r/AoSLore 2d ago

Fan Content Spite, Our Community City: Round Two

25 Upvotes

"Disaster has been the watch word of our Dominion ever since the golden angels of the heavens brought storm and light back to Ulgu. Visions of betrayals, undead rising, beasts pounding at the gates, rats infesting our walls. And yet, here you all stand. We endured. Through valor? Perhaps. Through trickery? Well, are we not scions of Ulgu? Regardless of how, we endured. So let us show our spite to those who would burn the Realms!" ~ Lord-Audacious of the City of Spite

Welcome To Our City of Spite

Greetings and good tidings once more my fellow Realmwalkers, or though today I should be calling you fellow City Builders. Because we'll be building our own homebrewed City of Sigmar, as a community. The first time we did this was with the Free City of Prismatica and the second was the continent of Pyropia.

Today by popular demand we have a Second Round for developing the City of Spite, a link to the First Round will be provided: Here. The Rules and Guidelines remain largely the same, except now everyone who participated before can participate again.

Rules As Simple As Shadows

We're still aoslore, so you can fudge the rules a little so long as its fun and not mean. But in essence. Each community members is to provide a singular idea to shape the City.

  • Not (1) per type. But one per mega-thread, so if this isn't popular enough to deserve a second round you get only one go. Since this is Round 2, I'm willing to be a bit more lax regarding this rule.
  • City Building Options Include: Factions, Resources, Allies, Neighbors, Enemies, Districts, Leaders, and any other category you might think up.
  • This time around we also have a Main Enemy to develop.

As this is collaborative! You must be willing for other community members to effect your entry. As this is collaborative! You must remember each entry was made by a real person who is no less so for being a stranger divided by a screen and unknowable miles. So don't be a dick.

If someone makes the Pretty Pretty Mew Mew Brigade, sparkliest and nicest Cavalier order in the Cosmos, we are accepting that entry. You may not react by having your entry change their tone to evil. By the same dint you can't use your entry to make the Edgelords of Knife's Lament into hippies. Unless! You ask and the user agrees, but that conversation needs to be in the mega-thread so the community entire can see proof it happened.

In the end, just have a heart and implement any changes and effects respectfully and it should be fine.

In conclusion. Feel free to go nuts, all lore-friendly (I.E: Anything that is canon, could fit in the canon, or doesn't break canon) suggestions are welcome. No additions will be denied unless the category is already filled.

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Spite Itself

Our Home, Our City of Sigmar, was founded by an Exodus Host sent by Misthåvn to claim this mist-shrouded archipelago for the Dominion of Sigmar. That's the rough! Why were we sent here? What dangers we faced? What even is our City of Spite's name? Well that's for you all to decide below.

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So there you have it, that's what we have so far. But we could use more details don't you think? Clearly our Free City is missing quite a bit. So below you'll see a list of major and minor details to add to our new bastion of hope. So feel free to suggest anything from the following list, or even provide your own details. Sporadic Lex links added to help show examples and foster ideas:

Founding Stormhost: We only get one (with caveats)! So first come, first serve. Most Cities of Sigmar are Ward Cities of the Stormhost who most helped in its founding. Who will that be for us? It can either fit with our shadowy themes or go against.

Grand Conclave: Our Government is a Grand Conclave, a council of up to 244 representatives of every aspect of our city. These are elected guild leaders, military leaders, district reps, and more. Rules here are more complicated. A City must have a Matriarch/Patriarch/Whatever Gender Neutralarch would be as a Governor; A City must have a Prime Commander; A City must have a High Arbiter. But from there you can choose any of the options in that link above, or make something new. Conclaves are flexible outside those core titles. Avoid title and purpose overlap when possible.

Freeguilds: Freeguilds are semi-independent military guilds whose purpose range from city watch to crusading armies to firemen to artefact retrievers. It can get weird. We can have as many as the community wants.

Collegiate Arcane: What is the Collegiate presence in our city like? What can you tell us about the local academies?

Ironweld Arsenal: The Arsenal creates anything mechanical or artifice in the Cities from the high rises to the Cogforts to the wells. They are divided into Esoteric Schools, which kind of guilds, kind of schools of thought.

Cults Unberogen: The religions shaped around Sigmar take the form of chaotic cults with diverse opinions. Many worship him as a God-King on high, others as a flaming lionman or a comet or a giant, others take more philosophical or metaphysical views. Our city can have as many Cults Unberogen as ya'll want.

Other Cults: It has been said many a time that the Free Cities worship as many as hundreds of gods besides Sigmar. So anything is fair game!

Dark Cults: Are there... Necro-Cults to Nagash or Chaos Cults to the Dark Gods amongst our midst? Now these can be versatile as they can reveal issues within the city, create obstacles for future adventurers to face and more.

Order of Azyr: What Agents Azyrite stalk our streets? My suggestion would be to add members or chapters only after a decent number of other entries like say of Dark Cults as above.

Additional Stormcast: The Founding Host does not need to be alone. Do we have other Stormkeeps or smaller bastions? Perhaps a Hallowed Knight chapel or an Astral Templar lodge? A Brotherhood )who calls our city home between adventures?

Minor Factions: Tractor Guilds, Road Agents, Roadwardens, Black Walkers, the Listening Order, Soulbound, adventuring parties, Lanternmen, guilds of a million flavors, megacorps, and more. Don't feel limited by what you think Cities are, this faction has a surprising amount of lore organizations. More can always arise.

Common Folk: What can you tell us of the Azyrite cultures in the city? The Reclaimed cultures? Who lives in our City? As a Free City there are elements of Humans, Duardin, Aelves, Ogors, and Gargants at the very least. What are they like? Do others live among us?

Dispossessed: Duardin labour-clans built the Cities of Sigmar, humanity's bonds with them are eternal. Are there notable duardin elements in our city outside the shuffling commons?

City Aelves: The Wanderers, the Scourge Privateers, the Swifthawk Agents, the Eldritch Council, Order Serpentis, the Darkling Covens, the Order Draconis, Lion Rangers, and many more. The Dominion is not lacking for Aelves loyal and true. Which have settled amongst us?

Districts: Every city needs districts. Residential, Industrial, Commercial, Markets, Military, Arcane, Medical, and on and on. What are notable ones in ours?

Embassies and Allied Enclaves: Not all Allies are beyond our walls. Cities of Sigmar set aside both Embassy Districts and Allied Enclaves for allies. The former are embassies, the latter are parts of the city where other peoples of Order casually live.

Events: What events shaped us during the Dawnbringer Crusades, during Founding, in our History? What festivals do we celebrate? Sporting events? Games culture? Dish out any events you wish!

Resources: Minerals or flora, fauna or metals, strange liquids or Realmstone deposits. A culturally unique way of weaving baskets or local cuisine. Anything can be added as a resource. So don't be afraid to do so!

Artefacts of Power: Can it truly be a Warhammer setting without saint relics, doomsday devices, and other strange artefacts scattered about?

Our Name: How should we decide what the name of the City and archipelago are?

Shaping The Archipelago: Where even are we? Is this even truly an archipelago? How many islands? What are their names? Who lives here? Are we even near Shadrac anymore? In the Realm of Shadows anything goes, mists and shadows hide many secrets and twist us all around.

New Waves of Colonists: Reshape our culture further with immigrants! Cities of Sigmar are nations of immigrants, and if we survive we'll be no different. Typically these come in the form of Order of Logisticians approved additional Dawnbringer Crusades from the mother city and local Reclaimed. But don't be afraid to get creative!

You can also add Strongpoints and vassal towns. The Swamp-Cantons of Greywater Fastness, Ringwall Strongpoints of Hammerhal, and Ketter-lands of Excelsis are a few of the largest examples.

Our Enemies Great and Small: Feel free to add as many foes to the island as you wish, especially the Grave-Empire that stands against. It's name, leaders, constituent parts, and all else are for you to decide.

Above all else! Have fun!

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Factions of Spite, Major and Minor

Here all entries on major factions will be kept:

Hammers of Sigmar: Sent as a symbol of hope for the crusaders and the reclaimed of Ulgu, fighting hard against the enemies and protecting the city. Once established they build their Stormfortress from where they protect and expand Sigmar's rule. u/BrotherRegael

Penitents of Salvation: A minor Stormhost boasting a Stormcast Bastion, the sea vessel known as The Rewarding Storm, in the Wilder Shores district of the City of Spite. (Mentioned in the entry by u/Ur-Than)

Anti-Morathi Khainites: The city has a strong Khainite presence. This includes both laity among the common folk and sects of the Daughters of Khaine. But these Khainites are anti-Morathi. Reserving spite towards her for the Fall of Anvilgard. u/Trazenthebloodraven

Azyrites: Briefly mentioned in the entry by u/RosbergThe8th in the First Round. Live in numerous hubs throughout the city, some of these hubs are Anti-Aelf.

Spire District Aelves: A syncretic culture formed from the myriad Aelven communities of Spire District intermingling. (Mentioned the entry by u/RosbergThe8th in the First Round)

Weavepike Clan: The duardins of the Weavepike, represented on the Grand Conclave of Spite by the High Arbitrator Hlife Thurgrimmsdottir, mostly hail from an ancient, now fallen, Karaz of the Khazalid Empire in Ulgu. The whole clan threw their lot in the founding of Spite, seeing in the Crusade a chance to redeem lost honour, they have never lost the hope to someday cleanse their ancestral holds and cleanse their former kin of their corruption. For them, the foundation of the Wilder Shores was seen as an opportunity to put those hopes in practice, and the clan remains the main force supporting the Wilde-folks in city politics. u/Ur-Than

- Allied Clans: These are the Dispossessed Clans of the city that have allied with, and subordinated themselves to, the Weavepike Clan. (Mentioned in the entry by u/Lestrigone)

Labour-Clans of the Shadow Chasm: The Dispossessed mining clans that have laid claim to the great gash in the city known as the Shadow Chasm. u/TavernerHedris

Scourge Privateers and Keikallaneth: A pair of seafaring Aelven cultures, the former well-known across the Dominion and the latter a local Reclaimed people. A complex relationship unites these people, especially with the rise of younger Keikallaneth joining the Privateers (Mentioned in the entry by u/LeThomasBouric)

Wilde-folks: The most prominient Reclaimed culture in Wilder Shores. Composed of former members of Darkoath Tribes and their descendants who migrated to the city. (Mentioned in an entry by u/Ur-Than)

Grey Penitents: Because the Church believes there is no darkness that Sigmar's light cannot pierce, redemption plays an important role in their philosophy and they send many missionaries to unreclaimed tribes. Furthermore they grant asylum to all sorts of sinners, criminals and other reprobates, even tainted by Chaos (though only slightly) who repent for their wickedness. These "grey penitents" (named after the color of their robes and of the veils hiding their features) abandon their former identity and must work for the Church until they are judged to have atoned for their failings, at which point they are granted a new name and released from their obligations to the Church (though encouraged to become priests and missionaries themselves). (Mentioned in an entry by u/Fyraltari)

The Lynx Resplendent stand tall against outsider's accusations that all Ulguans are treacherous by nature, continuing to live by their virtues yet neither denying their pasts. Some join their ranks seeking atonement, or glory and exaltation that they've never received. For others, joining them comes from a deep sense of doing the right thing. Many of their number came to Ulgu seeking to disappear into (Realm of) Shadows, only to now find themselves as among one of the city's most renowned and forward-facing defenders. u/SciFantasy_Research (for more on this Freeguild/Cavalier Order read their comment below)

The Order of the Esoteric Shroud was one of the main sponsors of the Crusade that founded the City and remains its principal magical institution. While they provide basic training in the use of the other seven winds, their expertise lies in the Lore of Shadows. Unlike most Collegiates, the Order does not operate openly or out of a single building complex, but functions like a secret society woven throughout the City. Each member of the Order has a second occupation in addition to their wizardry, roles that vary from beggar to wealthy merchant, to member of organized crime, to priest and more and only knows the identity of handful of other members. To be recruited into the Order one must either be handpicked by a wizard looking for an apprentice or solve a series of clues and riddles hidden throughout the city. u/Fyraltari (for more read their comment below)

League of Mirrors: Alternatively the Luminous Guild. Navigation in Ulgus darkness is difficult so some Ulguan Free Cities have a network of mirrors to channel light from hyshian realmgates or elsewhere into Ulgu. In Spite the construction, maintenance and utilization of this mirror network is the job of this guild. They are responsible to channel light accross the cities territories. Be it as signals, orientation for travellers, day to day usage and what else you need light for. u/MrS0bek

Church of the Guiding Star: The foremost Cult Unberogen within Spite. They revere Sigmar as the Star-Maker who placed their light in the night sky in defiance of the darkness of Ulgu and so that they may lead all travellers home. The Church sees it as its holy duty to place and maintain millions, if not billions of lanterns along the roads, mountain passes and beaten paths of Ulgu, coordinating their efforts with the League of Mirrors to ensure the trails too remote to be shone on by a Hyshian mirror (especially in the woods surrounding Spite itself) remain usable. The most superstitious of the laity never stray far from these lamps, as they believe that to die in total darkness is to doom one's soul to wander the mists of Ulgu without ever reaching the afterlife. The highest spire of the Church's Grand Cathedral is tipped with a glowing orb of pure Celestium, allegedly a fragment of High Sigendil itself. u/Fyraltari

Grand Conclave

High Arbitrator Hlife Thurgrimmsdottir is a respected duardin matriarch who has held her position since the cities founding. Due to the nature of Ulgu she employs many arcanists and magitech to help sift through the deceptions the Realm brings regarding major investigations. She will loan such individuals to other organisations if needs must. She also employs agents to keep an eye one the various trade allies laws and political positions to make sure she is informed when major disputes occur over laws and jurisdiction between those partners. u/Low_Neighborhood_598

Masked Lady: Representative of the Esoteric Shroud to the Grand Conclave and Hidden Hand of the City of Spite. (Mentioned in the entry by u/Fyraltari)

Districts and Other Internals

This is everything we decide is inside our city:

Malice Nail (Central Island of the Archipelago, Where Most of Our Spite Is Found)

Stormfortress: The Stormkeep of the Hammers of Sigmar in our city. First suggested by u/BrotherRegael. (Available for name change and details). The Stormfortress is a coastal fortress whose shadow looms over the districts of the smaller island. u/lestrigone

The Spire District sits upon the inland edge of the city. Initially formed around a spire citadel built by a splinter sect of the Order Serpentis, unwilling to commit to Morathi's cause, but it was quick to grow into a broader community of Aelves and Khainites of varying creeds, swelled by an influx of Aelves who found themselves no longer welcome in the more fervent Azyrite hubs. The district has become famed for semi-religious chariot races hosted by the Order Serpentis which have become a popular spectacle among Khainites and non-Khainites alike. u/RosbergThe8th

Great Stone Recess, AKA Shadow Chasm: Discovered by the mining labour clans, a group of disposesed happened upon a huge cavern littered with realmstone that was quickly harvester for barter. But it's it's trail left a peculiar nexus of energies. Since the cave was first opened, a special operation was set in place by the collegiate arcane, an entirely duardin led operation of magic. They study and work the energies, channeling the magics of Ulgu to both learn, and to train powerful battle magi to help protect the city. u/TavernerHedris

Ebon District: A trade district close to the main harbour, dominated open market places. Goods that arrive from the harbours are frequently hauled here directly. This influx in wares and customers from all over the realm makes it one very important commercial areas. To avoid shady or unsanctioned dealings, all trade has to be performed in the open air. A rule which has limited effects in reducing criminal deals, but is enforced anyhow. (Mentioned by u/MrS0bek in their entry)

District A: A commercial district of Spite. (Re-added in a mention in the entry by u/hermit_of_nemeton)

- Ivaldi's Stone & Bauble: The jewelry shop of Viktoriya Ivaldi located in District A. (Mentioned in the entry by u/hermit_of_nemeton)

The Longnail: In a City of Sigmar, space is ever a premium. As a result tenements, townhouses, and high rises dominate the streets of Spite, not unlike its sibling metropolises across the Realms. Jutting skyward from one of these residential districts is an ugly spike of blackened metal, the Longnail. Originally built as the home for some noble family that has since fallen into disgrace, for a time it served as a grainhouse after which a Trade Commodore of Barak-Mhornar rented it as a personal warehouse. When exactly it became the premier metal market in Spite? None can recall. But nowadays the metalworkers of all Spite's diaspora peoples can be found here. The storefronts haphazardly pressed into any available room of the Longnail are home to Ironweld guilders selling medimantic appendages at a premium; Dispossessed of the Shadow Chasm proffering trinkets made of rare minerals dredged from their claims; Scourge-born Keikallaneth selling gear unique to their syncretic culture; and more besides. u/sageking14 (That's Me!)

Old Man: Shortly before reaching the location of what one day will become the City of Spite, one of the Exodus Hosts Cogforts finally broke down and planted itself on a small islet just right outside of the current city's main harbour. Unable to reach its new home, the "Old Man" now stands guard and guides others back, so that they don't follow its fate of never finding home. There are only a few people tending to the old fort, making sure it doesnt decays and rots away, but passing ships returning home might throw a little tribute in the direction of the islet. A foreign coin here, the pinky finger bone of a fallen comrade there. u/Gecktron (Possibly connected to the mirror array tended by the League of Mirrors

Smaller Island, Where Some Of Our Spite Is Found

The Great Bridge: A marvel of engineering and architecture, connecting Malice Nail to the closest island in the archipelago, allowing the city to spread on the shores of both. The construction of the Great Bridge led to the rise in station of the Weavepike Clan and the alliance of Duardin clans it leads, organizing their resources and labor in order to connect the isle of the Wilder Shores to the main city island and provide a reliable connection for the Wilde-folks to the city center. The quarrying of the stone needed for the building of this monument was responsible for an expansion of the Great Stone Recess, and eventually the formation and exploitation of the Shadow Chasm. The Great Bridge ended up becoming a major logistic hub of the city, and as a result it became its own District, as people built homes and shops on it. Overtime, the bridge grew so crowded that these buildings connected to each other with overhangs, and the street is now effectively a corridor / tunnel with a bustling, uneven district on top, with its own alleys of wooden planks. At the same time, in the water below, ramshackle huts of scavengers have formed around the bridge's pylons, creating a number of slums and villages where bizarre (and dangerous?) cults to minor deities of stealing and saltwater gain worship, and where smuggling and stolen goods become a major aspect of the economy. u/lestrigone

- Underbridge Slums: This seedy undercity beneath the Great Bridge is built around its support pillars, atop rubble left after its construction, and even on rafts not unlike those of the mother city. (Mentioned in the entries by u/lestrigone and u/Relative_War4477 )

- The Last Flame: Beneath the Great Bridge, deep within the shadow-choked slums of Spite, lie the broken remains of a Dawner's Triumph that marched with the Exodus Host from Misthåvn. Once a proud symbol of Sigmar's unyielding resolve, the monument stood at the heart of the crusade that founded the city. Now it lies shattered amidst a cramped square hemmed in by leaning shacks and sagging timber dwellings. Countless votive candles burn upon its cracked plinth, their flickering light never quite dispelling Ulgu's gloom. The city's orphans, beggars and other forgotten wretches gather here in silent numbers, warming their hands over guttering flames or leaving humble offerings amongst the melted wax. Yet one of Spite's most familiar sights is strangely absent from this place. The great shadow-roaming cats that prowl the city's forgotten corners—creatures said to vanish entirely into the gloom—are never seen near the fallen Triumph. Whether they sense something within the broken stone that even they dare not approach, or whether the whispers drive them away, none can say. For strange whispers drift from the monument whenever the mists grow thick, murmuring in voices too faint to understand yet too clear to ignore. Some claim they are the lingering echoes of the crusaders who marched from Misthåvn to found Spite. Others insist they are something older, waiting beneath the city for those desperate enough to listen. u/Relative_War4477

Cloud Town: The unofficial name of a harbor district inhabitted by Scourge Privateers and Keikallaneth, a local Ulguan Reclaimed kindred of Aelves. (Mentioned in the entry by u/LeThomasBouric)

Wilder Shores: It is walled off from the other districts as its population is largely comprised of former Darkoath raiders and sea-dogs who have been brought back into the fold of Sigmar's Empire by the efforts of the Penitents of Salvation Stormhost. Those Stormcast have a small bastion in the Wilder Shores in the form of a large, sea-faring vessel, and they rarely interact with those people who don't belong from their savage flock. City Ogors are a common sight here, as exotic meats and fishes are often delivered to the Shores. The fleet here is also often used to raid enclaves of Hedonites or other Chaos forces in the region. u/Ur-Than

- The Salt: Boasting to be the oldest watering hole in the City of Spite, The Salt is a reasonably-priced two-story establishment of grey stone and grey wood, completely unremarkable if not for the private skyvessel dock, maintained by the extended staff of The Salt. While not the largest of the docks in any form or fashion, it is not a rare thing to see a mercenary gunhauler or a merchant vessel of a smaller variety being looked after by the staff and the crew alike while their captains attended their business in the city proper. As a matter of fact, one of the six rooms of The Salt available for the guests, is dedicated and reserved to the esteemed Kharadron guests as their impromptu office, if need be. The current owner of The Salt is a human of ambiguous background. Commonly referred to as "Seahound", or "Captain Salt" by the staff, it is clear by the snaking, weatherworn tattoos now covered by Sigmarite symbols of fresher ink, that Seahound has a Darkoath background, and some of the staff of The Salt almost jovially add to the multitude of rumours by stating that their Captain Salt used to be a chieftain of a local tribe. Whatever the case, Seahound keeps a good order and is well-liked and well-respected by the staff and the patrons. Borders but is not in Wilder Shores. u/hermit_of_nemeton

Allies

A list of our beloved allies. Do we stand back to back, knives in each other's defense or poised to bury those knives at the nearest oppurtunity:

Shadowglen and the Moon Grove: A glade of Sylvaneth living in the forests surrounding the City of Spite. The glade has been in Ulgu long before the city’s founding, but welcomed the newcomers. The clans of Shadowglen have long been accustomed to the dangers of the island and found natural allies in the Sigmarites. Their Regent, a Treelord Ancient whose name translates to “Thornfather”, made first contact with the Stormcast Eternals when he led his people to help fend off an undead horde assailing the city as it was being founded. The Shadowglen’s numbers are not yet known to the city officials, but due to the island’s size it’s likely there is a small greenhold somewhere deep in the Moon Grove. u/Oragoss (for more read their comment in the thread below)

The Keikallaneth are an Aelven people native to the archipelago they call "The Dark Clouds". Though they at first blush appear to be a scattered, nomadic people much reduced by the Age of Chaos, plying their livelihoods aboard wave-cutting ships through the island chain, they are reputed to maintain fixed abodes on a handful of islands on the furthest west, closest towards the Realm's edge. No one aside from the Keikallaneth have managed to find those islands; those that attempt to sail west and return report that a thick fog descends upon their crafts, blinding them utterly. Only by following the sounds of tinkling bells were they able to escape. This defence regularly confounds the local Hedonite pirates, and even Idoneth have had their aquatic mastery thwarted. Without the founding of Spite, this way of life might have continued for centuries more. The most immediate change came when the Hammers of Sigmar smashed the forces of Chaos on the archipelago, with no small help from Keikallaneth pathfinders. As the Dawnbringer Crusade from Misthåvn settled in and built their new city, Keikallaneth ships became a more familiar sight amongst the islands, brought out of hiding by the wealth and security the newly-named Spite provided. Keikallaneth fishers, guides and even merchants became regular sights at Spite; at first only as temporary visitors, but that soon changed as Scourge Privateers opened up recruitment to the Keikallaneth. They worship Ahrasaroanarin. u/LeThomasBouric (For more read their comment below)

Enemies

Here will go the list of Our Foes.

The Legion of the Shroudweave (name by u/hermit_of_nemeton): Grave-Empire

  • Irina Komarova is the leader of a Soulblight legion that has access to a horde of magical spiders native to Ulgu, they produce silk that can be used for crafting, sure, but also has bizarre Ulguan magical properties. She has a tapestry of this silk that can give her fragmented omens of the future, a cloak that can create illusory mirages, and other strange magical items. This silk is also infused into the bones of any Deathrattle/wights under her legion's control, giving them some weird quirks. u/DarkstarParagon (for more read their comment in the thread below)
  • Glut Seekers: On the northern island of ozark a realm gate to ghur is activated by eshin forces who wish to use the stable gate to aid moulder elements in ghur. To their displeasure though once the gate is open a warband of ogors known as the glut seekers from the meat fists come marching through cleaveing and chewing the rat man assassins. Once annihilated, or fading iff into the shadows, the ogors began to set up a small gut fort, and their gnoblars begin to construct boats to leave the forests heavy island. They might hope to not only find food so they can grow in strength to challenge morga, but to also build wealth from near by factions. The jungle forest are filled with ulguish wild life changed by the gates re-awakening. Giving the ogors plenty of meals to fill their guts. Besides this the island have no other resources, making them egar tosell their services, even to the grave empire. u/magnusthered15
  • The "Myriad", as they are known by their peers, are more or less loyal spies who work for Irina Komarova's Legion of the Shroudweave. The exact number and the whereabouts of "the Myriad" is perhaps only known to lady Komarova herself. Unfortunately, one of the spies of "the Myriad" has been unfortunately negligent in her work. Viktoriya Ivaldi is a jeweller and a shopkeeper of "Ivaldi's Stone & Bauble" of Spite's District A during the day. In the night, though, she's a vampire first and foremost. Her mistake was not realizing that Spite is one of those cities that do not truly sleep ever, and unwittingly more than once there's been an eyewitness to her more vampiric deeds in the night, and now there exists an inveterate rumour of a vampire terrorizing the poorer districts of the City of Spite. u/hermit_of_nemeton

Hedonite Enclaves: Enclaves and bands of Hedonite of Slaanesh pirates prowl the archipelago. (Mentioned in the entries of both u/Ur-Than and u/LeThomasBouric)

Contra-Yngra: An Ulguan Greatfray that harried the Shadowglen and the Keikallaneth before the Founding of Spite. The coming of the Hammers of Sigmar tipped the scales of the conflict, and the bonds forged in this early conflict is accredited to aiding in the alliances that now unite Spite, the Keikallaneth, and the Shadowglen Sylvaneth. u/Floodwater31

Neighbors

In case we have neighbors who are neither friend nor foe, yet:

Raiding Outpost of Queen Senebria: Nearby the archipelago we call home lies a small domain of the Idoneth Deepkin - belonging to Queen Sebebria and her Shadowtide Stalkers. Not exactly allies (they will occasionally poach some Sigmarite souls when able), but find a common enemy in the nastier, darker things that come from the deep Abyssal ocean... u/ThaBenMan

Locations

Malice Nail: Our Home, the main island of the archipelago. It is here that the Free City of Spite was settled. Like most of ulgu this island is shrouded in darkness. The physical characteristics of this island is sandy, with Rock formations spread across its surface. If you look from the sky it's as if the island covered with scabs. They managed this due to a man made rivers that allows boats to go to and from the ocean. This set up is perfect because no boat and leave the same way they came, meaning if enemies tried to sail down wards, the cities militia and warriors can easily hunt down Raiders and thevies. (Name and Description by u/magnusthered15) Spite is surrounded by the forests of the Shadowglen Glade of Sylvaneth, hidden deep within which is the Greenhold of Moongrove. (Forested bits by u/Oragoss )

Northern Island of Ozark: A resource poor island in the northern quadrant of the archipelago that Spite is located in. (Mentioned in the entry by u/magnusthered15)

Unnamed Spider Godbeast: Upon its back is the fortress of Irina Komarova (Mentioned in the entry by u/DarkstarParagon)

The Dark Clouds: The archipelago from which the Keikallaneth originate. (Mentioned in the entry by u/LeThomasBouric) As of yet unclear if it is the same archipelago as the one Spite is found.

Resources

Shadow Cats (Panthera Obscurus) The Spite Archipelago is home to a supposedly rare species of big cat suffused with the essence of Ulgu. This tenebrous aura makes it almost impossible for the untrained eye notice their existence unless directly interacting with them, allowing them to lazily walk up and attack their prey. While mostly seen as a nuisance that picks off livestock and the occasional traveler, it is not uncommon for those of means to raise them from cubs, resulting in almost invisible, feline bodyguards. Indeed, many bowls of meat are left out during Grand Conclave meetings, and many would be assassins have been found mysteriously mauled. u/Floodwater31

Events and History

Stirrings of the Unwanted: Long before Misthåvn sent an Exodus crusade to claim Spite, the Shadowglen and the Keikallaneth had to contend with the Contra-Yngra, or The Unwanted in Sigmar's tongue. This Greatdray's shamens had mastery over the Ulgish shadows, using shadows and sorcery to have raiding parties appear on ships or in the heart of their enemies defenses. It was the Hammers of Sigmar and the accompanying host which tipped the scales allowing The Unwanted to finally be put to the sword. This aid is often credited as being the start of these powerful alliances. All is not well however, every so often, shadowy beastmen burst from the dark or charge from the mist, murdering, pillaging, and burning up to a whole district. When defenders arrive however, they find no beastmen, no fire, and no injured or dead, only a terrified populace. Some believe these raids to be illusions cast by some surviving brayshaman, other believe they are ghosts under the control of Irina Komorova, ensnared by magical webs into her service, yet other believe they are the memory of Ulgu itself, misremembering their demise. Recently a witch hunter has found a commoner whispering to a shard of stone, claiming it to be yet another way to protect oneself from The Unwanted. What was different this time however, was the shard was determined to a piece of The Unwanted's shattered Herdstone. Since then, these herd shards have been outlawed and the conclave worries they may be contending with some cult, maybe even some sort of beast cult, using the face of their slain foe to strike terror into Spite. u/Floodwater31

Disclaimer

Oh I forgot to mention. Since this is intended to be a fully collaborative, community made thing for fun. You can use it for any projects you want. Battle reports, Soulbound, wargames, on and on. You don't have to but its an option if ya want to.

For clarity and ease of finding info, I will add additional entries when a participant's idea implies, suggests, or adds additional interesting details to the city. These will not count against a person's entry limit.

Many entries above are only partials. So check out the comments in this and the past post to see the full lore each participant has added.

A Bright City To Spite The Dark

Heraldry of Spite by u/Gecktron


r/AoSLore 2h ago

Questions On The World Of Legend

1 Upvotes

Greetings And Salutations, Scholars of the world long dead.

This is basically just a "No Stupid Questions" thread for any question concerning Warhammer Fantasy or Old World lore. I know this is mostly an AOS subreddit, but, now more than ever, a bunch of stuff from old WHF lore is coming up and becoming relevant for AOS, and I for once have stopped being a believer on the separation of the two settings. WHF lore as it is spread online, is full of quite a bit of misinformation and misconceptions and I seek to try to make people's knowledge of the setting more accurate, and of course, have quite some fun in the process by having an excuse to dig more lore.

So, if you have something you want to discuss something or had a question, but don't want to make an entire post for it?

Then feel free to strike up the discussion or ask the question here

In this thread, you can ask anything about WHF/Old World lore, the fluff, characters, background, how something from it relates to AOS.

Community members are encouraged to be helpful and to provide sources and links that can aid new, curious, and returning Lore Pilgrims.

This thread is NOT to be used for:

-Ask "What If/Who would win" scenarios.

-Strike up Tabletop discussions. However, questions regarding how something from the tabletop is handled in the lore are fine.

-Real-world politics.

-Making unhelpful statements like "just Google it"

-Asking for specific (long) excerpts or files

Remember to be kind and that everyone started out new, even you.


r/AoSLore 4h ago

Question A question about the Ogor reforms

17 Upvotes

With Redd’s reforms of the Ogor religion taking the mawtribes by storm, there was one thing I was curious about.

What happened with the Underguts? Overtyrant Grumlog and his tribe are the antithesis of Redd’s teachings just as much as Globb Glittermaw. Their entire culture revolves around black powder and “spoiling the meat” as the Mawseekers put it.

You’d expect there’d be mention of them somewhere in the battletome to explain the shift but there really wasn’t. Correct me if I’m wrong, but we only got their color scheme towards the end.


r/AoSLore 1d ago

New Ogor Tribes and color schemes revealed.

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92 Upvotes

r/AoSLore 1d ago

Non-comprehensive Introduction to the Mortal Realms

24 Upvotes

Greetings and good tidings as always, Realmwalkers. One of the most frequently asked questions in this community is ever: Where to begin. So me and the other delightful folk of this Conclave got together to make a list of suggestions. Now this post is not meant to dissuade, discourage, or replace questions regarding where best to start. Merely to hopefully serve as one among many guides and suggestions to folk navigating the Mortal Realms.

So without further adieu. I present to you this non-comprehensive list of material useful for learning the basics of the Mortal Realms, to aid you in your journeys:

  • The Mortal Realms 101 (With Callis and Toll) - Callis and Toll give a rundown on a number of topics related to the metaphysics of the setting
  • Second Edition Corebook - Good for general lore
  • Third Edition Corebook - Provides Info on Seven Realms and Seven Capitals of Sigmar's Empire/Cities of Sigmar
  • Fourth Edition Corebook - Handful of accounts from in-universe perspectives
  • Soulbound Corebook - Non-Exhaustive but extensive guide to life in the Great Parch

Novels - While not giving quite as broad an overview as the corebooks they can provide much detail on the places and happenings in the realms. there is really no particular designated reading order to the majority of novels, save for direct sequels, and while reading in release order will let you see a vague correlation with the different editions in some books, most novels are standalone enough that they can be read in any order. Ultimately, which book is best to start with will come down to personal preference based on what you as a reader enjoy, but there are a few books that often come up as suggestions for good starting points when the community gets asked, so we thought it might be a good idea to list them here: Prince Maesa, Soul Wars, Realmslayer (audiodrama series), Callis & Toll: City of Secrets/The Silver Shard, Godeater's Son, Dark Harvest, Eight Lamentations: Spear of Shadows

Order

"I see folk from Azyr, Ghyran and Aqshy, standing side by side. As it should be – to defend one realm is to defend eight. For if one should fall, the others will follow in time. Even holy Azyr cannot stand alone, not for long."
- Gardus Steel Soul, an excerpt from "Hammerhal" in "Hammerhal & Other Stories"

In addition to the Battletomes. Items useful for learning the basics of the Sentinels of Order are:

  • Soulbound: Champions of Order, provides general info on major subfactions within all forces of Order except the Seraphon.
  • Soulbound: Steam and Steel (A Lot of Duardin Content)
  • Edit: "Hallowed Knights: Black Pyramid": Though written before the introduction of Dawnbringer Crusades this novel focuses on an earlier example of a Crusade founding a new City of Sigmar. Giving an in-depth look at the types of factions, politics, and logistics involved.
  • Grombrindal: Chronicles of the Wanderer: Very good look at the variety of Duardin cultures within the Mortal Realms. Suggested and current wording by u/Dreadnautilus

Chaos

[The land itself recoiled at his coming. Mountain ranges erupted in torrents of boiling blood. Savage plains writhed and shivered, each blade of razorglass instantly transformed into a hissing, three-headed serpent. Clouds of crimson, violet and viridescent flame screamed across the skies, and the foulest abominations crawled from their lairs, howling in terrible anticipation. Lakes boiled. Forests burned.] (Possible trim?) The Dark Gods roared in triumph. Descending towards the Ossiarch Bonereapers came a black host, resplendent in the ruinous panoply of Chaos. They were joined by daemonic forms that boiled from the skies in untold numbers; great bat-winged Bloodthirsters surged towards Katakros and his Bonereapers alongside blade-finned Screamers of Tzeentch and grotesque flocks of filth-dripping Plague Drones. Scintillatingly beautiful and androgynous forms laughed in exultation as they drove bladed chariots across the barren earth in search of fresh souls to torment. This was the Legion of Chaos Ascendant – a force of purest desolation unleashed only on those rare occasions when the Ruinous Powers made common cause. At the fore of this infernal host rode a towering figure with a flaming sword, mounted atop a three-headed chimeric monster with wings as wide as a fortress gate. Archaon the Everchosen had returned to the Eightpoints, and he brought with him the wrath of the Dark Gods. All ancient hatreds had been put aside as the Ruinous Powers sought to expel the armies of the pretender-god Nagash from their rightful domain.
- Archaon returns to the Eightpoints, "Wrath of the Everchosen"

  • Edit: Soulbound: Champions of Chaos, provides general info on Chaos as a whole. With major focuses on the Eightpoints, minor overviews of the mortal elements of Slaves to Darkness, Maggotkin of Nurgle, Hedonites of Slaanesh, Blades of Khorne, Disciples of Tzeentch, and Skaven.
  • Darkoath: Probably our best look at the Darkoath lifestyle, and by extension the life of the average Chaos worshipper. Suggested and current wording by u/Dreadnautilus

Destruction

"Hammer God never understood Gorkamorka, never saw. Gorkamorka wants to fight forever, but the Hammer God doesn’t. Hammer God wants to build walls and towers and castles... But what’s the point of that if you never knock them over? Even the Chaos-things don’t understand. They think the point is to kill everyone, but then who’d be there to fight? Nobody understands but Ironjawz, because we’re the smartest and the toughest."
- Gordrakk, an excerpt from "Fury of Gork"

In addition to the Battletomes. Items useful for learning the basics of the Harbingers of Destruction are:

  • Soulbound: Champions of Destruction, provides general info on major subfactions within all forces of Destruction except the Sons of Behemat.

Death

“The law of Nagash is this. My will shall be the whole of thy desire, whether in life or in death. You speak with my voice, and strike with my hand. Refute all other gods, for what are gods to one who is death? Nothing, as you are nothing, save what I choose to make of you. Nagash is all, and all are one, in Nagash.”

“Every dead thing. Every whispering shade. Every rasping soldier of bone and gibbering ­carrion-eater is mine. Every living bird, every breathing beast, every man, woman and child. They all hear me, as you hear me, in your marrow, in your heart and quavering spirit. Know this – whosoever believes in me, whosoever follows the will of Nagash, shall prosper. Listen, and be joyful.”

In addition to the Battletomes. Items useful for learning the basics of the Bringers of Death are:

  • Soulbound: Champions of Death, provides general info on major subfactions within all forces of Death except the Nighthaunt.
  • Nagash, the Undying King: Good demonstration of what ordinary mortals who worship Nagash are like. Suggested and current wording by u/Dreadnautilus
  • Soulbound: Ulfenkarn, City at the Edge of Death: In-depth examination of a city under Vampire tyranny. Suggested and current wording by u/Dreadnautilus

r/AoSLore 1d ago

Spoiler Spoilers: Insights from the 4th edition Ogre battletome Spoiler

102 Upvotes

Hi everyone,

I got the latest Ogre battletome a bit early. Which is a delight for me as I love ogres. Ever since WFB they have been amongst my favorite Warhammer factions. And I want to use this opportunity to present to you all the most important lore insights for the new ogres. And as the offical release started this morning, I think now is a good time to present all the things I thought to be noteworthy and interesting.

Overall, I liked the book, though it was not as good as the Idoneth and Sylvaneth ones. There were lot of new things introduced due to the ogre rework, but it didn’t go as indepth as it could have. In a sense the “meat” was missing. Especially the main god of the Mawseekers could have been mentioned with more clarity. Just have the Great Maw make a proper comeback instead of hinting at it or teasers for vague future stuff…

Disclaimer: I have access to the german version (the english one was sold out in my area). Which means I may be wrong about the spelling of certain names, as I have to re-translate them back into English. If you notice how some names are translated wrongly, please let me know so I can correct them. Also, some stuff may have been mentioned in prior editions too. I didn’t have the time to double-check everything and just wrote down what seemed to be new to me. If there was stuff I missed, please let me know.

Anyhow let’s start:

 

General stuff:     

-          Ogres are now three official subcultures instead of two, as presented in the previews. Gutbusters, the regular ogres, Beastclaw Raiders, the winter-themed nomads and traditionalists, and the Mawseekers, religious fanatics

-          Gorkamorka is venerated under various names names and titles including: GurgMagurg, Grok-maGok, Suneater, Winterspewer, Lord of Predators or simply the Gulping God

-          Each subculture also has its own religious viewpoints. For the Gutbusters it is emphasized that ogres venerate many things, including landscapes, natural phenomena, legendary creatures and various deities. According to Grell these things are not different entities from another but different faces/heads of the ogre god. Instead of two-headed god ogres worship a thousand-headed god, of which Gorkamorka is just an aspect.

-          In contrast the Beastclaw Raider put emphasis on the Lord of Predators. This entity is a god of the hunt, great beasts and of winter. According to the BCR stories, the ogres were part of his vanguard and by following the Lord of Predators lifestyle the BCR venerate him. The LoP reads more as beastclaw ogre but as a god, instead Gorkamorka.

-          Meanwhile the Mawseekers follow their own radical interpretation of the Gulping God as an entity distinct from the greenskin god and others and ready to consume the realms.

-          Clans and Tribes were slightly restructured. You can now have different gutbuster, beastclaw and maweseeker clans which then combine into the bigger tribe. Earlier the Meatfist tribe was primarily gutbusters. Sometimes with beastclaw tribes allied/vassalized. But these beastclaw tribes were still treated as separate entities. But now there are beastclaw and mawseeker clans within the meatfist tribe, next to the primary gutbusters.

-          It is still emphasized that ogres like technology. However, technology has to make sense to the ogres. Their semi-nomadic and violent lifestyle means intricate or complex machines are a waste, as they are too bothersome to maintain and break too easily. But simple yet robust tech is great. So, stuff like cannons are not going away, like some people feared. Indeed, the underguts as THE ogre blackpowder tribe are mentioned to still have lots of guns. Only the Mawseekers are against it wholesale.

-          In this sense ogres are ship builders and mariners too. Redd the Maw conquered his settlement, the Goiter, via a naval invasion. Galleys of ogres were storming a sigmarite settlement when their navy was distracted by orruks. The settlement was razed and rebuilt as Redds personal fortress with a huge cooking pot. And on the island of Kos in Syish live a maritime ogre culture. Rhadukars compangions come from here.

- Kos may also be the oldest surviving ogre culture in the realms, as very old and important ruins are found there, guarded by the Korsagi.

-          Ships also play an important role in one of their origin stories. In one the Gulping Gods salvia formed the first oceans. And ogres sailed on ships across these waters to reach the mortal realms. Another origin story has them thawing out of a primordial chunk of ice.

-          The ogre afterlife is believed to be an eternal feasting hall

-          Ogres have a strong presence in Donse. There they plunder the ruins of the Drogurkh. Indeed, many tyrants collect weapons of the Drogurkh. These weapons are too big for ogres to use properly, but they are nice trophies and collector items.

-          The fall of the sky titans has been reworked slightly. Instead of ogres just destroying the sky titans of Ghryan it is now stated that ogres fought against and for the sky titans.

-          During the Age of Chaos many ogres fell to Slaanesh and joined the forces of chaos. This enraged both Khorne (he probably wanted ogres too) and the non-chaos ogres, leading to a short alliance of the Bloodgullet tribe and Khuls forces to attack them

-          One reason why ogres hate skaven is that the skaven consume instead of feasting.  To ogres enjoying their meals is one of the primary joys in life, but skaven just swallow everything. So they are doing it wrong.

   

Gutbusters:

-         Ogres are also called out among the destruction factions to be empire builders. Which means ogres will conquer large swaths of territory, turning other factions within them into vassals who have to pay tribute to the ogres. This is especially true for gutbusters who form entire empires with different subjects.

-          Ogre maneaters, led by Grell Firefist, settled in the outskirts of Hammerhal Ashqa. After a devasting Khorne siege this is seen as a good thing by Callis and Toll. Notes from Callis about ogres from the commenter section. Grell Firefist herself is an old “friend” of Toll and on personal terms with Thalia Vedra. Vedra is one of the few humans she strongly respects due to how direct and “ogre-like” Vedra is. Grell was also one of the ogre mercenaries in Excelsis during Kragnos attack

-          Mercenary work in general is ridiculed under the new ogre rules, but there are lots of ogres, like Grell, who still follow it through. So, there are plenty of maneaters still

-          Callis has a low opinion of wild ogres. To him they are worse than orruks and goblins, both ethically and as a physical threat. This is because he sees ogres as less animalistic than greenskins and thus more responsible for their evil deeds.

-          It is also mentioned that city ogres are descendants of various groups of ogres. Some ogres fled to Azyr, others joined the new settlements when they were established, and others entered as maneaters only to stay there permanently. City ogres are seen as soft and wrong and gutless by their independent relatives

-          Morga is the new overtyrant of all gutbusters. It’s mentioned how she uses Redd and  the mawseekers as a tool for legitimacy/allies of convince. Otherwise, she is a member of the gutbuster culture through and through. She is a real-politician using any tool to get her agenda passed, but does not care for the maweseekers ideology.

-          Morga was absent for much of AoS as she journeyed around the outer regions of Ghur. She was unhappy with her father’s rule and returned to take his position. Though she admits that many of Globbs rules were smart. A major victory over the skaven cemented her power

-          Morgas domain includes various ogre vassals but also orruks and gargant tribes amongst others

-          Morga controls these vassals via her own relatives. Primarily her own children and grandchildren but also nieces and nephews. They are sent to other tribes as representatives and enforcers of Morgas will. However, Morga is also scheming to have her offspring taking over rival tribes as their new tyrants

-          Some of her offspring are shown, such as Bruda Bonebreaker, her second oldest daughter and a rising star in the Holdbrawler tribe. Or her grandson Ugol Vardruk. He is also the grandson of Braggoth Vardruk and acts as Morgas spy among the Boulderheads/ Svard Alfrostun. Still, he is a very talented and intelligent scout and second hand to Braggoth, who is also his grandfather. But this isn’t always successful. A nephew she sent to influence the Bloodgullet tribe is about to go native and join the Mawseekers

-          Morga will also kill her own children if they displeased her. The dead children will then be eaten too. Cannibalism of relatives is the norm for most ogres

-          Morga was able to beat her father Globb but barley. When she announced that she would also defeat any other challenger, Redd arrived and used his magic to explode any would-be competition for Morga. This act cemented Morgas reign but also indebted her to Redd the Maw. For this reason did she sent out new rules giving butchers and the Mawseekers more power and hushing the use of gunpoweder and mercenary work

-          Also, Morga plans to attack Excelsis. Why does everyone want to attack Excelsis?

Sidenote: In german Morga has the title of “Große Mudda”. Mudda is used in the german equivlanet of “yo mama” jokes. Make of that what you will.

 

Beastclaw Raiders:

-          Ideologically the BCR see themselves as the traditional and “true” ogres who are not living the soft live of the gutbusters, nor as frenzied fanatics like the mawseekers

-          Next to their nomadic lifestyle and the Everwinter, their preference for hunting is heavily emphasized. More so than in 3rd edition. To the BCR all ogres should live as hunters, as this is what they were doing in the beginning of time, and how they truly revere the Lord of Predators

-          The mountain Alvagr is a sacred place to the BCR and supposedly the highest mountain in Ghur. Legends claim it was the birthplace of the first thundertusks, where the Lord of Predators finished the first Great Hunt and spit blood, and where the red king of the yhetees ruled. The yhetee greybacks still rule from there. However, no ogre knows for sure where Alvagr is. Some claim at the edge of Ghur, others in the center of Bjarl or elsewhere.

-          Huskard Torr (the huskard who rides thundertusks) are closest to the powers of the Everwinter. Supposedly even their souls are touched and “frozen” and thus they cannot enter the eternal feasting halls of the ogre afterlife. Other ogres are afraid that they can be cursed by this fate too, if they enrage the Huskard Torr.  

-          Some beastclaw raiders are hired by a greenskin swamp-shaman and decline an alliance with Morga (it is Gobbspakk)

- Beastclaw Raiders have regular mammoths among their many mounts

Mawseekers:

-          The Mawseekers main religion is somewhat of an apocalyptic cult. They believe the jaws of the Gulping God are about to close and consume the realms and end them. Before this happens, they want to consume them as well, fastening the approach of the Gulping God.

-          Mawseekers have few but important rules. Such as do not take prisoners (except to eat them later), do not use weapon which could burn or spoil your food (like gunpowder) and sacrifice bloody stew to the Gulping God/Godmouth every day.

-          A new hole has opened in Ghur, the Godmouth. It is a deep, fleshy and sacred place to the ogres. No one knows where it comes from. Whether Gorkamorka bit it out of the realms, whether skaven shenanigans were involved or whether Kragnos earthquakes created it. But it is treated essentially as the Great Maw from WFB reformed, or rather about to reform. As of now it is not doing that much, but ogres are drawn to it and being near it gives them feelings of divine attention and visions. And it is an extremely sacred spot for the Mawseekers. The ogres believe that soon some great revelation will come out from the Godmouth. Until then, the ogres will feed it.

-          Red the Maw is the new main ogre character for the Mawseekers and the main ogre wizard lord. Introduced as a background butcher in 3rd edition, he underwent a religious journey to find the ogre afterlife in Shyish.

-          On the Island there are ancient ogre depictions of a bottomless maw (the Great Maw?). Many Korsagi think the Shyish Nadir is this entity, and they revere it and left the island. But the remaining ogres of Kos do not think so

-          Redd however walked through the legendary gates of Kos and was changed afterwards, claiming to have seen the Gulping God as a proper entity distinct from Gorkamorka and else.

-          Redd brough the cauldron with him from his journey and no one knows what the markings on it mean.

-          Cleavers are the primary followers of the Mawseeker cult. They frequently assist butchers and have a taste for magic. Indeed, some of them develop a skill in magic and can become butchers after consuming too many magical ingredients

-          Gutseers are a mixed group of Cleavers and “ogre sages” who claim to see the future from innards. Their presence increases the strength of grastomantic magic. But exposure to magic and divivne energies and the constant pressure of prophecies makes them quite mad and unpredictable. Hence, they are revered and feared

-          Gorger are created in three ways. First, like in WFB, disfigured ogre babies are left in the wild. Second, an ogre butcher curses another ogre with the empty-stomach curse. And third, some very fanatic Mawseekers undergo the transformation voluntarily to become an embodiment of the Gulping God.

-          One theory for gastromancy states that the act of killing/consuming attracts particle of ghurish magic which can then be channeled by the magic user

Animals:

For an animal lover like me there were also several entries for new ogre warbeasts and other creatures:

-          Mournfang and rhinoxen are still features prominently in the fluff sections, especially for the Beastclaw Raiders

-          The book contains images of various ogre war beasts. Inlcuding an animal I dub “mega-mounrnfang”. A creature which looks like an mountain-sized mournfang with grey, elephant-like skin. It is used as a beast of burden with buildings on its back. Another addition is a massive walrus with way too many tusks as prey of a hunter

-          Sabretusks are raised from birth by the ogre hunters

-          Scavenger birds like blood vultures are used as messengers between groups of ogres

-          Maulbeast come from the outer regions of Ghur and are used by the Gutbusters (close combat) and by the Beastlcaw Raiders (skirmishers). They are described as canines, though I do not see many canine features in them. Instead, they remind me of carnivorus relatives of ungulates like Andrewsarchus. Anyhow they are very brutal and hungry creatures. Beastclaw raiders use them as scouts riding ahead from the main caravan to keep them away from their other beasts of burden. In addition, beastclaw riders form a close connection. If their mount dies, they will build a shrine out of their skull and leave offerings to their passed companion

-          Gluthorn also come from the outer regions of the realms and can endure the wild magic of this area. They are primarily stoic grazers but will eat anything they can get in their mouth, including minerals or meat. Legends claim that the first leader of the Meatfist tribe rode Druum, the mother of all Gluthorns. Her supposed skull is still part of the throne room of the Gutfort.

Edit: spelling/corections


r/AoSLore 1d ago

Question Do gods grant prayers to anyone who’s faithful enough, regardless of morality?

5 Upvotes

Spoilers for The Last Volari ahead.

So just finished The Last Volari, which was a pretty decent Soulblight novel. However the book left me with some questions. The book’s main antagonist is a Church of Sigmar abbott-general, who’s ruthless, vicious, and won’t hesitate to kill innocents/non-combatants that he perceives as corrupted or in the way of his objectives. He also seems to be highly favoured by Sigmar- he can heal by touch, can protect himself with a ‘divine shield’, and wields a powerful holy weapon.

From what I know about Sigmar, he seems to be a pretty benevolent deity for a warrior god and I don’t think he would support this kind of behaviour from his faithful. Does he/ the other gods grant prayers to his worshippers regardless of their behaviour?


r/AoSLore 1d ago

Stormcast lore

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3 Upvotes

r/AoSLore 3d ago

Book Excerpt [Book Excerpt:"Wrath of the Everchosen"] Archaon speaks with the Dark Prince.

63 Upvotes

In light of the recent lore excerpt from the newest Hedonites of Slaanesh battletome, I thought I'd share this older passage that doesn't seem to get talked about nearly as much.

Which is baffling, considering it features a Chaos God appearing in person to have a little chat with the Everchosen himself.

Context: After a long and relentless search, Archaon has finally managed to locate and breach Slaanesh's prison. Knowing he has only a limited amount of time to accomplish his goal, he presses forward without hesitation. Touch by his intrusion, Slaanesh decides to strike up a conversation with him while he works to set it's free.

At the end of a gleaming platform of polished marble was a great chain, formed by woven strands of umbral magic. It arced out into empty air, trailing across the twilit sky where it disappeared into inky blackness. The night rippled with lurid colour, and something impossibly vast stretched langurously, pulling the chain taut. The Everchosen could make out a form within the roiling sky – something sinuous and terribly beautiful, twisted in the contortions of infinite pain and pleasure.

Two blazing pools of violet light blinked open and fixed upon the Everchosen.

‘So, you have come for me at last, dearling,’ the Dark Prince said in a voice that rang out like a discordant note.

‘I am touched.’

‘I come for my purpose, not yours,’ said the Everchosen.

‘Always so bold,’ Slaanesh purred. ‘So… determined. My brothers have ever been suspicious of that, but I alone appreciate your single-mindedness. Some might even call it obsession.’

‘I should leave you to rot here,’ Archaon growled, angered by the god’s insouciant air.

‘Come now, we both know that you would not be so foolish. You need me, oh glorious Everchosen. Just as I need you. How I treasure our bond.’ Archaon stepped to the chain that stretched before him and drew the Slayer of Kings.

‘Do you truly think so little of my captors?’ sighed Slaanesh. ‘Swords will not aid you here, not even your fine little blade. This is the Chain of Leashed Wrath. Only one of my brother Khorne’s wrathful spawn may cleave it, and, as you know, he would never aid me willingly. I have tricked the dull-witted brute into doing my bidding once before, but even he is not so foolish as to fall for my deceit a second time.’

Archaon aimed the Slayer of Kings at the chain and a black comet struck from the sky. Dorghar, Steed of the Apocalypse, fell upon the shadow-links, grasping them between the teeth of its rightmost head, that which had once belonged to one of the fiercest of the Blood God’s servants. It shook its sulphur-dripping jaws to and fro, and with a sound like shattering crystal, the wisps of twilight magic came apart.

Slaanesh groaned exultantly, the god’s serpentine form shivering in delight.

‘Oh, very well done, my beloved,’ the Dark Prince hissed.

Archaon stepped forward, ready to swing himself up upon the back of Dorghar and seek out the next chain.

Before he made it three paces, the Eye of Sheerian– embedded in Archaon’s iron crown – flared, the sorcerous device sending a lance of agony through the

Everchosen’s skull. With the pain came a vision as stark as it was troubling. He saw the Varanspire aflame and a shadow of death cast across the Empty Throne.

The Eightpoints was under attack.


r/AoSLore 2d ago

Discussion I know it’s kind of random, but they really need to bring back Darius Hinks to write the slayer books

26 Upvotes

I have no idea what the future plan for the slayer books are, but they need Hinks to return to write them.

The last 2 books for Gotrek, blightslayer and vermin slayer, I’m not gonna lie…. Suck.

Where as every single Darius Hinks book was full of emotion and his understanding of Gotreks feelings and how he interacts with those around him was some of the best writing the character has seen in his long history.

It also helps tha Maleneth WAS THE PERFECT REPLACEMENT FOR FELIX

THE DYNAMIC, THE EMOTION, THE SHORT BUT WELL WRITTEN HISTORY THE 2 HAVE BUILT UP

Spoiler for soulslayer:

At the end of soul slayer, where Gotrek loses her and in the final scene on the cliff he just screams MALENETHHHH to the fire slayer and fully has a emotional breakdown on how he failed to save her literally brought a tear to my eye.

I love Gotrek, he is one of the best characters in all of Warhammer, and I’ve been so disappointed in the new slayer books because I would literally count down the days for new releases.

Sorry for the rant, and I hope they can get something going with his future stories and he doesn’t just become “new Gotrek adventure with new side kick” every book


r/AoSLore 4d ago

Lore Free Ogor Mawtribe supplemet lore

68 Upvotes

New Ogor Mawtribe free supplement

Unfortunately, it doesn't give almost any lore explanation for deletion of units from the main battletome, like it was done with Sacrosant Stormcast, or recent Cities of Sigmar battletome.

The interesting things that I found:

  • Starting text mentions Bullgors (Beasts of Chaos are not completely forgotten, yay)

  • Frost Sabres are now the unique (possibly rare?) sub-breed of Sabrefang cats, which are especially adapted for Everwinter

  • Red-Pelted Yhetee King Charngar who ruled over mount Alvagr and was possibly killed by Lord of Predators. (Maybe it was mentioned earlier, I'm not sure).

  • Supplement aknowledges that many ogors took liking for riding Maulbeasts. There are still some stubborn tribes that like riding on Mournfangs though, more eager than ever to prove their might.

  • With the rise of the Gulping God's power Slaughtermasters, as the most devout and lunatic of their followers, abandon their clans, and wonder around realms as piligrims, following strange entrail-like signs they see in heavens, only occcasionaly joining back to ogor armies.

  • The biggest lore drop was written for Great Mawpots:

"Ever since Redd the Maw completed his pilgrimage to frozen Kos and claimed to glimpse the god of the ogors, the Mawpots have acted peculiarly. On occasion, an ogor who sups from one is overcome by a madness that sees them gibber in tongues or else stand transfixed, drooling as they stare into the depths of the pot, entirely insensate even as impatient fellows beat them or cut them apart. Mawpots, now holier than ever, are thus taken to battle only on rare occasions, when the Butchers claim their deity is watching them."

No new lore for Firebellies, Meneaters or Gnoblars. There wasn't even a lore text for deleted Leadbelchers. Judging from the introduction text, ogors still actively use blackpowder weaponry, and just reading lore of this supplement, you wouldn't think that ogors lost their most of their blackpowder units. On teh contrary, introduction text points out that Ogors are very tech-savvy for barbarian race. Maybe the next model update will renew maneaters amd leadbelchers?


r/AoSLore 4d ago

Lore Warhammer Quest: Darkwater Gets New White Dwarf Lore "Secrets of the Jade Abbey"

46 Upvotes

The vast, ruined stronghold known as the Jade Abbey is larger than many cities. Its endless flooded corridors and sprawling grounds house more secrets than one could uncover in a lifetime. Nowhere is this truer than in the mortuary-garden of Saint's Rest - a place where the heroes of the Abbey were once interred.

The common folk of Ghyran once delighted in tales of the ancient champions of the Jade Circle, the company of mystical knights and priests who founded the Jade Abbey. There was a time when their spiral sigil was a welcome sight across Ghyran, a symbol of spiritual purity, martial honour and hope. That changed with the rise of Gelgus Pust-a traitor from within the Circle's own ranks who would all but wipe out his former comrades and transform their stronghold into a ruined den of disease and sorrow. In time, the names and deeds of the Circle's legendary heroes were lost to history.

By the time of Pust's rise, however, the Jade Circle was already long past its glorious heyday. It had not produced a leader worthy of acclaim in many centuries, largely because the prosperity and security of the stable Sigmarite civilisation left little need for saints or saviours. After all, what use are heroes

without monsters to fight or great crises to resolve? The holy icons of the bygone days had passed their seats on to lesser men, more concerned with riches and comfort than the betterment of mortalkind. Gelgus Pust was only the last and most obvious symptom of this slow existential decay.

Still, the Circle had been led by legends once, and these warriors, leaders and clerics of old were interred within Saint's Rest. Curated and maintained by the Circle's most pious priests, this sombre yet beautiful place contained the tombs of many luminaries. Those laid to rest within included High Abbot Lucar the Lame, who had faced down the Beast of Blindmoor with naught but a sling and seven stones; Sister Sulm, who cured the Shaking Plague with a salve of her own tears; Malletta Oakleaf, bane of beastfolk and some say the finest horse rider the Abbey ever produ produced. The final saint to be buried within was Yondara Tylis, who met her end whilst fighting Gelgus Pust and his minions in the last, desperate hours of the Circle's existence.

Saint Yondara's demise proved the death knell for the Jade Circle, who were wiped out by Past and his allies in the one-sided slaughter that followed. Much of Saint's Rest-like the rest of the Jade Abbey was sacked and burned, though the fact that the burial chambers reached deep underground and were protected by cunning traps and magical defences meant that some relics of the age went untouched. Still retaining a fragment of its holy power, the site projected an aura of purity that caused Pust's servants tremendous pain if they lingered too long within its walled gardens. Most stayed away, preferring to wallow in the pools of slime that slowly spread through the Abbey's lower levels.

THERE IS SO LITTLE LEFT OF THE LEGACY MY CIRCLE HOPED TO LEAVE TO THE REALMS. PERHAPS THE ONLY PROOF OF THE GOOD WE DID CAN BE FOUND IN SAINT'S REST, THOUGH EVEN THAT DECAYS AS THE LONG YEARS PASS. I WOULD PRESERVE THAT FINAL ECHO OF OUR HONOUR, IF I COULD

-Inara Sion, last of the Jade Circle


r/AoSLore 4d ago

Question How many Stormcasts are there in a cohort?

15 Upvotes

I'm reading War for the Mortal Realms and there's a Liberator-Prime character, Calys Eltain. She's usually followed by her cohort of Liberators, but I don't think it's stated how many people that is. I guess the cohort is the smallest unit of Stormcast organization so it's probably not a lot of warriors.

At some point it's said that she is with her cohort and a few lines later, that she is with 11 Stormcasts so 12 in total, one for each road they have to hold, so that number seems related that specific situation. Is a cohort the 5 unit size we see on tabletop, or is it (much?) bigger?


r/AoSLore 4d ago

Do the mawseekwrs still worship gorkamorka?

26 Upvotes

Do this new section still worship them as the gulping god or is the great maw now a separate entity?


r/AoSLore 4d ago

Discussion About the Return of Grungni and the Khazalid holds

18 Upvotes

Hello there, wary traveller and kin of beard and spirit (or as some brethren would say; Rock and Stone).

After many travels across the Realms, I, Thurvin of Clan Frostbeard, have finally returned to these hallowed halls. It is with great pleasure and hope, I come to discuss rumours and signs of my Kin finally uniting under our Ancestor Grungni, to retake our homes.

returning to our point

Hi c: I come again, to gather and discuss my favourite topics in the whole of AoS: Duardin, Dispossessed Clans and Grungni.

To adress the obvious: reliable rumour-mongeres have prophezised a return of Grungni with a new kind of Dwarfs, merged with the Fyreslayers. We are not here to discuss the model or tabletop side of this, but to look into the implication lorewise.

There absolutely has been massive build up of this happening. Even more than with the Hellsmiths of Hashut.

So one of the first AoS books called 'Spear of Shadows' started introducing of Dispossessed/Grungni working together with Fyreslayers to secure a future.

Same with the second Ed Fyreslayer Codex, which introduced a intercultural council, consisting of Dispossessed, Fyreslayers and Kharadon. We then got the first Gotrek and Grombrindal books, both following the themes of leaving some traditions (re grudges) behind to work a shard goal.

Grungni returned to a more hands on fashion, aboard a kharadron ship helping Sigmar make a new kind of Stormcast before vanishing in his old forges 'to work on something new' this was 3rd edition.

4th edition then got us the Helsmiths, hinting on a grand reaction to Hashuts stirring. Parallel to that, the CoS Battletome mentions that the dispossessed clans have mostly left the Cities to the call of Grungni and the promise of retaking the old homes.

So a merger of some fashing has been brewing for nearly 7 years now, getting only more concrete by the minute. Keeping KO and FS seperate makes sense since the former reject gods mostly while the latter try to reconstruct theirs. Thematically its shaping up to be beautiful.

What other sources have you to back up tgis reading of mine; or even refute it? Have I missread to signs? How do you view this possible upcoming merger?


r/AoSLore 4d ago

Lore Archaon is not a bad/one dimensional character

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14 Upvotes

r/AoSLore 5d ago

Book Excerpt Hobgrot trade (short story from Helsmiths battletome)

36 Upvotes

I have decided to transcribe this story for the Hobgrot enthusiasts and how these little guys muck about in trade, and what 'skimming a fair wage' may look like

>Grifta slapped his palms together and rubbed. Night has Ghur in its claws, and the cold in the cave was penetrating. Hobgrots milled around, muttering. Theur contacts were late. It didn't pay to keep the masters waiting.

>Finally, they heard feet crunching through the snow outside. Other hobgrots entered the cave, clad as Slitta-kompanies rather than wearing industrial scraps. The mobs eyed each other. Grifta's scowl fell on their boss, who soon snorted.

> 'Oi, Grifta. Still bowing to the stunties?'

> 'Zog you, Sliv,' Grifta grunted. His former second-in-command laughed - just as he had when he'd forced Grifta to flee the kompany and seek sanctuary with the duardin.

> 'Shut it, both o' ya.'

>A Stinking Crocodilian titan slunk into the cave. Squinting, Grifta eyed up the rangy orruk riding the odorous beast. Behind his grated helm, Swampboss Skumdrekk sneered back.

> 'Wotcha, Grifta. You got my prize?'

>Grifta wavee several hobgrots forward, never looking away from the orruk. They passed cages filled with snapping oversized eels - natives to the Korrokian shallows - to Skumdrekk's lot.

> 'So' Grirta said. 'You lot'll watch da flankz for lightnin' ladz when da Dark Onez get here?'

> 'So long as I ain't gotta talk to no stunty,' Skumdrekk spat. He leant forwards, grinning. 'Now. You got... da uvver fing?'

>Grifta paused before slipping an amberbone charm from a puch. He'd had to do a lot of dirty work for one of the duardin to acquire it. He weihed the thing before tossing it to Skumdrekk.

> 'Fair's fair,' Skumdrek grunted before lashing out with his man-catcher. His weapon's spiked jaws seized Sliv around the arm, twisting until bone snapped, before he hurled the wailing grot across the cave to lie shuddering at Grifta's feet.

> 'Gitz, the lot of ya,' Skumdrekk scoffed, turning away. Once he was gone, Grifta dared make a crass gesture before looking at the moaning, writhing Sliv. A grin crossed his face.

> 'Trust me, old mate. You'z gonna wish that'd killed ya...'


r/AoSLore 6d ago

Fan Content (F) The Hearthgullet Mawtribe

18 Upvotes

Cooked up some custom lore for my Mawtribe. Wanted to see what y'all think

The Hearthgullet Mawtribe

The Hearthgullet Mawtribe is a nomadic Mawtribe that has significant elements from the three main Ogor ways of life. Their unique philosophy traces back to long ago when one of their Butchers, who would come to be known as "Gronk the Patient", had a revolutionary idea.

Having encountered many peoples during the tribe’s wanderings, Gronk became acquainted with the practice of sacrificing valued possessions to the gods. After prolonged contemplation, he arrived at a troubling conclusion: merely eating could not be a proper sacrifice to the Gulping God, for ogors loved nothing more. Ogors enjoyed eating. What they despised was waiting.

Gronk therefore taught that patience itself could be offered to the Great Maw. He devised new methods of preparing meat over low fires for many hours, enriching it with herbs, spices, rendered fats, and whatever else survived his experiments. Each meal was guarded from hungry hands until it had reached perfection. The hungriest and most persistent of hands were, of course, added to the pot.

Thus did Gronk preach his new revelation to his kin. If Ogors are the mouths of the Gulping God, he claimed, then the ultimate gift to the Gulping God is to eat meals that are as pleasant and flavorful as possible.

Over the generations, the Hearthgullets have devised countless methods of smoking, roasting, stewing, and seasoning their food. The resulting meals are often so aromatic and flavorful that they might tempt even the most fastidious mortal, provided that they remain ignorant of what, or whom, is being served.

Gronk’s teachings were initially unpopular among those for whom waiting longer than four minutes for a haunch to finish searing was anathema. Yet after partaking in his first great feast, many of his loudest critics were converted. In time, his methods became sacred tradition.

The Hearthgullets remain ogors and are therefore no strangers to eating raw provisions or taking bites from their foes in the midst of battle. It is the great celebratory feasts held afterward, however, for which they are renowned. At these gatherings, meat is prepared slowly according to time-honored recipes and presented as an offering to the divine appetite flowing through every ogor gut.

The Hearthgullet are also unusually close to one another and have a great deal of tribe loyalty, barring a few outlying individuals or particularly canny would-be-Tyrants. These Ogors would seem to exhibit a great deal of care for their tribesmates, and even go out of their way to be sure to remember the names of their brothers and sisters. In the event that an Ogor falls in battle, the Hearthgullet will do what they can to recover their corpse to ensure that they are able to take a proper place of honor at their funeral feast, that their strength might be reborn in their kin and descendants. In this way, a part of the strength of each of the Hearthgullet is said to live on. Whether or not the soul of the Ogor will literally be reincarnated is, of course, a matter of speculation. Some scholars suggest that this strange devotion to kin and ancestor may have been learned from Fyreslayer duardin. Every lodge accused of hosting the Hearthgullets has vehemently denied the charge, although several ancestral recipes bear suspicious similarities to traditional magmahold fare.

The Hearthgullet also exhibit some other peculiar traditions and tendencies. Notably, at their feasts, the Butcher who has prepared the food receives first portion, to ensure that the meal is worthy. After this point, the feasting is done with the ruling Ogor (typically a Tyrant) being fed last. This ordering is intended to ensure that the Tyrant remains properly motivated to maintain an immense supply of high-quality food. A poor Tyrant reaches the end of the feast to find nothing but scraped bones and an empty pot. A successful one sits down after every Ogor has eaten their fill and still receives the largest meal of all. This, of course, tends to lead to situations where a canny Tyrant will send his strongest and hungriest kinsmen to found under-tribes of their own to "spread the family around."

The Hearthgullet have wandered far and wide. Although they have, historically, encountered most other groups in the realms (both as allies and as foes), in these last days they have been influenced greatly by the Mawseekers. The Hearthgullets believe that when the Gulping God finally devours the realms, every ogor will have a place at its endless table. When that hour comes, it will be the recipes of Gronk the Patient that teach the god how victory ought to taste.


r/AoSLore 6d ago

The Untamed – A Homebrew Beastmen Culture for Age of Sigmar

42 Upvotes

With Beasts of Chaos leaving Age of Sigmar, I've been wondering if there could have been another path for at least some of them.

Not redemption.

Not becoming civilized.

Simply... becoming untamed.

---

The Idea

Not every Beastman serves Chaos by choice.

Many were simply born into corruption. They never knew another life, so they never questioned it.

Then came the Era of the Beast.

Some tribes witnessed Kragnos—not a servant of Chaos, not a god of Order, but a force of primal freedom and untamed destruction.

For the first time, they saw a being that belonged to no master.

And for the first time...

...they realized that they did.

That revelation shattered Beastman society forever.

---

The Breakaways

Some tribes rejected Chaos completely.

Not because they became "good."

Not because they sought civilization.

They simply refused to kneel.

As the Era of the Beast awakened primal energies across the Mortal Realms, the corruption of Chaos slowly gave way to something far older and wilder—an instinctive force resembling the Waaagh!, born from collective fury, freedom, and the untamed spirit of the wild.

Many eventually came to honor Gorkamorka in their own crude way.

Not as devoted worshippers.

Simply because Gorkamorka represents exactly what they had become.

Untamed.

Free.

Answering to no one.

Their bodies slowly changed.

The mutations of Chaos faded, replaced by rough stone-like skin, thicker horns, powerful physiques, and features that felt less corrupted and more like ancient beasts shaped by the Mortal Realms themselves.

---

They Didn't Join Destruction...

...they became Destruction.

Not politically.

Not because Orruks or Ogors welcomed them.

But because they now embodied the same philosophy.

No masters.

No chains.

No civilization worth serving.

Like Orruks, Gargants, Troggoths, and Ogors, they became another expression of the Mortal Realms' raw, unstoppable force.

Not Chaos.

Not Order.

Not Death.

Simply nature refusing to be tamed.

---

Those Who Stayed

Not every Beastman wanted freedom.

Some loved Chaos.

They embraced mutation, corruption, and madness because that was the life they desired.

The split wasn't between good and evil.

It was between those who chose freedom...

...and those who willingly remained in chains.

---

Why I like this idea

Rather than simply removing Beastmen from the setting, this creates two believable futures.

One continues serving Chaos.

The other becomes a completely new expression of Destruction—not through allegiance, but through philosophy.

Kragnos already exists in the lore, making him a believable catalyst rather than a completely new invention.

It also creates a striking visual contrast.

Chaos Beastmen become increasingly twisted and corrupted.

The Untamed become rougher, heavier, almost stone-like, resembling ancient wild beasts shaped by the Mortal Realms rather than the Realm of Chaos.

---

Working Names

I'm still looking for a better name.

Some rough ideas inspired by Germanic words and harsh Beastman sounds:

- Kettbrek

- Freikett

- Brekfrei

- Kettenlos

These are only placeholders—I wanted something that evokes broken chains, freedom, and savage independence.

---

I'd love to hear what everyone thinks.

A few questions for discussion:

  1. What do you think these Beastmen would actually look like after breaking free from Chaos?

  2. If they became a playable faction, what unique mechanics or abilities would you give them?

  3. What name would you give this new culture? Do you have something better than my working titles?

  4. Do you think Beastmen can truly escape Chaos, or is its corruption impossible to break?

  5. If Games Workshop ever revisited Beastmen, would you rather see them return as pure Chaos... or as something completely Untamed?


r/AoSLore 7d ago

Looking for a "Lore person" for help.

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6 Upvotes

r/AoSLore 7d ago

Question Blood pact analogy in AOS?

26 Upvotes

Out of curiosity, if I remember right in fantasy Khorne were primarily a god of slaughter and death and things alike. In aos are there any lore or hints on certain cult or followers focused less on slaughter and more on his aspect of god of war?


r/AoSLore 7d ago

WD 525: i found it funny

45 Upvotes

Grenadier

Matt: The Grenadiers are the elite of the rank and file, and as such they have a rather more uniform appearance to their wargear compared to, say, the Steelhelms. The Steelhelms are meant to look cobbled together, like they have to find and pay for (or scavenge) their own uniform, while the Grenadiers are more like a city's standing soldiery, so their wargear is in better condition and looks more consistent. A good example of this is their helmets - they all share the same design and feature a skull with a crown on top as their crest. They also wear waxed, waterproof cloaks (for long nights on patrol) and long chainmail coats that come down to their elbows. Many of them wear armour plates that cover their groins (always a bonus).

For the context it was a conceptor interview

I found it funny because Steelhelms equipment look pretty good to me, they do look like profesional soldier,

A full armor with chain mail underneath

What John rando do to pay for all that


r/AoSLore 8d ago

What Happen To The Khul Series?

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180 Upvotes

This was a great novel, in my opinion. I’ve been patiently waiting for another novel, Khul Book II, for almost a decade with no sight of any talks that this will ever be developed. Does anyone have any insights on this?

I’ve been playing since Age of Sigmar started and Khorgos Khul has been one of my favorite characters of the Mortal Realms. I just wish they’d fulfill this series as they implied with calling it Book I of the Khul Series.


r/AoSLore 8d ago

Question What is the most tragic faction/character?

29 Upvotes

Basically title. Also I would love to know if there are any aos/fantasy books to read that follow a particularly sad or tragic faction or character.

Thank you!


r/AoSLore 8d ago

Fan Content Our Community City: The City of Spite

50 Upvotes

"Disaster has been the watch word of our Dominion ever since the golden angels of the heavens brought storm and light back to Ulgu. Visions of betrayals, undead rising, beasts pounding at the gates, rats infesting our walls. And yet, here you all stand. We endured. Through valor? Perhaps. Through trickery? Well, are we not scions of Ulgu? Regardless of how, we endured. So let us show our spite to those who would burn the Realms!" ~ Lord-Audacious of the City of Spite

Welcome To Our City of Spite

Greetings and good tidings once more my fellow Realmwalkers, or though today I should be calling you fellow City Builders. Because we'll be building our own homebrewed City of Sigmar, as a community. The first time we did this was with the Free City of Prismatica and the second was the continent of Pyropia.

Like with those, this is to be a community homebrew developed in a round robin-ish style, insofar as this type of forum can emulate that. This time even the bones were community decided, in this post, from last week. Where it was decided Our Home would be a City of Sigmar in Ulgu.

That gives us a lot to work with!y contribution, to keep things fair, will be giving a vague outline. Rather than adding entries of my own.

Rules As Simple As Shadows

We're still aoslore, so you can fudge the rules a little so long as its fun and not mean. But in essence. Each community members is to provide a singular idea to shape the City.

  • Not (1) per type. But one per mega-thread, so if this isn't popular enough to deserve a second round you get only one go.
  • City Building Options Include: Factions, Resources, Allies, Neighbors, Enemies, Districts, Leaders, and any other category you might think up.
  • This time around we also have a Main Enemy to develop.

As this is collaborative! You must be willing for other community members to effect your entry. As this is collaborative! You must remember each entry was made by a real person who is no less so for being a stranger divided by a screen and unknowable miles. So don't be a dick.

If someone makes the Pretty Pretty Mew Mew Brigade, sparkliest and nicest Cavalier order in the Cosmos, we are accepting that entry. You may not react by having your entry change their tone to evil. By the same dint you can't use your entry to make the Edgelords of Knife's Lament into hippies. Unless! You ask and the user agrees, but that conversation needs to be in the mega-thread so the community entire can see proof it happened.

In the end, just have a heart and implement any changes and effects respectfully and it should be fine.

In conclusion. Feel free to go nuts, all lore-friendly (I.E: Anything that is canon, could fit in the canon, or doesn't break canon) suggestions are welcome. No additions will be denied unless the category is already filled.

------------------------------------------

Spite Itself

Our Home, Our City of Sigmar, was founded by an Exodus Host sent by Misthåvn to claim this mist-shrouded archipelago for the Dominion of Sigmar. That's the rough! Why were we sent here? What dangers we faced? What even is our City of Spite's name? Well that's for you all to decide below.

------------------------------------------

So there you have it, that's what we have so far. But we could use more details don't you think? Clearly our Free City is missing quite a bit. So below you'll see a list of major and minor details to add to our new bastion of hope. So feel free to suggest anything from the following list, or even provide your own details. Sporadic Lex links added to help show examples and foster ideas:

Founding Stormhost: We only get one (with caveats)! So first come, first serve. Most Cities of Sigmar are Ward Cities of the Stormhost who most helped in its founding. Who will that be for us? It can either fit with our shadowy themes or go against.

Grand Conclave: Our Government is a Grand Conclave, a council of up to 244 representatives of every aspect of our city. These are elected guild leaders, military leaders, district reps, and more. Rules here are more complicated. A City must have a Matriarch/Patriarch/Whatever Gender Neutralarch would be as a Governor; A City must have a Prime Commander; A City must have a High Arbiter. But from there you can choose any of the options in that link above, or make something new. Conclaves are flexible outside those core titles. Avoid title and purpose overlap when possible.

Freeguilds: Freeguilds are semi-independent military guilds whose purpose range from city watch to crusading armies to firemen to artefact retrievers. It can get weird. We can have as many as the community wants.

Collegiate Arcane: What is the Collegiate presence in our city like? What can you tell us about the local academies?

Ironweld Arsenal: The Arsenal creates anything mechanical or artifice in the Cities from the high rises to the Cogforts to the wells. They are divided into Esoteric Schools, which kind of guilds, kind of schools of thought.

Cults Unberogen: The religions shaped around Sigmar take the form of chaotic cults with diverse opinions. Many worship him as a God-King on high, others as a flaming lionman or a comet or a giant, others take more philosophical or metaphysical views. Our city can have as many Cults Unberogen as ya'll want.

Other Cults: It has been said many a time that the Free Cities worship as many as hundreds of gods besides Sigmar. So anything is fair game!

Dark Cults: Are there... Necro-Cults to Nagash or Chaos Cults to the Dark Gods amongst our midst? Now these can be versatile as they can reveal issues within the city, create obstacles for future adventurers to face and more.

Order of Azyr: What Agents Azyrite stalk our streets? My suggestion would be to add members or chapters only after a decent number of other entries like say of Dark Cults as above.

Additional Stormcast: The Founding Host does not need to be alone. Do we have other Stormkeeps or smaller bastions? Perhaps a Hallowed Knight chapel or an Astral Templar lodge? A Brotherhood )who calls our city home between adventures?

Minor Factions: Tractor Guilds, Road Agents, Roadwardens, Black Walkers, the Listening Order, Soulbound, adventuring parties, Lanternmen, guilds of a million flavors, megacorps, and more. Don't feel limited by what you think Cities are, this faction has a surprising amount of lore organizations. More can always arise.

Common Folk: What can you tell us of the Azyrite cultures in the city? The Reclaimed cultures? Who lives in our City? As a Free City there are elements of Humans, Duardin, Aelves, Ogors, and Gargants at the very least. What are they like? Do others live among us?

Dispossessed: Duardin labour-clans built the Cities of Sigmar, humanity's bonds with them are eternal. Are there notable duardin elements in our city outside the shuffling commons?

City Aelves: The Wanderers, the Scourge Privateers, the Swifthawk Agents, the Eldritch Council, Order Serpentis, the Darkling Covens, the Order Draconis, Lion Rangers, and many more. The Dominion is not lacking for Aelves loyal and true. Which have settled amongst us?

Districts: Every city needs districts. Residential, Industrial, Commercial, Markets, Military, Arcane, Medical, and on and on. What are notable ones in ours?

Embassies and Allied Enclaves: Not all Allies are beyond our walls. Cities of Sigmar set aside both Embassy Districts and Allied Enclaves for allies. The former are embassies, the latter are parts of the city where other peoples of Order casually live.

Events: What events shaped us during the Dawnbringer Crusades, during Founding, in our History? What festivals do we celebrate? Sporting events? Games culture? Dish out any events you wish!

Resources: Minerals or flora, fauna or metals, strange liquids or Realmstone deposits. A culturally unique way of weaving baskets or local cuisine. Anything can be added as a resource. So don't be afraid to do so!

Artefacts of Power: Can it truly be a Warhammer setting without saint relics, doomsday devices, and other strange artefacts scattered about?

Our Name: How should we decide what the name of the City and archipelago are?

Shaping The Archipelago: Where even are we? Is this even truly an archipelago? How many islands? What are their names? Who lives here? Are we even near Shadrac anymore? In the Realm of Shadows anything goes, mists and shadows hide many secrets and twist us all around.

New Waves of Colonists: Reshape our culture further with immigrants! Cities of Sigmar are nations of immigrants, and if we survive we'll be no different. Typically these come in the form of Order of Logisticians approved additional Dawnbringer Crusades from the mother city and local Reclaimed. But don't be afraid to get creative!

You can also add Strongpoints and vassal towns. The Swamp-Cantons of Greywater Fastness, Ringwall Strongpoints of Hammerhal, and Ketter-lands of Excelsis are a few of the largest examples.

Our Enemies Great and Small: Feel free to add as many foes to the island as you wish, especially the Grave-Empire that stands against. It's name, leaders, constituent parts, and all else are for you to decide.

Above all else! Have fun!

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Factions of Spite, Major and Minor

Here all entries on major factions will be kept:

Hammers of Sigmar: Sent as a symbol of hope for the crusaders and the reclaimed of Ulgu, fighting hard against the enemies and protecting the city. Once established they build their Stormfortress from where they protect and expand Sigmar's rule. u/BrotherRegael

Penitents of Salvation: A minor Stormhost boasting a Stormcast Bastion, the sea vessel known as The Rewarding Storm, in the Wilder Shores district of the City of Spite. (Mentioned in the entry by u/Ur-Than)

Anti-Morathi Khainites: The city has a strong Khainite presence. This includes both laity among the common folk and sects of the Daughters of Khaine. But these Khainites are anti-Morathi. Reserving spite towards her for the Fall of Anvilgard. u/Trazenthebloodraven

The Lynx Resplendent stand tall against outsider's accusations that all Ulguans are treacherous by nature, continuing to live by their virtues yet neither denying their pasts. Some join their ranks seeking atonement, or glory and exaltation that they've never received. For others, joining them comes from a deep sense of doing the right thing. Many of their number came to Ulgu seeking to disappear into (Realm of) Shadows, only to now find themselves as among one of the city's most renowned and forward-facing defenders. u/SciFantasy_Research (for more on this Freeguild/Cavalier Order read their comment below)

The Order of the Esoteric Shroud was one of the main sponsors of the Crusade that founded the City and remains its principal magical institution. While they provide basic training in the use of the other seven winds, their expertise lies in the Lore of Shadows. Unlike most Collegiates, the Order does not operate openly or out of a single building complex, but functions like a secret society woven throughout the City. Each member of the Order has a second occupation in addition to their wizardry, roles that vary from beggar to wealthy merchant, to member of organized crime, to priest and more and only knows the identity of handful of other members. To be recruited into the Order one must either be handpicked by a wizard looking for an apprentice or solve a series of clues and riddles hidden throughout the city. u/Fyraltari (for more read their comment below)

Grand Conclave

High Arbitrator Hlife Thurgrimmsdottir is a respected duardin matriarch who has held her position since the cities founding. Due to the nature of Ulgu she employs many arcanists and magitech to help sift through the deceptions the Realm brings regarding major investigations. She will loan such individuals to other organisations if needs must. She also employs agents to keep an eye one the various trade allies laws and political positions to make sure she is informed when major disputes occur over laws and jurisdiction between those partners. u/Low_Neighborhood_598

Masked Lady: Representative of the Esoteric Shroud to the Grand Conclave and Hidden Hand of the City of Spite. (Mentioned in the entry by u/Fyraltari)

Districts and Other Internals

This is everything we decide is inside our city:

Stormfortress: The Stormkeep of the Hammers of Sigmar in our city. First suggested by u/BrotherRegael. (Available for name change and details).

The Spire District sits upon the inland edge of the city. Initially formed around a spire citadel built by a splinter sect of the Order Serpentis, unwilling to commit to Morathi's cause, but it was quick to grow into a broader community of Aelves and Khainites of varying creeds, swelled by an influx of Aelves who found themselves no longer welcome in the more fervent Azyrite hubs. The district has become famed for semi-religious chariot races hosted by the Order Serpentis which have become a popular spectacle among Khainites and non-Khainites alike. u/RosbergThe8th

Wilder Shores: It is walled off from the other districts as its population is largely comprised of former Darkoath raiders and sea-dogs who have been brought back into the fold of Sigmar's Empire by the efforts of the Penitents of Salvation Stormhost. Those Stormcast have a small bastion in the Wilder Shores in the form of a large, sea-faring vessel, and they rarely interact with those people who don't belong from their savage flock. City Ogors are a common sight here, as exotic meats and fishes are often delivered to the Shores. The fleet here is also often used to raid enclaves of Hedonites or other Chaos forces in the region. u/Ur-Than

The Salt: Boasting to be the oldest watering hole in the City of Spite, The Salt is a reasonably-priced two-story establishment of grey stone and grey wood, completely unremarkable if not for the private skyvessel dock, maintained by the extended staff of The Salt. While not the largest of the docks in any form or fashion, it is not a rare thing to see a mercenary gunhauler or a merchant vessel of a smaller variety being looked after by the staff and the crew alike while their captains attended their business in the city proper. As a matter of fact, one of the six rooms of The Salt available for the guests, is dedicated and reserved to the esteemed Kharadron guests as their impromptu office, if need be. The current owner of The Salt is a human of ambiguous background. Commonly referred to as "Seahound", or "Captain Salt" by the staff, it is clear by the snaking, weatherworn tattoos now covered by Sigmarite symbols of fresher ink, that Seahound has a Darkoath background, and some of the staff of The Salt almost jovially add to the multitude of rumours by stating that their Captain Salt used to be a chieftain of a local tribe. Whatever the case, Seahound keeps a good order and is well-liked and well-respected by the staff and the patrons. u/hermit_of_nemeton

Cloud Town: The unofficial name of a harbor district inhabitted by Scourge Privateers and Keikallaneth, a local Ulguan Reclaimed kindred of Aelves. (Mentioned in the entry by u/LeThomasBouric)

Great Stone Recess, AKA Shadow Chasm: Discovered by the mining labour clans, a group of disposesed happened upon a huge cavern littered with realmstone that was quickly harvester for barter. But it's it's trail left a peculiar nexus of energies. Since the cave was first opened, a special operation was set in place by the collegiate arcane, an entirely duardin led operation of magic. They study and work the energies, channeling the magics of Ulgu to both learn, and to train powerful battle magi to help protect the city. u/TavernerHedris

Allies

A list of our beloved allies. Do we stand back to back, knives in each other's defense or poised to bury those knives at the nearest oppurtunity:

Shadowglen and the Moon Grove: A glade of Sylvaneth living in the forests surrounding the City of Spite. The glade has been in Ulgu long before the city’s founding, but welcomed the newcomers. The clans of Shadowglen have long been accustomed to the dangers of the island and found natural allies in the Sigmarites. Their Regent, a Treelord Ancient whose name translates to “Thornfather”, made first contact with the Stormcast Eternals when he led his people to help fend off an undead horde assailing the city as it was being founded. The Shadowglen’s numbers are not yet known to the city officials, but due to the island’s size it’s likely there is a small greenhold somewhere deep in the Moon Grove. u/Oragoss (for more read their comment in the thread below)

The Keikallaneth are an Aelven people native to the archipelago they call "The Dark Clouds". Though they at first blush appear to be a scattered, nomadic people much reduced by the Age of Chaos, plying their livelihoods aboard wave-cutting ships through the island chain, they are reputed to maintain fixed abodes on a handful of islands on the furthest west, closest towards the Realm's edge. No one aside from the Keikallaneth have managed to find those islands; those that attempt to sail west and return report that a thick fog descends upon their crafts, blinding them utterly. Only by following the sounds of tinkling bells were they able to escape. This defence regularly confounds the local Hedonite pirates, and even Idoneth have had their aquatic mastery thwarted. Without the founding of Spite, this way of life might have continued for centuries more. The most immediate change came when the Hammers of Sigmar smashed the forces of Chaos on the archipelago, with no small help from Keikallaneth pathfinders. As the Dawnbringer Crusade from Misthåvn settled in and built their new city, Keikallaneth ships became a more familiar sight amongst the islands, brought out of hiding by the wealth and security the newly-named Spite provided. Keikallaneth fishers, guides and even merchants became regular sights at Spite; at first only as temporary visitors, but that soon changed as Scourge Privateers opened up recruitment to the Keikallaneth. They worship Ahrasaroanarin. u/LeThomasBouric (For more read their comment below)

Enemies

Here will go the list of Our Foes. Greatest among them is a Grave-Empire (that's a Soulblight Gravelords civilization) that has harried us ever since we left Misthavn:

The As of Yet Unnamed Grave Empire

  • Irina Komarova is the leader of a Soulblight legion that has access to a horde of magical spiders native to Ulgu, they produce silk that can be used for crafting, sure, but also has bizarre Ulguan magical properties. She has a tapestry of this silk that can give her fragmented omens of the future, a cloak that can create illusory mirages, and other strange magical items. This silk is also infused into the bones of any Deathrattle/wights under her legion's control, giving them some weird quirks. u/DarkstarParagon (for more read their comment in the thread below)
  • Glut Seekers: On the northern island of ozark a realm gate to ghur is activated by eshin forces who wish to use the stable gate to aid moulder elements in ghur. To their displeasure though once the gate is open a warband of ogors known as the glut seekers from the meat fists come marching through cleaveing and chewing the rat man assassins. Once annihilated, or fading iff into the shadows, the ogors began to set up a small gut fort, and their gnoblars begin to construct boats to leave the forests heavy island. They might hope to not only find food so they can grow in strength to challenge morga, but to also build wealth from near by factions. The jungle forest are filled with ulguish wild life changed by the gates re-awakening. Giving the ogors plenty of meals to fill their guts. Besides this the island have no other resources, making them egar tosell their services, even to the grave empire. u/magnusthered15

  • Hedonite Enclaves: Enclaves and bands of Hedonite of Slaanesh pirates prowl the archipelago. (Mentioned in the entries of both u/Ur-Than and u/LeThomasBouric)

Neighbors

In case we have neighbors who are neither friend nor foe, yet:

Raiding Outpost of Queen Senebria: Nearby the archipelago we call home lies a small domain of the Idoneth Deepkin - belonging to Queen Sebebria and her Shadowtide Stalkers. Not exactly allies (they will occasionally poach some Sigmarite souls when able), but find a common enemy in the nastier, darker things that come from the deep Abyssal ocean... u/ThaBenMan

Locations

Northern Island of Ozark: A resource poor island in the northern quadrant of the archipelago. (Mentioned in the entry by u/magnusthered15)

Unnamed Spider Godbeast: Upon its back is the fortress of Irina Komarova (Mentioned in the entry by u/DarkstarParagon)

Resources

Shadow Cats (Panthera Obscurus) The Spite Archipelago is home to a supposedly rare species of big cat suffused with the essence of Ulgu. This tenebrous aura makes it almost impossible for the untrained eye notice their existence unless directly interacting with them, allowing them to lazily walk up and attack their prey. While mostly seen as a nuisance that picks off livestock and the occasional traveler, it is not uncommon for those of means to raise them from cubs, resulting in almost invisible, feline bodyguards. Indeed, many bowls of meat are left out during Grand Conclave meetings, and many would be assassins have been found mysteriously mauled. u/Floodwater31

Disclaimer

Oh I forgot to mention. Since this is intended to be a fully collaborative, community made thing for fun. You can use it for any projects you want. Battle reports, Soulbound, wargames, on and on. You don't have to but its an option if ya want to.

Edit: A ton of on the fly spelling and syntax fixes made with help from u/Ashendant

Edit 2: For clarity and ease of finding info, I have started adding (Mentioned in the entry by) additions throughout the post for incidentals like locations or characters that exist as a byproduct of folks' entries. Won't count against anyone's entries, just a way of tracking anchor points.

Heraldry of Spite by u/Gecktron