow and light magic, had no true physical form and was composed of pure and unsullied magic taken from the edges of the respective realms of Hysh and Ulgu.

The process of extracting the devoured souls of the aelves from the divine energies of Slaanesh begins using the artefact called the Ocarian Lantern.

Tyrion and Teclis also begin to distance themselves from the Pantheon of Order at this time, as they become obsessed only with saving their lost people from Chaos.

Birth of the Cythai

Using aelven souls extraced from the essence of Slaanesh, the god Teclis creates the Cythai, but he fails to expel the lingering taint of Slaanesh in their souls. Though Tyrion stays his brother's hand from destroying his creations, the Cythai flee beneath the waves of Hysh, the Realm of Light's Gealus Ocean to escape retribution, becoming the Idoneth Deepkin.

With them they take the stolen relic of the Ocarian Lantern being used by the gods to extract aelven souls from Slaanesh, and they hide it in the chasm of Sarr Danoi. Soon after, the disconsolate Teclis becomes aware of Sigmar's perversion of his Enlightenment Engines.

Foundation of the Cult of Khaine

Spurned by the other Incarnate gods and granted only a sliver of land in Ulgu, the Realm of Shadows, to rule by her son Malerion, the god of shadow, Morathi leaves the Pantheon of Order to begin crafting her chosen aelven people.

She is accompanied by minor cults of Khaine, the ancient aelven deity of war Morathi once served as a mortal. Morathi rules over these cults in the guise of Khaine's chosen prophet. The temple of Hagg Nar dedicated to Khaine is established in the Umbral Veil of Ulgu.

Scattering of the Idoneth Deepkin

Discontent between Idoneth Deepkin factions in the First City of Gealrachi sees the enclaves spreading across all of the Mortal Realms from Hysh. Only the Ionrach, who establish the city of Príom in Ghyran's Maithnar Sea, attempt to keep in contact with their kin.

The Idoneth begin raiding for souls, having learned the various magical arts required for their continued survival.

Creation of the Lumineth

After several more false starts, the twin gods of Hysh Tyrion and Teclis succeed in creating the Lumineth, a new aelven race born of extracted souls from Slaanesh that seems to embody their ideals.

Their patronage of this new race sees them further abandon the goals of the Pantheon of Order.

Descent of the Lode-Griffon

The Chaos God Tzeentch lures the godbeast known as the Lode-Griffon to the Godwrought Isles of Chamon, the Realm of Metal, its magnetic blood distorting the geography of the region. Straight landmasses begin to ripple and twist into the Spiral Crux, undoing the states of the "Brothers Adamant."

The tribes of Odrenn, Ayadah and Viscid Flux are furthest from the centre of the Crux and begin to surpass the Brothers Adamant. Prosperis is founded by settlers from Viscid Flux.

First Great WAAAGH!

The god of destruction Gorkamorka suddenly snaps, violently resigning from Sigmar's fraying Pantheon of Order. The resulting Great WAAAGH! is said to ravage from one side of the Mortal Realms to the other.

The original Grot tribes diverge, scattering and forming their distinct subcultures. Orruks conquer the land bridge linking Aspiria and Bataar to the heart of the Great Parch of Aqshy, the Realm of Fire.

Though they are eventually forced out by a mighty Aspirian spell that creates the Kindling Forest, the influence of the civilised nations is further removed from the middle reaches of the region.

Over the years, the goddess of life, Alarielle the Everqueen, becomes disenchanted with the Pantheon of Order due to the continued transgressions against nature and living things of Gorkamorka and Nagash. She chooses to focus ever more of her efforts on Ghyran, the Realm of Life, alone.

Ascension of Volturnos

After a long campaign against the Orruks culminating in the destruction of the ramshackle Flotsam Isles, Volturnos is named high king of the Idoneth Deepkin.

Mountains Arcane

In Ghyran, the Realm of Life, the sap volcano of Quogmia Mountain erupts, burying the city of Aelfgrove -- that will later become the Phoenicium -- in a tidal wave of mystical amber sap.

In Ghur, the Realm of Beasts, the Silent People disappear into the living mountain of Beastgrave.

Meanwhile in Hysh, the Realm of Light, the sentient peak Avalenor watches the aelven Lumineth's rise with distant interest.


As Morathi's Daughters of Khaine expand beyond the temple-city of Hagg Nar, tensions between the sects blossom into civil war. Morathi allows these conflicts to run their course, weeding out the weakest of her followers and those who would contest her rule or would unintentionally empower Slaanesh through their obsessive bloodlust.

The Idoneth Deepkin of Dhom-hain launch raids along the coast of Ghyran's Tendril Sea. In doing so, they earn the ire of the Everqueen Alarielle and lose the Bánmhar -- the White Sword enchanted by their creator god Teclis himself.

Opening of the Sky-Rifts

The nations of Azgal, Sigyorn, Patina, Prosperis and Viscid Flux of Chamon, the Realm of Metal, come together to work a grand ritual of transmutation to kill the godbeast known as the Lode-Griffon of the Spiral Crux.

Though they succeed in slaying the godbeast, the ninth mage of their coven is revealed to be a Gaunt Summoner of the Lord of Change who alters the ritual, killing the other mages and opening tears in reality across the Crux. The forces of Tzeentch pour into the region.

The Red Feast

In Aqshy, the Realm of Fire, the Vanxian warlord Threx Skullbrand challenges the warring armies of the Flamescar, Aridian, Capilaria and Demesnus tribes of human barbarians to a contest of arms in the Clavis Isles.

Athol Khul fights his way to the top, but as the eight hundred and eighty-eighth barbarian champion falls, a grand ritual is completed. The Clavis Isles' Realmgate implodes, opening a gateway to the Blood God Khorne's home in the Realm of Chaos, and daemons pour through.

Athol Khul swears himself to the Blood God, becoming Korghos Khul, the mightiest of the Lords of Khorne.

The Age of Chaos falls upon the Mortal Realms as the forces of the Dark Gods sweep across the Cosmos Arcane once more.

See Also


  • White Dwarf 458 (November 2020), "Worlds of Warhammer" by Phil Kelly, pp. 10-13
  • White Dwarf 459 (December 2020), "Worlds of Warhammer" by Phil Kelly, pg. 10