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The Old World's maps grow vague north of Kislev, and then they stop altogether — but the land does not. Beyond the last watchtowers lie the fjord-cut coasts of Norsca, the endless grass sea of the Eastern Steppes, and the bleak country beneath the shadow of the Chaos Wastes, and in all of them live peoples for whom the Dark Gods are not heresy but the plain weather of the world. Norscan, Kurgan, and Hung name the four great Powers by a hundred different titles, yet every tribe holds the same conviction: the gods of the soft south are silent, and the gods of the north answer.
What the gods want is worship, and the worship they prize is war. A tribesman who fights well may catch an immortal eye; a raider who fights better may be marked, gifted, and changed. This is the ladder of damnation every northern warrior climbs knowingly — from marauder to warrior, from warrior to champion, each rung bought with deeds and paid for in flesh, for the Powers reshape what they favour. At the ladder's top waits apotheosis, the deathless glory of the daemon prince. Beneath it yawns the other ending, the one the sagas mention only in whispers: the champion whose gifts come too fast and curdle, until nothing remains but thrashing, mindless spawn. Every northman who takes up the axe accepts the wager. Most lose. They climb anyway.
The armies this faith produces have no equal among mortal men. At their core stand the Chaos Warriors — tribesmen who completed the long pilgrimage into the Wastes and returned sealed in black, god-given plate, each a match for half a dozen soldiers of the south. Around them gather the warbands: marauders hungry for notice, knights on flesh-eating steeds, elder monsters shaken loose from the mountains' roots, and engines with daemons caged inside them. Between invasions the north makes war upon itself, tribe against tribe and champion against champion, for battle is prayer and the Wastes are the gods' proving ground. What the Empire calls an invasion, the north calls a congregation.
And behind every raid hangs the promise of the great one. Once in a rare generation the Powers set aside their rivalries and mark a single warlord with all four of their favours — an Everchosen, anointed to bind the tribes into one storm and hurl it south. Asavar Kul came within a wall's width of drowning Kislev and the Empire together, and the Great War he began still shapes every border, every fortress, and every nightmare of the southern realms. The Old World endures in the pause between such blows. In the north, the pause is called waiting.
Order of battle
Units
Special
ChariotChaos ChariotA brazen, blade-wheeled war-cart drawn by barded chaos steeds, ridden by warriors of the Dark Gods straight into the heart of the foe.
Heavy InfantryChaos ChosenWarriors elevated above warriors — champions-in-waiting wreathed in the gods' visible favour, whose arrival on a battlefield is read by both armies as an omen.
Heavy CavalryChaos KnightsThe north's answer to southern chivalry — riders in full chaos plate on carnivorous Wastes-bred steeds, delivering a charge that has ended battles before the lines fully met.
Monstrous InfantryChaos OgresBrutish ogre mercenaries bound to the northern hordes, their great strength swollen further by the gifts of the Dark Gods.
Monstrous InfantryDragon OgresElder monsters of scale and thunder that sold their souls to Chaos at the dawn of the world, sleeping beneath the mountains until great storms call them down to war.
Core
InfantryChaos MaraudersHardy northern tribesmen pledged to the Dark Gods, hurling their savage strength against the civilised south for the promise of plunder and divine favour.
War BeastsChaos WarhoundsMutated hunting packs loosed ahead of the horde to screen the advance, run down stragglers, and drag the wounded into the dark.
Heavy InfantryChaos WarriorsThe iron heart of the northern hosts — tribesmen who walked into the Wastes as men and came back sealed in black god-forged plate, each one worth half a dozen southern soldiers.
Light CavalryMarauder HorsemenOutriders of the horde on tough steppe ponies — scouts, raiders, and fire-setters who arrive a day ahead of the doom they announce.
Rare
MonsterChaos SpawnA champion rewarded past all reason and unmade by his own gifts — a boiling, mindless ruin of flesh the gods keep as a grim jest and a warning.
War AltarChaos WarshrineA lumbering altar to the Ruinous Powers hauled to war, upon which the faithful are blessed, mutated, or claimed outright by the gods they serve.
War MachineHellcannonA daemon in a cage of brass and iron — Chaos Dwarf-forged artillery that must be chained between shots and fed on flesh, vomiting the molten stuff of raw Chaos across the field.
Heroes & legends
Characters
Asavar KulThe AnointedThe Kurgan warlord marked by all four Powers at once — the Everchosen whose Great War Against Chaos burned Praag, besieged Kislev, and came within a wall's width of ending the Old World.
Egrimm van HorstmannThe Traitor Grand MasterThe most gifted wizard the Order of Light ever raised — and Tzeentch's patient spy within it, who stole the two-headed dragon Baudros from beneath the Pyramid of Light and fled north to his true master.
Kholek SuneaterSuneaterEldest and mightiest of the Dragon Ogre Shaggoths — a mountain of scaled muscle and living lightning who slept through ages and wakes only for the world's greatest wars.
Throgg the Troll KingThe Troll KingA monstrous troll of rare and bitter intellect who dreams of drowning the ordered world beneath a new age of ice, mutation, and the beasts he calls kin.
Wulfrik the WandererThe WandererA Norscan champion cursed by the gods to sail the world forever seeking ever-mightier foes to slay, hurling his challenge in tongues he was never taught.
Chapters, dynasties & kin
Subfactions
Kurgan TribesHorse-lords of the boundless steppes east of the Worlds Edge Mountains, the most numerous by far of all the northern peoples. Ruled by their zars and counselled by shamans who read the gods' will in storm and entrail, the Kurgan gave the north its greatest conqueror — Asavar Kul, the Anointed, who bound all the tribes together for the Great War Against Chaos.
Norscan TribesReavers of the fjord-riven peninsula at the world's cold rim, where the aurora of the Wastes lights the winter sky and the gods feel close enough to touch. Norscan dragon-ships haunt every coastline from Erengrad to the Estalian capes, and their sagas measure a life in raids survived, monsters slain, and gifts the gods have seen fit to send back.
The HungHard-eyed riders of the bleak country beneath the eastern Wastes, dwelling closer to the gods' shadow than any other mortal people and more marked by it. Smaller and swifter than their Kurgan rivals, the Hung fight with bow, snare, and ambush, and their raids bleed lands from Kislev's marches to the Great Bastion of Cathay.
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