So, let’s say you are new to Age of Sigmar and know practically nothing about the game and world(s) of Warhammer.
Maybe you just went to your buddy’s place or a Games Workshop store, saw all those cool models, and wondered what the game is all about.
Maybe you played a Games Workshop licensed video game that piqued your interest in Warhammer Fantasy, but upon stumbling into Age of Sigmar, you really have no idea as to what’s going on.
What is Age of Sigmar lore anyway?!
Regardless of where you’re coming from, this article is here to help you understand some of the fundamentals of the setting and lore of Age of Sigmar.
I’m not here to do an extensive retelling of the history found in Age of Sigmar, but just to get you familiar enough with the lore that you’ll be able to orient yourself when reading about the setting.
Hopefully by the end of this article you’ll have a better idea of what’s actually going on in Age of Sigmar setting, so that this information can then be used as a jumping off point to do some further exploring of the setting on your own!
Please note here that this is just a general overview of the major events of Age of Sigmar’s fictional history. There is mucho here that I have left out in the interest of time and attention span.
Our story begins with Sigmar…

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Genesis: the destruction of the Old World and the birth of the Mortal Realms
Sigmar flew through the black void of space, clinging desperately to the burning molten core of his world.
The flames seared Sigmar’s divine flesh, causing him immense agony, but what hurt more than any physical pain was the knowledge that he had failed.
Sigmar, the God-King of mankind, had failed to stop the corruptive force known as Chaos from devouring his world. Now, this burning husk was all that Sigmar could claim divine providence over.
Sigmar knew not for how long he flew through the inky abyss. Was it years? Centuries? Millenia, even?
Utterly alone, Sigmar only had the ghosts of his past to keep him company. Faces of those he had failed appeared in the flames, taunting him, as did the face of chaos itself:
Archeon the Everchosen, champion of Chaos, the being most directly responsible for the sundering of the world that was.
It was Archeon who united the hordes of the Chaos wastes and led the united armies from their dark wastelands into the heart of ordered civilization, bringing about the end times.
As Sigmar relived the destruction of his world, over and over, his grip weakened.
But just when all seemed lost and Sigmar’s mind had begun to fade, hope appeared. Dracothion – the great celestial drake – was drawn to the light of the burning core.
Upon sensing another divine soul, Dracothion found Sigmar and brought him to the Mortal Realms – realms formed from the energy of the world that was, guided into being by the winds of magic that govern the cosmos.
It was here that Sigmar learned much – many other beings from the old Warhammer world had also survived the end times through their own means, some of whom ascended to divinity.
The cylindrical nature of reality demanded that the gods of old were to be reborn or reincarnated through the winds of magic, some of whom were bound within said winds or scattered across the realms.
Sigmar also came face to face with a stark truth: Sigmar and Archaeon were seemingly connected on a metaphysical level, as two sides of the same coin. This meant that with Sigmar’s return Archeon would not be far behind him.
When Archeon did return, it would mean the return of Chaos, and the corruption and destruction of the world would begin anew. Resolving to not fail his world again, Sigmar set out to prepare the realms for the inevitable rise of Chaos.
With Dracothion guiding him, Sigmar learned how to traverse the realms using magical paths and doorways known as realm gates. He set out to explore the realms, and these wanderings marked the beginning of the Age of Myth.

The Age of Myth begins
During his journeys, Sigmar encountered, awoke, and unbound many gods and other divine beings from the winds of magic and the perils of the realms.
Beings such as Alarielle, the Goddess of Life, mother of the Sylvaneth race; Grimnir and Grungi, the dwarven Gods of Martial Prowess and Smithing, respectively; Tyrion and Teclis, the twin gods of Light, and now the patron guardians of the Aelven race along with Malekith, the god of shadow; Gorkamorka, the Orcish warrior and hunter God; and Nagash, the god of Death, who Sigmar reluctantly revived, but whose power Sigmar knew would be necessary to stop the tides of Chaos.
Sigmar established this pantheon of gods in Azyrheim, his capital city founded in the realm of Azyr, where the gods sought to usher in an age of prosperity and growth.
Primitive forms of the mortal races were found, guided, and given the protection of the gods.
During this time, Sigmar sought to destroy or seal away many of the dangers that plagued the realms in order to pave the way for civilization.
Godbeasts, primal creatures of immense power, were slain or tamed. Ancient artifacts of the gods and uncooperative divine beings that could not be destroyed were sealed away in vast stormvaults, before being erased from mortal perception.
With the realms becoming safe enough for mortals to prosper in, the divine aid of the gods ushered in a golden age. Various major cities were established, technology flourished, and order was spread throughout the realms.
However, even in this golden age, the presence of chaos was a stain upon the land. As is the nature of mortals, some refused the wisdom of Sigmar’s pantheon and turned to the Dark Gods of Chaos in the pursuit of power.
Cults existed in even the largest of Sigmar’s cities, and nomadic tribes of chaos worshippers were always a threat on the fringes of civilization. Beasts of Chaos, foul crossbreeds between man and beast, dwelled in the darkest corners of the realms and practiced their profane worship.
In the face of this growing threat of Chaos, the gods were not idle.
The twin gods Tyrion and Teclis, along with Malekith, executed a plot to capture and bind one of the four major Gods of Chaos – Slaanesh, the dark god of excess.
They succeeded, and although Slaanesh’s influence continued to seep from its prison, the god was greatly reduced in its capability to corrupt the mortal realms.

Chaos arrives to ruin the party
Yet it was not enough. Slowly, cracks began to form in the societies of the mortal realms.
Chaos worship began to corrupt the mortal races as the power of the chaos gods grew.
Often beginning innocently enough, the boons the chaos gods offered the mortals of the realms often came at a great price. It was not long until the deamons of Chaos broke through the veil of reality in Aqshy’s arid plains, and chaos truly began to incur upon reality once more.
Sigmar and his divine pantheon rallied and fought back against the forces of chaos wherever they would appear, and for a while the forces of Chaos were kept at bay.
However, just as the mortal realms began to falter in the face of chaos, so too did Sigmar’s pantheon.
In their determination to fight back chaos and serve Sigmar, many of the gods felt that they had abandoned their people and shirked off their duties.
Alarielle retreated to her realms to protect her creations in the corrupting face of chaos. Grungi felt that he had failed his dwarven people and himself, and sought exile.
Nagash felt betrayed by Sigmar for abandoning his realms of the dead to attend to other realms as the chaos hordes encroached upon them, and the petty god sought revenge.
During the fateful struggle for Allpoints, where Sigmar and his forces battled for control of the realmgate nexus, Nagash betrayed Sigmar and turned his undead forces against his longtime ally.
This betrayal culminated at The Battle of Burning Skies, where Sigmar and his forces faced Archeon the Everchosen himself in a titanic, final battle for the gateways to the realms.
Here, as Sigmar attempted to strike down Archeon, he was tricked by the foul forces of Chaos into casting Ghal Maraz, his legendary divine weapon and conduit of his power, across the realms.
No longer at the apex of his power, Sigmar could not face Archeon alone and was forced to retreat as his forces were decimated. Chaos now had control of Allpoints, and no corner of the realms was beyond the reach of Chaos.
His alliances broken and his forces waning, Sigmar retreated to the realm of Azyr.
There, he seemingly turned his back on the realms, sealing himself and Azyr off from the rest of the realms. Chaos, largely unopposed by the forces of order, rampaged across the realms, razing cities and decimating regions.
This era was known as the Age of Chaos. Many civilizations turned to chaos simply to survive, and many of those who did not were brought to ruin.
The great architectural accomplishments and technological wonders of Sigmar’s golden age were lost, torn down and replaced by dark effigies to the thirsting gods of chaos.

The Age of Sigmar begins
During all of this destruction, Sigmar did not leave Azyr. While it pained him to do so, Sigmar knew that he could not risk Chaos tainting Azyr while he began his great work.
Sigmar could no longer risk to take part in battle; with his powers diminished and his allies fighting independently, the risk of his death, and the death of order in the realms, had become too great.
Sigmar would need a new army, an army to shake the foundations of the realms and to fight chaos wherever they might be.
And so, Sigmar toiled in his forges for many years as the realms burned.
On the arid plains of Aqshy, where the hot winds were now intermingled with that tang of blood, the brimstone peninsula would make the first debut of Sigmar’s forces.
As the warriors of Khorne marched over the blood red sands, feasting upon the fallen and howling cries of bloodlust, storm clouds gathered.
With the crashing sound of thunder and the blinding flash of lightning, they appeared:
The Stormcast Eternals, Sigmar’s elite fighting force, clad in golden armor and eager to avenge the realms. Battle was met, blood was spilt, and the beginning of The Age of Sigmar had begun.

The Stormcast Eternals usher in The Realmgate Wars
The Stormcast Eternals were Sigmar’s answer to the Chaos invasion.
Reforged from the souls of those who died valiantly fighting Chaos, the Stormcast Eternals shared Sigmar’s hatred of Chaos and where resolute to see it utterly destroyed.
Armed with weapons and armor forged from Sigmarite, exceptional metal from the core of the world that was, the Stormcast eternals were equipped to handle any horror they encountered.
And should a Stormcast fall in battle, Sigmar would guide that soul back to Azyr to have them reforged once more.
Order had hope once more.
Sweeping across the realms in a military campaign known as the Realmgate Wars, the Stormcast eternals sought to reestablish Order as a dominant force in the realms.
Ghal Maraz was recovered from the clutches of Tzeentch, Alarielle was given much needed aid to hold back the forces of Nurgle and forge a critical new alliance, and new cities such as Hammerhal were founded as bastions of hope.
(if you are interested in reading more about the Realmgate Wars, GW have made a bundle with the novels with the whole storyline)

The taint in the Stormcast Eternals and other bad news
Yet all was not as Sigmar had hoped. A worrying weakness in the Stormcast was discovered: each time a Stormcast soul was reforged, the soul would lose a portion of itself.
First, memories would fade, but over time, Stormcast Eternals would become mindless automatons, devoid of any personality and emotion.
Furthermore, Nagash, Sigmar’s once time ally, has not been idle as Sigmar forged his armies. Nagash sought to conquer the realms, enslaving all through the service of undeath.
Nagash believed the only way to stop Chaos was to snuff out all free will and life; after all, it was the dark hearts of man from which Chaos grew.
To make matters worse, the raging orruk hordes of Gorkamorka rampaged across the realms in a green tide destroying anything in their way.
These hordes rallied all manner of foul creatures under their banners, such as Ogors, Grots, Gargants, and other monsterous creatures that worshipped Gorkamorka.

The Necroquake reveals the Stormvaults and magic comes alive
With these four Grand Alliances of Order, Chaos, Death, and Destruction now all contenting for dominance of the realms, war reached an apex state.
Many campaigns, grand battles and cataclysmic events happened across the realms, but the most world shaking of them was the Necroquake.
Seeking to complete a ritual of immense power, Nagash sought to invoke death magic across the realms, raising the legions of the dead wherever they might lie and having utter dominance over the other grand alliances.
Were it not for the intervention of the Chaos worshipping Skaven, Nagash would have succeeded in his plan. Instead, the Skaven sabotaged Nagash’s ritual, causing it to go wild and forever alter the nature of magic in the realms.
The polarity of magic was reversed, and magic which would only last normally for a few brief moments could now last indefinitely with seemingly a will of its own. These endless spells became a new threat to the realms, but also a new weapon to be used in the wars to come.
Not all was lost for Nagash however. The ripples of energy that disrupted the nature of magic so also awoke great hordes of gheists and spirits to be pressed into his service, beginning a conflict known as the Soul Wars.
Nagash sought to use these great hosts to foil the plans of Sigmar’s Stormcast Eternals and gain dominance over all the Grand Alliances once more.
The key to this, it seems, was the Stormvaults, the great prisons Sigmar used during the Age of Myth to lock away artefacts and beings of great power.
Previously hidden from mortal perception, the Necroquake disrupted the magic that kept their locations hidden, revealing them openly.
With the realms girding for war once more, all the Grand Alliances prepared for conflict as they competed for the stormvault’s forbidden power.

Explanation of the Mortal Realms in Age of Sigmar
Una idea central de la historia de Age of Sigmar es el concepto de sus reinos. A diferencia de la mayoría de las ambientaciones de fantasía, que tienen un mundo extremadamente definido, los reinos de Age of Sigmar son una multitud de mundos que se dejan vagos a propósito.
Son enormes e incomprensibles en su alcance, lugares para que la imaginación vuele. En los reinos de Age of Sigmar, uno puede crear cualquier tipo de escenario que desee.
Dicho esto, la intangibilidad de los reinos puede ser uno de los puntos fuertes de la ambientación, pero también una de sus mayores debilidades.
La contrapartida de tener un escenario extremadamente maleable en el que puede ocurrir cualquier cosa es la falta de estabilidad y relacionabilidad, y como consecuencia de ello los lectores pueden sentirse ajenos a estos mundos míticos.
Durante el primer año del lanzamiento de Age of Sigmar, Games Workshop mantuvo la definición de los reinos imprecisa a propósito.
Esto confundió a mucha gente que intentaba sumergirse en las historias que tenían lugar en estos reinos.
¿Qué es exactamente un reino? ¿Cómo es la vida en ellos? ¿Cómo están conectados? ¿Qué papel desempeñan en Age of Sigmar?
Este artículo explicará qué es un reino en Age of Sigmar. También cubrirá los diferentes reinos en Age of Sigmar y cómo "son".

¿Qué es un reino en Age of Sigmar?
Un reino es la manifestación de uno de los vientos de la magia en un mundo vivo que respira. Se desconoce cómo se formaron inicialmente los reinos.
Todo lo que realmente sabemos es que tras la destrucción del viejo mundo (que volverá en forma de Warhammer: El Viejo MundoMuchas de las energías liberadas por tal cataclismo se fusionaron en el cosmos y, guiadas por los vientos de la magia, dieron forma a los reinos que hoy conocemos.
Se desconoce dentro del lore si algún dios o entidad dio forma a estos eventos en su creación, o si se trata simplemente de una reacción natural de las leyes del universo en Age of Sigmar.
Personalmente, me gusta la última de estas explicaciones, ya que se ajusta a las leyes de la termodinámica de nuestro mundo real... excepto en el caso de la magia, claro.
En la vida real, la Ley de Conservación de la Energía establece que la energía no puede crearse ni destruirse; sólo puede transferirse o cambiarse de una forma a otra.
Aplicando este concepto a Age of Sigmar se consigue una explicación lógica satisfactoria sobre cómo estas energías podrían formarse en los reinos bajo una guía mágica.
Cada reino se describe como una "esfera de realidad", lo que significa que los reinos no son exactamente cuerpos planetarios como la Tierra. Según el reglamento básico, cada reino parece ser un plano que existe dentro de una esfera.
Cada reinosfera también puede albergar otros múltiples mundos más pequeños, como subreinos, lunas u otros cuerpos satélites en órbita.
En lo que respecta a los reinos, no existen reglas estrictas sobre su existencia y funcionamiento. Dentro de cada esfera, las leyes de la realidad y la magia pueden variar mucho entre sí.

Las secciones más habitables de los reinos que solemos asociar con cada reino como el propio reino son generalmente los puntos centrales de estas esferas de realidad.
Estos puntos centrales son las partes mágicamente más estables e inmutables del reino. Cuanto más te alejas, hacia los bordes del reino, más inestable se vuelve la magia.
Siendo realistas, la tasa de supervivencia de un mortal disminuye drásticamente a medida que se acerca a los límites de su reino.
Hacia estos confines, el paisaje cambia constantemente, la física y la magia se vuelven impredecibles, y los meros pensamientos y emociones pueden convertirse en realidades incontrolables. Quienes se adentran en estas vorágines mágicas no regresan.
En el espacio entre los reinos existe lo que se conoce como el vacío etéreo, la Gran Nada o la Oscuridad Sin. Es un no-reino que forma el cielo de los reinos.
Motas de magia débiles y desalineadas vagan por este espacio nulo. Los cuerpos esféricos que son los propios reinos se desplazan y orbitan por el vacío etérico. Algunos siguen patrones y están unidos entre sí en órbita, mientras que otros reinos se desplazan con mayor libertad.
Hay otros sub-reinos y anomalías que existen en este vacío también, como los reinos del caos, Skaven gnawholes, La Mala Luna, etc, pero no voy a entrar en esos también o estaremos aquí todo el día.
Los reinos también se conectan entre sí a través de puertas reales. Las puertas reales son, sencillamente, portales que conectan los reinos entre sí.
Una puerta real puede conectar con otra parte de su propio reino o con otros reinos a través del vacío etérico. Las puertas reales pueden adoptar muchas formas y hay que tener cuidado al utilizarlas.
Durante un acontecimiento conocido como las Guerras Realmgate (para más detalles, véanse mis otros artículos sobre tradiciones) las razas mortales guerrearon por el control de las puertas reales con las fuerzas del caos.
A medida que el caos se apoderaba de las puertas reales, su influencia se filtraba en ellas y las contaminaba, desvirtuando su función.
Una puerta real corrupta puede conectar con el Reino del Caos, o incluso directamente con el vacío etérico, lo que la hace extremadamente peligrosa.
Aunque las puertas reales corruptas suelen ser destruidas o purificadas por quienes se oponen al caos, muchas siguen existiendo en los reinos, lo que hace que viajar por ellos sea mucho más mortífero.

¿Cómo son los reinos? ¿Cómo es la vida en cada uno de ellos?
Cada uno de los reinos es enorme. Los reinos no son infinitos, pero para nosotros, los mortales, bien podrían serlo.
Los mortales pueden pasarse la vida vagando por un reino y nunca verlo en su totalidad. He aquí una descripción general de cada uno de los ocho reinos con algunos puntos de interés.
La vida en el reino de Aqshy, el reino del Fuego

Aqshy es el reino del fuego, un reino de mortales apasionados que viven la vida rápida y duramente.
La mentalidad de los habitantes de Aqshy es sencilla: nunca se sabe qué día puede ser el último, así que hay que vivir cada día al máximo.
Arde el doble, pero la mitad de tiempo. Asumir riesgos en la vida es algo culturalmente esperado en Aqshy, y morir joven es sólo un efecto secundario común de una vida bien vivida. Los que envejecen en Aqshy suelen ser vistos con lástima y desprecio por sus generaciones más jóvenes, que ven su vejez como un signo de cobardía.
En realidad, las generaciones más antiguas de Aqshy son como el acero; templadas por las llamas y los conflictos, a menudo son más fuertes que cualquier joven de sangre caliente que pueda desafiarlas.
A pesar de su nombre, Aqshy no es simplemente un reino compuesto de calurosas llanuras desérticas y cadenas montañosas volcánicas, aunque ciertamente tiene su buena parte de ellas. Aqshy tiene diversos biomas más allá de estas ardientes tierras, como humeantes junglas tropicales, cálidos mares abiertos y llanuras y praderas secas.
El elemento clave que une el reino de Aqshy es la sensación de energía. Todo en Aqshy está a una chispa de encenderse, a una palabra de enfurecerse, a un golpe de romper la calma.
Históricamente, Aqshy es un reino que ha sido asaltado duramente por Khorne, que ha reclamado el reino. Sus fuerzas han dejado profundas cicatrices en la gente y el paisaje de Aqshy. Recientemente, las fuerzas de Khorne han sufrido grandes pérdidas y reveses por la aparición de los Stormcast Eternals durante la Era de Sigmar.
A pesar de estas derrotas, a Khorne no parece importarle, y de hecho se siente vigorizado por lo que considera dignos oponentes para sus interminables guerras y violencia.
Aqshy alberga muchos lugares maravillosos, he aquí sólo algunos:
Hammerhal
También conocida como la ciudad de las colas gemelas, Hammerhal es una ciudad construida alrededor de una puerta real a Ghyran.
Hammerhal es una ciudad que existe en ambos reinos, la mitad de la cual se encuentra en Aqshy.
Hammerhal es un bastión de las fuerzas del orden, erigido en la gran parca después de que los Stormcast Eternals aseguraran el territorio en una campaña militar. Hammerhal sigue siendo gobernada y mantenida en gran parte por los Stormcast Eternals de Azyrheim, por lo que la ciudad está fuertemente fortificada y mantenida militarmente como un punto estratégico clave para el viaje por el reino.
Dicho esto, a pesar de su importancia militar, Hammerhal es una metrópolis en auge habitada por multitud de razas y culturas, y sus fronteras buscan constantemente expandirse para dar cabida a su creciente población.
Santuario de los pueblos libres de Aqshy, Hammerhal es un faro de esperanza en la Era de Sigmar para el Orden.
Anvilgard
Situada en la costa de Charrwind, Anvilgard es una ciudad portuaria fronteriza en los límites de junglas sofocantes y cordilleras volcánicas.
Anvilgard es una ciudad al borde de las tierras salvajes de Aqshy, donde los volcanes cercanos arrojan constantemente lava a los alrededores, quemando y destruyendo vastas extensiones de selva.
Una vez reducida a cenizas ricas en nutrientes, la vegetación vuelve a crecer con un vigor mágico infundido con energías Aqshian que amenaza con apoderarse de Anvilgard. Anvilgard cuenta con grandes torres que arrojan defoliantes para evitar que Anvilgard sea invadida por estos crecimientos; sin embargo, estos aerosoles químicos dejan un constante manto gris y turbio sobre la ciudad portuaria.
Esta oscuridad refleja el verdadero carácter de la ciudad, guarida de actividades delictivas y negocios turbios.
El Aquelarre de la Escala Negra, un aquelarre de aelves, manipula y dirige la ciudad en secreto para su propio beneficio. A pesar de su corrupción criminal, la ciudad portuaria es un lugar importante para el comercio y los viajes en Aqshy.
Hallowheart
Hallowheart, una ciudad rebosante de magia, alberga a algunos de los hechiceros más poderosos de Aqshy.
Está construida sobre un enorme y profundo pozo conocido como el Abismo Resplandeciente, que antaño fue el hogar de un dragón corrompido por Tzeentch.
Este dragón fue asesinado por las logias Stromcast Eternals y Fyreslayer, y ahora este abismo cavernoso se extrae por sus gemas y piedras infundidas con magia.
Aun así, la corrupción puede seguir acechando en las profundidades de la mina, y se envían expediciones cada vez más profundas a las minas en busca de cualquier resto de corrupción tzeentchiana.
El Orbe Infernia
Un mundo corrompido que se cierne sobre Aqshy, esta luna deriva sobre el Gran Parch extendiendo la corrupción del caos como contraataque a los avances más recientes del Orden en Aqshy.
Llueve sangre mientras se extiende por las tierras, vigorizando a las fuerzas de Khorne para la guerra eterna.
La locura de Chakrik
Ciudad skaven asolada por terremotos, los skaven reconstruyen constantemente tras cada oleada de destrucción. Con sus interminables hordas, las pérdidas se consideran simplemente una forma de vida en esta ciudad.
Afortunadamente, estos terremotos mantienen a raya y ocupados a los Skaven; si cesaran, el número de Skaven seguramente aumentaría y supondría un peligro para las regiones circundantes.
En comparación con todos los demás reinos, Aqshy es el reino que ha sido más desarrollado y al que Games Workshop ha prestado más atención. Hay mucho más en Aqshy de lo que podría enumerar aquí.
La vida en el reino de Ghyran, Reino de la Vida

Ghyran es el reino de la vida y el hogar de Alarielle, la Diosa de la Vida y líder de la facción Sylvaneth. Ghyran es un reino donde la vida crece y prospera en todos los aspectos. Abundante en recursos, Ghyran es el hogar de bosques y junglas prósperos y espesos, donde los frutos y la caza crecen grandes y fuertes.
El propio aire palpita de vida, vigorizando a todos los que absorben las energías de Ghyran. En Ghyran habita una multitud incomprensible de formas de vida, desde el más pequeño de los insectos hasta el más grande de los monstruos, en un ciclo natural perfeccionado.
Aunque peligrosa, Ghyran es un paraíso para quienes saben navegar por sus tierras salvajes y apaciguar a sus dioses.
Sin embargo, Ghyran es un reino que había sufrido especialmente en la Era del Caos.
Invadido por las fuerzas de Nurgle, el reino fue llevado casi a la ruina en el transcurso de su guerra. Los bosques verdes se corrompieron y se convirtieron en pantanos venenosos, las bestias salvajes se infectaron y se convirtieron en demonios plagados de viruela, y los mares azules de las costas de Ghyran se transformaron en océanos de cieno y lodo.
De no ser por la intervención del Eterno de la Tormenta en los albores de la Era de Sigmar, el reino seguramente habría muerto lentamente a manos del dios de la peste.
Ghyran es ahora un reino con graves heridas que se recupera lentamente.
Habitado principalmente por aelves y humanos, el reino de Ghyran está protegido predominantemente por los Slyvaneth de Alarielle, aunque dioses como Sigmar y (sorprendentemente) Nagash también tienen intereses en el reino, habiendo ayudado a fomentar sus propias civilizaciones en Ghyran.
Estas civilizaciones a veces entran en conflicto entre sí, aunque las recientes incursiones de Nurgle han hecho que el reino se una.
El reino de Ghyran en sí es un reino diverso de bosques, junglas, cordilleras y tundras heladas, con cada uno de estos ecosistemas rebosantes de vigor. Los propios continentes parecen estar vivos, moviéndose y desplazándose, apareándose unos con otros y haciendo que surjan nuevas masas de tierra con frecuencia.
Ghyran también alberga muchos lugares maravillosos, entre ellos:
Hammerhall Ghyra
La otra mitad de Hammerhal, Hammerhall Ghyra, es también una metrópolis rebosante de cultura y un refugio seguro para las fuerzas del orden.
Mientras la guerra contra Nurgle hace estragos en Ghyran, Hammerhal sigue siendo un importante punto estratégico.
La ciudad viva
Una ciudad creada por la propia Alarielle, aparentemente en cuestión de un día, la ciudad viviente es un testamento del poder de Alarielle.
El emplazamiento de la propia ciudad fue recuperado con la ayuda militar de los Stormcast Eternals, y como resultado de este origen, la ciudad es símbolo de la alianza de Alarielle con los pueblos libres de la Orden.
Todos los miembros de la Gran Alianza del Orden son bienvenidos en la ciudad, incluso Los Errantes, un pueblo aelven que abandonó Alareille hace mucho tiempo, en la Era del Caos.
Aunque algunos temen a la ciudad por su cultura y origen un tanto ajenos, la ciudad es un lugar seguro y acogedor para las gentes de la Orden.
Rapidez de las aguas grises
Construida en una región pantanosa de Ghyran, esta ciudad del Orden es una fortaleza industrial que contrasta con el resto de Ghyran.
Mientras que la mayoría de las ciudades y civilizaciones de Ghyran viven en armonía con la naturaleza, Fastness Aguas Grises es una ciudad-fábrica que tala bosques, expulsa humo y contaminación y llena el aire con el estridente chasquido de la pólvora.
Ciudad conocida por sus batallones de cañones, la fortaleza de aguas grises es un punto defensivo clave y proveedor ofensivo de los pueblos libres de Ghyran, sus maravillas tecnológicas no tienen parangón en el reino.
A pesar de su papel clave en la defensa de Ghyran, la fortaleza de aguas grises suele atraer la ira de los Slyvaneth, que ven la ciudad como una plaga sobre la tierra, no tan diferente de los dominios infecciosos de Nurgle. Los conflictos entre ambas facciones no son inauditos.
El roble de las edades
Remanente del Viejo Mundo, el Roble de las Eras se manifestó en la Era del Mito durante los años clave de la formación de Ghyran.
Lugar de gran magia y poder, el Roble de las Eras era un vínculo simbólico entre el Viejo Mundo y los nuevos reinos tras su destrucción.
En la Era del Caos, el árbol fue corrompido por las fuerzas de Nurgle, convirtiéndose en un gran roble negro que escupe inmundicia; una burla de las aguas vivificantes que antes otorgaba.
Athelwyrd
Santuario sagrado para Alarielle, el Atherwyrd es un valle oculto desde el que Alarielle puede conectar con las Raíces Mundiales de Ghyran.
Al permitirle sintonizar con el propio reino, Alarielle lo ve todo y sabe todo lo que ocurre en su reino. Alarielle se retiró aquí en la Era del Caos cuando toda esperanza parecía perdida en la guerra contra Nurgle.
Decrepita
Lugar que ejemplifica el ciclo de la vida, Decrepita es una tierra de Ghyran donde cada año, al llegar el invierno, mueren todos sus habitantes, para renacer en la primavera siguiente.
Codiciada por Nagash, Alarielle le regaló Decreptia como gesto diplomático en la Era de los Mitos.
Ahora es una tierra habitada por muertos vivientes, y aunque en un principio esto se vería como una bofetada a los valores del reino, los muertos vivientes han demostrado ser un eficaz elemento disuasorio para las fuerzas de Nurgle.
La vida en el reino de Shyish, reino de la muerte

Shyish es el reino de la muerte y está gobernado por Nagash, dios de la no muerte. Cuando los mortales de cualquier reino mueren, su alma, si no es reclamada por ningún dios, viaja a Shyish.
Shyish se compone de múltiples reinos de bolsillo y tierras formadas por las creencias de los mortales; cualquier cosa que los mortales crean que les espera tras su muerte es posible en Shyish. Si un número suficiente de mortales comparten una creencia común sobre su otra vida cultural, ésta se formará en Shyish y les esperará tras su muerte.
Como resultado, Shyish es una tierra formada por ultratumbas y submundos de todo tipo, junto con culturas nativas y tierras cultivadas por Nagash.
Las culturas que existen en Shyish están constantemente envueltas en la muerte. Espíritus, muertos vivientes y otros recordatorios de la muerte son habituales en Shyish.
Como consecuencia de ello, los habitantes de Shyish suelen ser gente sombría; todos saben lo que les espera al morir, y la vida suele considerarse más un preludio del resto de su existencia que el eje principal de la misma. Dicho esto, la vida aún puede ser alegre, y si uno juega bien sus cartas, la muerte no es un final, sino simplemente un nuevo comienzo.
Shyish fue una vez un reino lleno de cientos de miles de dioses de la muerte. Sin embargo, una vez que Nagash reclamó el dominio del reino, trató de convertirse en el único e indiscutible gobernante de los muertos.
Nagash persiguió y mató a todos los dioses de la muerte que encontró, y con cada dios que mataba, su poder crecía. Todavía quedan restos de estos dioses de una forma u otra, pero en Shyish, todos rinden tributo a Nagash de una forma u otra o sufren las consecuencias.
Recientemente, Shyish ha experimentado un cambio bastante considerable.
Tras el Necroterremoto, la polaridad de Shyish se invirtió, y la magia se dirigió hacia el centro del reino en lugar de hacia los bordes.
Como resultado de ello, el reino está siendo atraído hacia el interior, hacia la boca del Shyish Nadir, un sumidero en la realidad al que se ve arrastrada toda la magia de muerte de los reinos.
Como corresponde, el reino de la muerte se está muriendo.
Aquí hay algunos lugares de interés en Shyish:
Nagashizzar
La Ciudad Silenciosa se encuentra en el corazón de Shyish, y es la capital personal de Nagash en el reino de Shyish. Hogar de la gran Pirámide Negra, Nagashizzar es una fortaleza de gran poder para Nagash y sus Mortarchs.
Ruinas de Shadespire
Antaño una ciudad de Opulencia que desafiaba a Nagash, Shadespire no es ahora más que una ruina de piedras blanqueadas de hueso en Shyish.
Se dice que sus muros encierran grandes riquezas y magia, por lo que a menudo los viajeros intentan atravesar las ruinas encantadas en busca de gloria.
Estos aventureros desconocen que Shadespire es una ciudad atrapada entre reinos. Los que entran están condenados a vagar por sus pasillos para siempre.
Dicho esto, hay quienes han podido escapar de Shadespire últimamente debido a las alteraciones en el flujo de la magia causadas por el necroterremoto; aunque estos fugitivos a menudo se encuentran en otros reinos.
Esta ciudad es el escenario de las dos primeras temporadas de Warhammer: Underworlds.
Lago Lethis
Un lago en el inframundo de Stygxx, cuyas aguas devoran los recuerdos.
Este lago, y la cercana ciudad de Lethis la Ciudad del Cuervo, fueron recientemente escenario de una gran batalla entre las fuerzas de la Muerte y el Orden por una de las Bóvedas de Tormenta perdidas de Sigmar.
Glymmsforge
Ciudad del Orden en Shyish, la Glymmsforge ha sido asaltada por las fuerzas de Nagash en numerosas ocasiones. La ciudad es un valioso punto estratégico para los pueblos libres del reino de Shyish.
Con una puerta real a Azyr, los Stormcast defienden la ciudad religiosamente.
La novela "Soul Wars de Josh Reynolds" detalla esta ciudad bastante más (¡y el libro es una de las mejores lecturas de AoS)!
La vida en el reino de Chamon, reino del metal

Chamon es el reino del metal, un reino rico en recursos y oportunidades. Tan maleable como su homónimo, el reino del metal es un reino en constante cambio, el propio paisaje se transmuta y cambia con el paso del tiempo.
Como resultado, la gente que vive en este reino es un pueblo adaptable, que utiliza magias y tecnologías complejas para sobrevivir a los desafíos que presenta Chamon.
A pesar de ser el reino del metal, Chamon es un reino capaz de albergar vida. Especialmente hacia su centro más estable, se pueden encontrar grandes masas de agua limpia, así como vegetación y caza entre las montañas e islas flotantes que dominan el paisaje del reino.
El reino también es muy rico en metales y materiales preciosos. Estas riquezas han provocado a menudo una feroz competencia entre los habitantes de Chamon, en parte porque el comercio es fundamental para la cultura chamoniana, pero también por el uso práctico de estos maravillosos materiales en magia y maquinaria.
Por desgracia, estas guerras comerciales y competiciones mineras suelen crear una disparidad entre ricos y pobres, fomentando el resentimiento.
Más que cualquier otro reino, Chamon es un reino con multitud de sub-reinos en su interior.
La compleja magia que une y entreteje estos reinos ha atraído los ojos de Tzeentcch, que se ha interesado vivamente por el reino y ha concentrado aquí sus fuerzas invasoras. Atraído por la naturaleza de la magia de este reino y fortalecido por los pobres y oprimidos que buscan un cambio, Tzeentch se estableció rápidamente en Chamon.
Aunque en Chamon se celebran muchas carreras, predomina el Duardin.
Los Señores Supremos de Kharadron son los más aclamados de estos Duardin, que viven en las nubes en grandes naves celestes para sortear los duros desafíos de las tierras de abajo, pero también como una necesidad para luchar contra las hordas de las fuerzas de Tzeentch.
He aquí algunos lugares dignos de mención en Chamon:
Los Puertos del Cielo
A lo largo y ancho de Chamon, los Puertos del Cielo dirigidos por los Señores de Kharadron surcan los cielos, ejerciendo su comercio y cosechando recursos allí donde pueden.
Los Puertos Celestes también desempeñan funciones militares, cazando grandes bestias celestes y luchando contra las fuerzas de Tzeentch. Hay seis grandes puertos celestes en Chamon, todos ellos con diversas casas y linajes de Duardin.
Mirador del Grifo
Antiguamente conocidas como las Islas Forjadas por Dios, estas islas antaño perfectamente rectas fueron forjadas por el propio Grungi como regalo a los duardinos.
Sin embargo, estas islas se corrompieron y se deformaron cuando una bestia divina tzeentchiana conocida como el Grifo de la Morada descendió sobre ellas y las deformó con su atracción metálica. Aunque la bestia fue finalmente derrotada, el daño que causó a la tierra fue permanente.
Los montes Ferrium
Estas montañas metálicas son el hogar de los Golems de Hierro, adoradores del Caos, que aprovechan el magma que fluye de sus montañas para forjar brutales armas de guerra. Los Golems de Hierro son una de las bandas de la colección básica de Warhammer Warcry (que es bastante bueno).
La vida en el reino de Hysh y Ulgo, Reino de la Luz y la Sombra

No se puede hablar de los reinos de la luz o de la sombra sin mencionar el otro, ya que los dos reinos están siempre unidos.
Los reinos de Ulgu e Hysh, que giran uno en torno al otro, son reinos relacionados con el concepto de conocimiento: el conocimiento oculto o el conocimiento iluminado.
Ulgu, el reino de las sombras, es un reino de nieblas grises y oscuridad. Los susurros flotan en los vientos de este reino, y las sombras juegan malas pasadas a los ojos de los incautos.
Ulgu es un dominio de secretos y mentiras, y nada puede estar verdaderamente seguro mientras se está en el reino de las sombras, ni siquiera los propios sentidos.
Ulgu está dividido en trece dominios, gobernados por diversos líderes, pero es el divino Malarion, el Rey Sombra, quien más se acerca a un monarca supremo.
El reino es también el hogar de las Hijas de Khaine, gobernadas por Morathi, que busca la divinidad (Para más información, consulta mi otro artículo sobre las facciones.)
Hysh, el reino de la Luz, es un reino de razón e iluminación. Gobernado por Teclis y Tyrion, el Señor de la Luminación y dioses protectores de los aelves, Hysh es un reino de eruditos y filósofos, de lógica y razón.
Aunque Hysh pueda parecer un reino de paz y avance, la búsqueda del conocimiento puede ser cegadora. En la creciente sed de conocimiento, algunos hyshianos se pierden en su orgullo y provocan el caos.
Incluso un reino tan puro como Hysh ha sentido los tambores de la guerra contra el caos, y el esplendor antaño ilimitado del reino se ha perdido en la ruina. Sin embargo, aún queda esperanza mientras el reino intenta reconstruirse una vez más.
Entre los dos reinos se encuentra Uhl-Gysh, un reino prisión del dios del Caos Slaanesh. Este subreino existe en una paradoja entre los dos reinos y permanece oculto a las fuerzas del Caos, aunque la influencia de Slaanesh sigue filtrándose desde su prisión.
Ulgu e Hysh son probablemente los dos reinos menos explorados en Age of Sigmar por Games Workshop, especialmente Hysh. Los elfos de la luz podrían ser una realidad, ya que se ha insinuado su existencia en una próxima edición.
La vida en el reino de Ghur, reino de las bestias

Ghur es el reino de las Bestias, un reino salvaje donde los conceptos de depredador y presa se llevan al extremo.
En Ghur, todo es depredador de algo: hasta la propia tierra se desplaza y caza, engullendo a los incautos. Las bestias divinas y otros behemoths vagan por las tierras de Ghur más que por ningún otro reino, devorándose unos a otros y remodelando la tierra mientras luchan.
Sus enormes esqueletos salpican los paisajes de Ghur.
En Ghur existen bolsas nómadas de vida mortal que vagan por las tierras y se hacen un hueco en el ecosistema sobrecargado de Ghur.
Vastas hordas de Orruks asolan las colinas y riscos de Waaaghs, bandas de guerra del Caos acechan a las bestias en sus escarpadas llanuras, y los Ogors viajan en manadas nómadas, siempre en movimiento.
Algunas razas mortales se ganan la vida en poblados más estables protegidos por empalizadas, y algunas incluso viven a lomos de las grandes bestias que vagan por Ghur.
Los paisajes de Ghur son tan variados como peligrosos. Selvas repletas de megafauna, bosques con maleza retorcida, colinas que se desplazan y rechinan unas contra otras, montañas que caminan, sistemas de cuevas que se abren como fauces y tundras heladas que migran son ecosistemas que existen en Ghur.
Un sentimiento de hambre y caza impregna el aire de Ghur, contagioso en su sencillez primigenia.
El culto a Gorkamorka es fuerte aquí en Ghur, y el reino está obviamente muy en línea con los valores de la Gran Alianza de la Destrucción.
Dicho esto, el destino del reino se ha puesto en tela de juicio con la llegada de los Stormcast Eternals durante la Era de Sigmar.
Con las fuerzas del Orden uniéndose a la refriega, nadie sabe realmente qué destino aguarda a Ghur.
Vida en el reino de Azyr, Reino de los Cielos

Azyr es el reino de los Cielos, un reino celestial que ha sido reclamado por Sigmar como su sede de poder. Aquí, grandes formaciones estelares y cuerpos celestes se ciernen sobre vastas montañas y franjas de selva.
Tanto los Stormcast Eternals como los Seraphon reclaman Azyr como su reino natal, haciendo de Azyr el reino más intocado por las fuerzas del Caos.
Las vastas ciudades de Azyr y sus estructuras forjadas por los dioses asombran a todos los mortales que viajan al reino, ya que Azyr es uno de los reinos más avanzados tecnológicamente y en sintonía con la magia.
Es el orgullo y la alegría de Sigmar, que levantó el reino desde sus inicios primigenios cuando llegó por primera vez a Azyr hace milenios, sobre el núcleo ardiente del Viejo Mundo.
Ese trozo del Viejo Mundo sigue existiendo hoy en día, colgado en el cielo por Dracothian con enormes estructuras construidas a su alrededor: se conoce como el Sigmarabulum. Es aquí, sobre el yunque de la Apoteosis, donde los Fundidos de la Tormenta se forjan de nuevo tras sus prematuras muertes en los reinos mortales.
Es aquí donde la Bóveda Celeste, hogar del panteón en tiempos de crisis, sigue en pie como símbolo de poder.
Es aquí donde el poder de Sigmar alcanza su cúspide.
Sigmar mantiene un férreo control sobre este reino, negándose a permitir que el más mínimo rastro del Caos se instale en su reino. Sus leyes son estrictas y los castigos por infringirlas, severos.
Otros reinos en Age of Sigmar

Más allá de estos ocho reinos, otros reinos vagan y habitan en el gran vacío de la realidad. Aunque no voy a profundizar en ellos aquí, hay un par que merece la pena mencionar.
El Reino del Caos: El Reino del Caos, un reino infinitamente grande que cambia y se mueve constantemente, es el reino primordial de los Dioses del Caos. Consulte mis otros artículos para obtener más información.
Todos los puntos/Ocho puntos: Un reino nexo que conecta con todos los demás reinos a través de la Puerta de Todo. Recientemente conquistado y corrompido por el Caos, ahora se conoce como Ochopuntos.
Archaeon utiliza Eightpoints como campo de pruebas para los adoradores del caos, enfrentándolos entre sí en una batalla interminable, y escogiendo a dedo a los luchadores más violentos y hábiles. Este es el escenario de Grito de guerra.
La Luna Mala: Este objeto celeste se precipita a través del Gran Vacío, viajando erráticamente de reino en reino por caminos impredecibles. Allí donde aparece, se extiende la locura, ya que deforma la realidad bajo su resplandor luminoso.
Los Gits Gloomspite adoran a esta entidad, siguiéndola mientras viaja por los reinos.
La Luna Mala propaga un crecimiento fúngico y una infección allá donde va, brotando este crecimiento del suelo, de las estructuras e incluso de los propios mortales.
Si aparece la Luna Mala, suele significar la perdición de quien la presencia.
What is the Grand Alliance: Order in Age of Sigmar and what factions are included?
Order represents the various civilizations found within the realms of Age of Sigmar.
There is a large amount of diversity within the alliance, as many of the factions come from radically different cultural backgrounds and often have conflicting goals and values between them.
What Order as a grand alliance represents is the desire for structure, law, and/or hierarchy to govern the realms. While Order embodies many things in Age of Sigmar, it is not necessarily morally good.
Many people assume, when looking at the game for the first time, that the Grand Alliance of Order are the good guys, and while it’s easy to look good when compared to the reality corrupting forces of Chaos, Order is not synonymous with any form of moral standing.
Order is just as much home to paladins of Sigmar and treants of nature as it is to fanatical murder cults and soul-stealing raiders.
The common thread that binds these factions together is the hierarchies and laws that form their societies, and the threat of Chaos consuming it all is the cause that unites them together.
The pantheon of Order was once the mightiest force in the realms, and their cooperation ushered in a golden era during the Age of Myth.
However, in the face of Chaos, that alliance eroded until betrayal and mistrust broke the pantheon from within.
Now, the forces of Order engage in an uneasy, but necessary alliance against Chaos once more.
As the largest of the Grand Alliances, what follows is some of the most prominent or noteworthy forces of Order.
Lore and background of the Stormcast Eternals faction

The Stormcast Eternals are undoubtedly the face of the Grand Alliance of Order, and of the game of Age of Sigmar itself.
They are the defining force that began the historical era of the Age of Sigmar, and were the element that began to turn the tides against the dominance of Chaos across the realms.
When the pantheon of Order split, and all hope was lost, Sigmar retreated to his realm of Azyr and sealed it off, seemingly abandoning the realms. While the forces of Chaos ravaged and desecrated the lands, Sigmar worked on assembling a force to combat the threat of Chaos. The Stormcast Eternals are that result.
Reforged from the souls of valiant mortals who died fighting Chaos, the Stormcast Eternals are an army of warriors reborn in Sigmar’s divine light.
They carry with them a touch of Sigmar’s power, with strength and fortitude beyond that of any mortal being. Furthermore, the Stormcast Eternals share Sigmar’s affinity with lightning, able to be transmuted and cast across the realms in great storm bolts.
Among the most magically inclined chambers of Stormcast, wizards are able to wield lightning freely, burning away any who would cross their path.
Additionally, all Stormcast wear armor forged from Sigmarite, a durable metal drawn directly from the core of the world that was, which sits now in Sigmar’s capital city of Azyrheim as a grim reminder of what is at stake against the forces of Chaos.
Finally, to cap off all of these divine boons, if ever a Stormcast should fall in battle, their soul will be drawn back to Azyr, where the Stormcast Eternal will be forged anew and be given life once more.
All of this comes at a cost, however. Each time a Stormcast is reforged on the Anvil of Apotheosis, a piece of that individual is lost. At first, it will be memories.
The faces of loved ones, memories of childhood, details of their lives. But soon after, as the Stormcast are reforged again and again, their personalities will begin to fade, and the individuality of the soul will be lost. In the end, some Stormcast are reduced to mindless automatons, a fate that many would argue is worse than death.
The Stormcast are seeking a cure for this, despite the fact that the issue is rarely discussed openly among the ranks. The Stormcast operate in a highly regimented and militarized structure, with faith in Sigmar being the core pillar of their order.
The various chambers that compose the Stormcast Eternals can range from ranks of infantry to spellcasting wizards to even rangers on the frontlines. This diversity and determination results in the Stormcast Eternals being one of the most dominant forces of Order in the realms.
Lore and background of the Sylvaneth faction

The Sylvaneth are the children of Alarielle, goddess of life. Woven from bark and branch, these spirits of the wood can vary in size and form, from human sized dryads to towering treants.
It is believed that a portion of the Sylvaneth are formed from the souls of beings Alarielle saved from the destruction of the old world, giving them an ancient connection to the world that was.
Regardless of their origin, all Sylvaneth are connected deeply to the land, and seek to cultivate growth and life within the wilds. They bear a particular hatred of chaos, especially Nurgle, who corrupt and defile the land itself that the Sylvaneth are a part of.
The Sylvaneth wield with them the might of nature, bringing creatures and spirits of the wood against those who would threaten their groves.
The Sylvaneth do not have societies and cities as the other factions of order do, but they are an elemental guardian of nature and seek to preserve and protect the land, regardless of the aggressor.
Lore and background of the Fyreslayers faction

The Fyreslayers are a brotherhood of duardin fanatics, who worship the dead god Grimnir. Grimnir was a warrior god who was freed from imprisonment by Sigmar in the Age of Myth along with his brother Grungni.
While Grungni placed himself in Sigmar’s service to repay his debt, Grimnir demanded immediately for a task to settle what was owed.
Sigmar tasked Grimnir with slaying the great salamander Vulcatrix, the mother of fire.
Grimnir set off at once to do battle with the great beast, a battle that shook the foundations of Aqshy, carving mountain ranges and raining fire.
In the end, both divine entities slew each other, and Grimnir shattered into an innumerable rain of gold upon his death.
Today, the Fyreslayers seek out this divine gold. Branding it into their flesh, portions of Grimnir’s power can be bestowed upon them, giving them extreme resilience, speed, and strength. By releasing this energy, the Fyreslayers seek to give form once more to their long dead god, and as such, they seek it out tirelessly.
Much of this Ur-gold has fallen into the hands of the other mortal races, so to avoid having endless conflict with all other races, the Fyreslayers sell their services as mercenaries.
This places the Fyreslayers in the somewhat morally grey area that the grand alliance of order can entail.
While the Fyreslayers do have a high sense of honor, they place the hunt for Ur-gold above all else, meaning that Fyreslayers may fight for Order one day, but turn against it the next.
While the Patriarchal lodges of the Fyreslayers are most prominent in Aqshy, the Fyreslayers can be found all over the eight realms.
Lore and background of the Kharadron Overlords faction

The Kharadron Overlords are a race of Duardin who have abandoned their traditional ancestral homes to take to the skies.
Using advanced technology powered by aether-gold, an extremely valuable gas like substance, the Kharadron Overlords live in sky ships and floating cities high above the warring realms below.
During the end of the Age of Myth, at the turning of the Age of Chaos, the Duardin felt as though their god Grungni had abandoned them.
While Grungni worked for Sigmar, crafting marvelous technologies, he ignored the plights of his people, thinking that his people would survive best under pressure and through trials.
However, as the tides of chaos grew and war spread across Duardin land, the Duardin people found themselves abandoned by their god.
Unable to continue existing as they were, these Duardin found themselves taking to the sky through their technological achievements to survive, and so the Kharadron Overlords were born.
Initially a reclusive people, today the Kharadron Overlords are a mercantile group, moving between realms and trading.
With the return of Sigmar and the fight against chaos resuming, the Kharadron Overlords now descend upon the mortal realms in their skyships to unleash their fantastical weaponry upon the enemies of order.
Lore and background of the Daughters of Khaine faction

The Daughters of Khaine are a murderous cult of witch aelves and fanatics who worship the god Khaine.
They exist within the societies of order through deception, posing as gladiatorial warriors and entertainers in private circles.
In truth, the Daughters of Khaine are killers, sacrificing others to maintain their youth and empower themselves. Sigmar tolerates the presence of these fanatics for the simple reason that they are invaluable in battle.
The Daughters of Khaine are battle hungry warriors who spend their whole lives training, and when the skills they have cultivated are required, they are a terrifying force to unleash against the enemies of Order.
The Daughters of Khaine are led by Morathi, the high oracle of Khaine, who has fashioned their society in her likeness. The entirety of the Daughters of Khaine’s society is built on lies, and in truth, Khaine is a false god.
It is Morathi the demigoddess to whom the Daughters of Khaine’s really worship, though they do not know it.
Absorbing their faith and growing on their spiritual power, Morathi seeks to grow enough as a demigoddess to achieve true godhood.
Lore and background of the Idoneth Deepkin

The Idoneth Deepokin are a race of aelves who, until recently, had existed in isolation and secrecy. During the End Times of the world that was, Slaanesh, the Chaos God of Excess, devoured much of the Aelven race.
When Tyrion, Teclis, and Malekith captured the Chaos God Slaanesh, they attempted to extract Aelven souls from Slaanesh in the hopes that they could be saved.
While the race that would become known as the Deepkin were salvaged, their souls were seemingly tainted by the Chaos God.
Fearful of Chaos worship, they fled to the deepest recesses of the sea to live in isolation.
There, they discovered that only one in a hundred children they would sire would be born sentient. Over time, the Deepkin struggled, but slowly they rebuilt.
They constructed vast secret cities in the deeps, and learned to tame the underwater creatures that dwelt in the ocean depths.
They mastered magic that allowed the Deepkin to transfer souls; by stealing the soul of one being and imbuing it into on an empty shell of a aelve, a new life could be born.
Thus, the Idoneth Deepkin raid the shores of the mortal realms above the waves, stealing souls and retreating back below the waves to expand their ranks.
Using magic that allows their sea mounts to swim through the air as if it were water, the Idoneth Deepkin strike hard and fast, using magic to also confuse and slow their victims.
Only recently exposed to the common eye of the mortal realms, The Idoneth Deepkin join the Alliance of Order due to their hatred of chaos.
However, the Deepkin are a tenuous ally at best, for once Chaos is defeated, they will surely turn on their allies in the search of more souls.
Lore and background of the Cities of Sigmar and the Freeguild

The Free Guild and the Cities of Sigmar are the numerous collectives of civilizations that are scattered throughout the realms.
Normal mortals like you and I, these collectives fight valiantly in the face of impossible threats beyond their understanding. Some are just normal plebs, others part of the Freeguild and others are criminals.
The Free People includes Humans, Aelves and Duardin (and maybe other races?).
Right now we mostly know about the Cities in the Cities of Sigmar book, but other humans and cities could be build or uncovered in the future.
Lore and background of the Seraphon

The Seraphon are a race of primordial lizard people from the world that was.
They are led by the Slaan, and race of ancient and powerful spellcasters, who escaped the destruction of the old Warhammer world in large ships.
Unfortunately, all of these lizard people died on the ships with the exception of the Slaan as they wandered through the cosmos, before eventually ending up in the mortal realms.
Now the Slaan summon tangible copies of the Seraphon through memories into battle, making them a sort of Order Deamon faction.
I’m really not doing them justice here, but their lore is quite outdated, and they have largely been ignored in the lore of Age of Sigmar.
They deserve an update, because Aztec lizard people riding dinosaurs that shoot lasers is too ridiculous to not have in the setting.
Make it work, Games Workshop!
What is the Grand Alliance: Chaos in which factions are in it?
In Age of Sigmar, there is a realm known as the realm of chaos. It is a primeval place, constantly shifting and changing, where thought and emotion can become reality.
No mortal being could survive here for long, as the nightmarish and ever-changing realm is incomprehensible and unnavigable by mortal standards.
It is unclear exactly how the realm of chaos is connected to the rest of the mortal realms; however, it is known to be connected to the dark desires and impulses of mortals, formed from their emotions and deeds.
None exemplify this law of reality more than the Dark Gods themselves.
Within this realm of chaos, there are beings known as the Gods of Chaos.
These are beings of immense power, formed from the dark impulses of mortals, that are just as much a part of the realm of chaos as they are rulers of it.
They are able to form more stable territories within the realm of chaos, and as their influence over mortals grows, their power grows as well.
Ultimately, these Chaos Gods seek to corrupt the rest of the mortal realms and merge the realm of chaos with all of reality in the ever-ongoing pursuit of power.
The Chaos Gods are incomprehensible in their machinations and motives, as they truly are beyond any mortal understanding.
They are a primal force that always has, and most likely always will, exist. Beating upon reality as a tidal wave beats upon a rock, chaos endlessly and tirelessly pursues it goals.
Generally, when people refer to the Chaos Gods, they are referring to the four main gods of chaos:
- Khorne
- Tzeentch
- Nurgle
- Slaanesh
However, there is also a newly ascended God of Chaos, The Great Horned Rat.
These gods will often compete with one another, and are not above waging war on each other in their eternal struggles for dominance.
However, when the gods unite under one banner, they become near unstoppable.
Lore and background Khorne and his armies

Khorne is the god of war, bloodshed, and violence. He cares not from where the blood flows, but only that blood is spilt.
To Khorne, any battle is a ritual in his honor, and any war cry is a prayer in his name. More than anything, Khorne craves endless battle filled with brutal violence.
However, despite Khorne’s seemingly mindless lust for bloodshed, Khorne does seem to have a twisted code of honor.
Khorne detests magic, seeing it as weak and cowardly, and seeks to punish those who would use it in battle.
Khorne sees no glory in sneak attacks or cheap tactics, and as a result, demands that warriors face their opponents head on in open challenge.
While Khorne does not shy away from the killing of innocents, the skulls of the weak are pitiful trophies, not worthy of Khorne’s throne of skulls – so Khorne’s followers will not often seek battle with the weak.
In Age of Sigmar, an age known for its widespread wars and fierce battles, Khorne has become a powerful God.
Still, his thirst is endless, and he continues to seek greater battles and further incite violence across the realms. Symbols of Khorne include blood, skulls, and brass.
Lore and background Tzeentch and his armies

Tzeentch is the god of change, knowledge, and magic. More than any other Chaos God, Tzeentch eludes mortal comprehension.
His plans are convoluted at best, and his machinations can stretch on for centuries.
What may seem to be a loss for Tzeentch really might be an intentional ploy that will only bear fruit decades or centuries down the line.
While we might see reality in a limited, linear sense, Tzeentch seems to be able to see all realities at once, manipulating the strands of fate for its own desires.
Tzeentch will often promise power through knowledge, seducing wizards into its service – however, this knowledge will often come at a terrible cost.
Mutations are seen as blessings of Tzeentch, granting power to those able to handle the extreme changes to their bodies, while consuming the unworthy and turning them into terrible beasts.
‘Of all the Chaos Gods, Tzeentch seems to care for its followers the least, treating them as pawns in the grand scheme of things.
In Age of Sigmar, an age known for its widespread wars and as a period of unrest, Tzeentch lures into its fold revolutionaries who seek to change their societies and wizards who crave knowledge to survive.
Tzeentch is the God of Chaos most accepting of the recent changes to the Chaos pantheon.
Symbols of Tzeentch include Birds and Avian features, mutations of flesh, and the eye… though of course, all these are subject to change.
Lore and background Nurglee and his armies

Nurgle is the god of pestilence, rot, and decay. Nurgle may initially appear to be a god of death, but Nurgle actually embodies the cycle of life in full.
Every diseased, rotting corpse is host to a multitude of lifeforms, and will lay the foundations for life to come.
Nurgle enjoys life but demands that when death comes, it is to be embraced. Nurgle wishes to spread plague and disease across the realms and offers a strangely familial embrace to those who would accept his teachings.
In an age where war and famine spread across the realms, Nurgle continues to grow in power from the festering corpses of the fallen.
He continuously concocts new poxes and illnesses to spread across the realms, and his followers are his vessels to do so.
A few of the symbols of Nurgle are the bell, the fly, and exposed diseased entrails.
Lore and background Slaanesh and his armies

Slaanesh is the chaos god of excess, pride, pain, and pleasure.
Above anything, Slaanesh wants you to feel and embrace sensation. Slaanesh continuously seeks greater and grander sensations or experiences, usually at the expense of others.
Slaanesh is a god that infiltrates and corrupts more so than any other chaos god. In times of peace, when there is no war, unrest, or pestilence, it is Slannesh that corrupts society through opulence and comforts.
Pride over one’s position, excess through carnal pleasures, even ambition in the arts can all be doorways in which Slaanesh’s influence can emerge.
As a god of excess, Slaanesh is also a particularly dangerous god in an age where the ruinous power of chaos reign.
As the chaos gods indulge themselves in their forms of worship, they too engage in excess. This excess can fuel Slaanesh and empower the god in the same way mortals can.
This can make Slaanesh a God particularly feared by the other gods of chaos.
Currently, Slaanesh is actually imprisoned by the gods of order in a prison between realms. It is theoretically a prison impossible to escape, but Slaanesh’s influence seeps out from it prison while its chains slowly break, one by one.
In the meantime, Slaanesh’s followers desperately seek put their god, growing ever closer to unleashing Slaanesh upon the realms once more.
Lore and background of the The Great Horned Rat and his armies

The Great Horned Rat is the Dark God of the Skaven, a race of chittering, all-consuming rat people.
The Great Horned Rat has only recently ascended into the pantheon of the Chaos Gods.
As a newcomer, the god is often regarded as weaker compared to its peers, but make no mistake, the Great Horned Rat is a powerful and dangerous god.
Commanding the endless hordes of Skaven, the goals of the Great Horned Rat are simple: to consume and infest every realm in its entirety.
The symbols of the great horned rat are (unsurprisingly) the horned rat, the Skaven, and the number thirteen.
What other factions are there in the Grand Alliance: Chaos?

In addition to the followers of these dark gods, the grand alliance of Chaos also includes a few other factions worth mentioning:
The Beasts of Chaos: Born from Chaos corruption, the beast men are violent, chaos worshipping creatures that appear to be a cross between a man and beast.
Often resembling that of a Goat or bull, the beastmen roam the realms in great herds, raiding and defiling all they find in their wake.
Slaves to Darkness: Also known sometimes as the Darkoath, these are Chaos worshippers that follow no specific major chaos god.
Unfortunately, there isn’t a lot of lore on these guys at the moment, but with Warcry coming out we are seeing more fluff on these diverse chaos tribes.
Each tribe can be radically different from each other, so this is a great faction for creative ideas from a creator stand point. Many of them worship gods that are simply aspects or local versions of the major chaos gods.
What is the Grand Alliance: Death and what factions are in it?

Pida y Caos are two sides of the same coin. As civilizations rise up, and mortal races become more prominent in the world, the emotions, desires, and ambitions of these mortal races give birth to Chaos.
Chaos then rises up, corrupts and devours the world, and after the energies of the world reform, the cycle begins anew.
Who knows how long this process has gone for? What is the point of it all?
As long as Order and Chaos exist, one will always rise up to combat the other, the cosmic wheel will keep turning.
Muerte, on the other hand, seeks to stop the wheel, to freeze it in place.
Death seeks to do this, quite simply, by killing everything. If all of existence exists in a state of undeath, in a state of unmoving, unchanging reality where the whims of mortals can no longer take shape, then the cycle of destruction will cease.
Led by Nagash, Supreme Lord of Undeath, the Death Grand Alliance is largely an embodiment of his will.
All of the dead answer to Nagash, and Nagash rules over his undead hordes with an iron will.
Those who would slight Nagash find themselves swiftly punished for eternity – for while Nagash has a sense of justice, he does not forgive. Nagash seeks to expand his will across all of the mortal realms – as the god of Death, all souls belong to him in the end.
This mentality leads to many conflicts with the other Grand Alliances. Chaos seeks to corrupt souls, so that they may send them to the realm of chaos for their own ends, reforming them into daemons.
Sigmar and the other Order factions often seek to cheat death, stealing souls from Nagash to be reforged into the Stormcast, or seeking immortality through their patron gods.
As for the hordes of destruction, what little soulstuff they have is claimed by GorkaMorka, making them an irritating threat that needs to be destroyed.
Lore and background for Legions of Nagash

The Legions of Nagash refers to the mindless dead that swell the ranks of his undead, as well as the vampire lords and Mortarchs that led them into battle.
A bit of a catch-all faction within death, this faction contains legions of skeletons and zombies, acting as undead thralls and meat shields, as well as more intelligent beings, such as vampires and necromancers.
Truly, any being from any other death faction can be found within the Legions of Nagash, and all seek to exact his will.
The most notable beings within the Legions of Nagash, besides Nagash himself of course, are the Mortarchs.
Nagash’s personal lieutenants, these powerful beings can still exact their own will (to an extent) and lead Nagash’s forces.
Lore and background of the Flesh-Eater Courts

The Flesh-Eater Courts are a faction composed of flesh-eating ghouls that are cursed with delusion.
Despite being raving mad monstrosities that desire to eat flesh with an insatiable appetite, the Flesh-Eater courts see themselves in their minds are nobles, princes and crusading knights of high standing.
In their minds, they embark on quests to free their people from the tyranny of others, and when their battles are won, they gather in their halls for great banquets and feasts.
They see the other factions as irredeemable monsters, and the undead hordes they ally with as fellow countrymen.
Home to all manner of undead that crave flesh, the Flesh-Eater Courts are a disturbing force to behold.
Lore and background of the Nighthaunt

The Nighthaunt are vast hosts of spirits, geists, and other incorporeal beings in the service of Nagash.
While the worshippers of Chaos go to their respective gods, and those who fight chaos valiantly are stolen by Sigmar, Nagash is often left with the cowardly and unworthy who have committed atrocities throughout their lives.
Nagash punishes these poor souls in eternal enslavement, always trying to match the punishment to how they lived their sinful lives.
The wailing hordes of the Nighthaunt are a terrifying force to do battle with.
Incorporeal in nature, it takes a being of strong will to be able to land a blow on such spiritual adversaries; otherwise such attacks will simply pass through.
Nowhere is safe from the Nighthaunt, as they pass through walls and other barricades that would slow any other army down.
More than any other death faction, the Nighthaunt are fueled by emotion. Hatred, sorrow, desperation; these spirits are often trapped in the eternal throes of these feelings, doomed forever to be used as troops in Nagash’s wars.
Lore and background of the Ossiarch Bonereapers

The Ossiarch Reapers are Nagash’s answer to the Stormcast Eternals. While Sigmar has his might Stormcast, what does Nagash have?
A lot of dead dudes and some ghosts.
Well, in the Soul Wars Storyline Nagash is starting to pick up the slack and the Ossiarch Reapers is his newest line of toys.
They are a construct army made of bone. As in, they are bones reforged into big lumpy skeleton warriors, living warmachines and all manner of crazy constructs. Unlike the normal skeleton and zombies, the souls of the former owner of the bones are still (sort of?) inside the bone stuff.
How the personality of such beings is going to be, remain to be seen.
You can read more about the Ossiarch Bonereapers Release here
What is the Grand Alliance: Destruction and what factions are in it?

There are those who do not care for the comforts and trinkets of society.
There are those who only see laws as a method to protect the weak and who see morals as a way to rule those too meek to command their own destiny.
Destrucción sees Pida and its civilization as a cage, and wishes to be free.
Destruction cares not for the temptations of Caos, as Destruction already has everything it could ever want. And Destruction sees Muerte as just another form of enslavement. The only solution is to tear it all down.
Going back to our wheel analogy from earlier, if Death wants to freeze the wheel in place, then Destruction simply wants to break it.
Destruction is a Grand Alliance composed of all sorts of races, ranging from Orruks to Ogors, and Gits to Gargants.
All of these races reject the ideologies of the other alliances, and above all else wish to be free to do whatever they want.
They mostly live in primitive societies, where might makes right, but only a fool would underestimate their simple lifestyle for a lack of intelligence and cunning.
Another uniting factor between members of the Destruction Grand Alliance is their worship of the God Gorkamorka.
But, as with everything else with Destruction, there is no agreement on who or what Gorkamorka really is.
The individual races and tribes interpretation and vision of Gorkamorka is very much what shapes their actions and society (if you can call it that).
Lore and background of the Ironjawz

The Ironjawz are a faction of Orruks that, like all Orruks, live for battle.
Gathering in large mobs and adorning themselves in great, twisted metal armor, the Ironjawz charge fearlessly into battle.
More military-minded than other Orruk clans, the Ironjawz will attempt to exploit tactics and formations to surprising effectiveness.
Often seen riding boars, or large, scaled, hulking beasts known as Maw-Krushas, Ironjawz are not afraid to use any weapon at their disposal as long as it results in a good fight.
The Ironjawz love fighting so much, that they get jealous if there is a good scrap and they are not invited.
The Ironjawz will roam from place to place and from realm to realm, trying to find the biggest and fiercest opponent to fight.
Lore and background of the Bonesplitterz

The Bonesplitterz are a faction of fanatical orruks who have gone berserk and never quite recovered. Large gatherings of Ironjawz can result in what’s known as a Waaagh!, which is a terrifying Orruk crusade across the realms.
Orruks are quite emotionally charged during a Waaaagh!, whipping themselves into frenzies as they fight.
Often, when a Waaagh! comes to an end, there are those who seem stuck in their primal state.
These Orruks will strip themselves of armor, paint tribal symbols on themselves, and will often be exiled from the group to wander.
Drawn towards some sort of primal energy, these Orruks will often find large groups of other Orruks like themselves. These are the Bonesplitterz.
Travelling in great hordes, these Orruk hordes are led by the Wurrgog Prophets, beings that engage in ritualistic hunts of great beasts in the name of Gorkamorka.
They believe that by slaying these beasts, they inherit the bestial strength these creatures displayed, leading to ever greater hunts.
Adorning themselves with the bones and entrails of the beast, they gorge themselves on the creature’s flesh before setting out once more.
Of course, the Bonesplitterz are not exclusively tied to wild beasts, and will often attack settlements and armies of other grand alliances.
We have recently found out that the Ironjawz and Bonsplitterz will be unified under one battletome later this year.
I’m assuming they will be mostly keeping their already established lore, but anything could change!
Lore and background of the Mawtribes and the Beastclaw Raiders

The Ogors and the Beastclaw Raiders are also a faction currently on the precipice of change in game.
We know a game update will be coming for this faction very soon, but as for what it entails, we are not entirely sure.
As a result, take this section with a grain of salt!
The Ogors are a race of large, hulking humanoids who are always hungry. They often travel in large groups, raiding and pillaging in an attempt to sate their never-ending hunger.
One such group of tribes are known as the Beastclaw raiders, ogors who ride large, hairy beasts from freezing arctic lands. These raiders are forced to live life on the move, as an immense blizzard known as the Everwinter is always close behind them.
As for why this is, no one is quite sure. Some speculate it is a curse, cast upon them by Gorkamorka himself for some past transgression.
These Ogors live in tribal units with chieftains, who leadership is based on how much food they can bring in with each hunt.
Other Ogor groups exist in the realms, also living in nomadic tribes, but some act as mercenaries, selling their formidable combat skills in exchange for payment.
Surprisingly enough, they tend to adopt aspects of the cultures around them until deciding to move to their next destination in their wanderings.
Lore and background of the Gloomspite Gitz

THE GLOOMSPITE GITS are a large faction composed of a multitude of grots, all of whom share one thing in common: the worship of an entity known as the Bad Moon.
The Bad Moon is a celestial entity that sporadically travels the realms, with the Gloomspite Gitz following in its wake. In whatever form the legends of the Bad Moon take, it is always somehow connected to Gorkamorka.
This faction is composed of Grots, small goblins that like in dank, fungus covered caves; squigs, voracious fungal creatures with insatiable appetites that the grots are crazy enough to ride; Troggoths, hulking cave trolls that live alongside grots in their underground cave networks; and giant spiders, which many of the grots ride and built platforms upon.
These hordes of creatures chase after the bad moon, as under its moonlight, things get weird. Fungal growths sprout all over the landscape, other mortals go mad, and the grots are actually whipped into a fervor, growing in strength.
The ultimate goal of the grots seems to be to unleash the power of the Bad Moon all over the realms, and convert the landscape into something they call the Everdank, a clammy wet world covered in fungal growth like the caves they live in.
Beyond these factions, its worth mentioning the Gargants, giants that often ally with other Destruction factions, but have no faction of their own to call home.
They often fight in exchange for alcohol, which they tend to drink in battle, often causing more trouble then helping. That being said, a focused giant is an extremely dangerous combatant.
Other AoS lore resources you might be interested in
Still vague on the storyline and the mortal realms? Read intro to the lore of the mortal realms here
Read our intro to mortal realms in Age of Sigmar here.
Now that we have covered the general story of Age of Sigmar, along with the various factions and what motivates them, you should have a pretty solid grasp on Age of Sigmar’s lore from a beginner’s perspective!
If you want to delve deeper into Age of Sigmar’s lore, here are a few starting points for you!
- The Core Book: the Core Book is about 319 pages long and about 219 pages of that is lore! Not only does the core book have all the rules needed to play the game, but it has got tons of lore and story in it that I couldn’t cram in here. Not to mention all the beautiful artwork.
- Your favourite faction’s battletome!: every battletome goes into the history, motivations and lore of its faction way more than I could ever hope to in a summary article like this.
- The Black Library novels: there are tons of books and other forms of fiction available for you to explore. I would personally recommend either “Soul Wars” by Joshua Reynolds, as it is a great starting that picks up around where we left off our history lesson, or “Realmslayer”, an audio drama featuring the popular character of Gotrek Gurnisson. Gotrek is a character from the world that was who is thrown into the thick of Age of Sigmar, and has pretty much no idea on what’s going on as he explores the world for the first time. It’s a great starting point as you will be learning about the Age of Sigmar world right along with Gotrek!
- Youtube Channels for AoS lore There are many Youtube channels that go in-depth on Age of Sigmar’s lore in interesting and engaging ways. I personally recommend 2+ Tough.
More so then anything, I hope you had fun reading this article and walked away more interested in Age of Sigmar.
It’s a great time to join in on the game or the novels, as more content is always being produced.
Welcome to the realm of Age of Sigmar!
Where can I learn more about Age of Sigmar lore?
If you want a general overview of the storyline, the factions and so on a great place to start is the Age of Sigmar Big Core Book.
That said, the lore explantion in that book can quickly become a rundown of “these things happened”.
If you are more interested in reading stories, you should try some of the Black Library novels. Their audiobooks are also really good!
If you are mainly interested in a specific faction, look for the battletome of that army. It contains a truckload of lore, stories, and information.
More a youtube person? 2+ Tough is definitely the place to go for lore.
- El reglamento básico (la tapa dura grande): Este libro tiene 37 páginas dedicadas sólo a los reinos, ¡sin mencionar toda la historia de las guerras que ocurren entre ellos!
- El batallón de tu facción favorita: Cada facción, más o menos, parece llamar hogar a un reino determinado. Si quieres saber más sobre el lugar preferido de una facción en el cosmos, consulta su libro.
- Novelas: Hay montones de novelas de la Biblioteca Negra centradas en los distintos reinos.
- Youtube: Hay un montón de youtubers geniales que hacen vídeos de lore para Age of Sigmar, ¡así que no tengas miedo de echarles un vistazo! Yo personalmente recomiendo 2+ Tough.
Why I think the lore and setting is critically important for a game like Age of Sigmar
Warhammer: Age of Sigmar, though still relatively new, is a game that is rapidly growing in size.
Having just emerged into its second edition last summer, we have been treated to an onslaught of releases at a breakneck speed over the last year.
We’ve seen new factions, revamped battletomes, stunning terrain, and even new boxed games such as Warcry all adding to the ever-expanding world of Age of Sigmar.
It’s easy as a newcomer to the hobby to look at the scope of Age of Sigmar and be completely at a loss on where to start.
I’ve always been in the camp that believes that the lore and story should be the first thing a newbie to the hobby checks out. After all, in this hobby, it’s the lore that adds context and flavor to the mechanics of the game.
Why is it that certain units have certain abilities?
Why would these factions be fighting or allied?
What does all this detail on the models represent?
It’s the lore of Age of Sigmar that answers these questions.
If you think about it, at the end of the day it’s the lore of Age of Sigmar that justifies the whole game being miniatures based!
If there were no story context, we might as well be playing with marked bases… and while I’m sure the game would be much cheaper, I think everyone here would agree with me when I say that the game simply wouldn’t be the same, and it wouldn’t capture our interest as it does now.