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Chaos

Daemons of Chaos

The unified daemonic legions of the four Ruinous Powers made manifest in the Old World — rage, pestilence, sorcery, and excess given form, spilling through the thin places of the world to make war on reality itself.

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Daemons of Chaos — faction art

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Daemons are not born and cannot truly die, for they are not creatures of flesh at all. They are the raw stuff of the Realm of Chaos given shape and hunger — fragments of the Dark Gods themselves, condensed out of the churning ocean of emotion that mortal souls pour endlessly into the beyond. Every act of rage, every despairing sigh, every scheme and every indulgence feeds that realm, and from it the gods fashion servants in their own image: the murderous, the pestilent, the ever-changing, and the perfect. When such a thing crosses into the mortal world, reality itself recoils.

There are four great Powers, and the daemon legions that serve them make war upon the Old World whenever the boundary between worlds wears thin. They spill from the polar Chaos Wastes, boil up through sites of slaughter and sorcery, and answer the summons of foolish mortals who bargain for power they cannot hope to control. A daemon slain is not destroyed but merely banished, its essence dissolving back into the Realm of Chaos to reform in time. Against such foes there is no final victory — only the endless labour of holding the walls of the world.

The Ruinous Powers

Four gods rule the Realm of Chaos, each the master of a mortal passion turned to poison. Khorne is the Blood God, lord of rage, war, and slaughter, who cares only that blood is spilled and skulls are taken. Nurgle is the Plague-Father, god of decay and despair, whose paternal love expresses itself in rot and contagion. Tzeentch is the Changer of the Ways, schemer-god of sorcery, ambition, and infinite convoluted plans. And Slaanesh is the Prince of Pleasure, god of excess and indulgence and the pursuit of perfection past the point of ruin. The four despise one another almost as much as they despise the mortal world, and their daemons carry that enmity with them even into battle.

Incursions

The mortal world and the Realm of Chaos are separated by a veil that is thinner in some places than others, and thinnest of all at the world's poles, where the Chaos Wastes fester beneath the ruin of the ancient gates. Where blood soaks the ground, where sorcerers tear open the Winds of Magic, where madness and worship gather, daemons find the cracks and pour through. Some incursions are the work of the gods' own whim; others are called deliberately by cultists, dark wizards, and Chaos champions who imagine they can command what they have summoned. Almost always, they are wrong.

An Endless Siege

A daemon cannot be slain in any way that lasts. Cut one down and its stuff unravels and streams back into the warp, there to coalesce again when the gods will it — the same daemon, or near enough, ready to be called anew. This is what makes the daemonic legions so terrible a foe: they do not fear death, because for them death is only a long journey home. The defenders of the Old World cannot win such a war, only survive it, banishing the horrors back beyond the veil and bracing for the next time the boundary fails. And the boundary always, in the end, fails again.

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