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eee. - Ys>) » a y Ke ths s A, p 7 C Sas 4 = EG Bayt 3 et LET in BUANEoN how SAG i >. fee Storm of Magic Ancient walls crumble, old hearts despait. Inthe Boleful light of Morrsie' erie glow, the bewitching gale of eldritsh power ‘makes froil mockery of earthly stone and briek-buile rampart. ‘Centuries old bastion and iron fort, long assumed impregnable, «are broken and smashed asunder, rendered unto dust by the tempest. A A great conflagration of twisting, swirling magick rises up, engulfing the city na deadly fountain of coustc faeries. ‘The flame’s lurid hues leap and swirl frantily. First slick red of blood, then cold mysterious Blue, oes way to the ghastiest of greens. Atonce fetid Brown filled with death and decoy, becomes «soulless Blah laced with blinding white. An endless cascade of colour-splashed insanity. sO The firestorm strips bare the cobbled streets and lofty balconies, cand lifts tiles from olden roofs, scattering debris allover The crackling and roaring of the arcane winds, is drowned by an almighty crash asthe very shy is ripped apart. From realm of daemon pours forth the horde, of dread nightmares made flesh A &gibSering capering caterwauting, howling menace, the inhuman tide brooks no resistance, all defenders are swept to oblivion. Such isthe fte of things, tohen the bad moon rises too close for comfort Time forgotten magicks ore now easily recalled, cenerable magic items are charged with burgeoning energies, dusty parchments gioe up ancient secrets anew. Wizords, warlocks and witches are twisted by fresh ambition, _yearning to wield che supernatural forces unleashed. any Places of power are exposed by the gusting weirdness, is and the world is shaken by the wrath of the storm. | | | CONTENTS INTRODUCTION la 4 CATACLYSM SPELLS Spells of the Lite Weaugh! STORMS OF MAGIC . $ The Lore of Tzeente! A TEMPEST LIKE NO OTHER ....... cocasesysrel ‘The Lore of Nurgle Legends and Legacies. : 8 "The Lore of Shanesh ‘The Horrors of the Arden Porest revevecld ‘The Wath of Khorne Slaughter atthe Six Spikes Le ol Spells of Plague Spells of Ruin ‘THE TIMES OF GREAT MAGIC aoe) Brotonnie ‘Woe Elves BENEATH UNNATURAL SKIES 23 Lizardmen ‘THE RULES... Pa Storm of Magic Seenario 25 ANCESTOR RUNES. ‘Magical Fhe a Wild Magic <.28 MYTHIC ARTEFACTS: Abeane Fulerums 2.05 28 Cantrips « . 30 BATTLES BEYOND REASON INTO THE STORM! CATAGLYSM SPELLS... 2 he Mad Mage of the Drekwald Downs ‘The Lore of Fire 4 Reign of Magic ‘The Lore of Beasts 35 “The Love of Light i : 36 SORCEROUS TERRAIN ‘The Lore of Metal : nas Areane Roins ‘The Lore of Life tao Wizaras Towers “The Lore of Heavens 9 Signatte Shrines ‘The Lore of Shadow 40 “Towers of Screaming Death The Lore of Death aL High Magic... 42 ACALLTO MONSTERS Dark Magic - FC 42 BOUND MONSTERS “The Lore of Nehekhara 43 Scrolls of Binding ‘The Lore ofthe Vampires 43 Sorcerous Pacts ‘The Lore ofthe Wild . 44 Lore of the Great Maw " : 44 INDEX Spells ofthe Big Waaagh! : as ‘eos a aera a te the ee ea aonb nr satis me tn Ns ORE anaes ra that certian tapi ser Proutoe €Rapou bre De Sepa SAN 2 gr sis Men Saal Tn ore yn a en nA ey, ss la gem te re ae gs UK. ‘Wile Re, Len North Amoioa ‘Genes Wrap ta, 6211 Hat aie ed 50 82 o 6A 0 2 83 a4 36 136 12 INTRODUCTION Welcome to Storm of Magic, a brand new way of playing Warhammer, the game of fantasy battles. This book is an expansion to the Warhammer rulebook, and it allows you to take your collection of Citadel miniatures to battle within the maelstrom of a magical tempest. sof magic are cataclysmic events that unleash arcane sn boundless proportions. As the Winds of Magic rise gale force, armies of every realm march out to seize the Sridled power, or at the very lest, to deny ther foes from Seing the same. A Storm of Magic game allows players to: HARNESS UNTOLD POWER A sorm of magie unleashes untold volumes of raw power, and ards can corral such energies to fuel their spells. Indeed, so is the influx of the Winds of Magic that a range of new sally devastating spells can be attempted. Spells of force will blaze across the battlefield like never before. BIND MONSTERS When the Winds of Magic rise, monsters are stirred to action, hcring out of darksome lairs or soaring from rocky eyes. Wath the abundance of magical energy during such storms, zards can summon monsters to the battlefield, mystically me prefer a dasker them to fight alongside any army: S il, sealing pacts with Undead and Daemonic forces WIELD LEGENDARY MAGIC ITEMS, Some magic items draw ther strenath from the Winds of Magic — waxing and waning with the Dux ofthat unpredictable source. During a storm of magic, some powerful tems become infused with outrageous powers —able to split mountainsides or handedly smite entire regiments, sing! CAPTURE MAGICAL FULCRUMS The best place for a Wizard to tap into the power unleashed Fulerum ~ one ‘Winds o” Magic to ensure his lore is in ascendancy, thereby gaining ever greater power. Claiming the fulerums is the ultimate goal of the battle, as the winner of the game is the side sjority of the monuments that can laim the Of cours, if you use the power provided by the Arcane Fuleruns to annihilate every enemy model during the course of the arte, you wor’t have to worry about the end of game victory conditions, but is sill worth bearing in mind. TORMS | OF MAGIC When the Winds of ) from a strong gale int their realms or seize the opportunity of boundless power, Tumultuous Origins ‘Te caus of sch raging pao of magi ike all ‘hing of Chis, mgsoricas con afon eras — as likely to bo explained by superstitions ae aby applicd logic. Some lame th trash of heeds, thers ee tach volne rm a spoortuniies, a tine of yreat reeiry and blotched. Neurty every rac has same hers, lends or eocryphia ales bane these tarbalentad dongerens storms. NO OTHER ‘The world is a battle-searred and treacherous place where threats beyond number beset every realm. Yet there is one peril whose dangers are so great that all other hazards must pale in comparison. By taping into the Winds of Magic that blow across the world, seryers, sorcerers and shamans are able to produce enchantments, eantrips and spells. Yet no matter how skilled the mage, none can fully control such eldritch energy, for magic is a capricious force. ‘The winds can gust strong one moment, fuelling grea wizarding works, or can lull to nothing in the next breath, leaving even the least poteat of incantations to sputter ineffectively. Such erratic behaviour should be expected, as the source ofthe ‘winds ~ the wellspring from which the mystic powers flow — is the Realm of Chaos. ‘That land is a ddeead limbo, a wayward place where nightmares are made real and reality is malleable, Few mortals can survive even @ glance into that great maelstrom and remain sane, Although the Winds of Magic bring but.a sliver ofthat supreme power into the world, any attempt to harness their magic is dangerous, for sorcery can shatter a castr’s mind, A miscast spell can slay the wizard or tear the veil that separates the mortal world from the Realm of Chaos. Despite the risk, magic represents true power ~ wielded by the noble to rule justly, or unleashed by the nefarious to wreak unteld devastation There have been innumerable instances throughout history where the Winds of Magic have risen far ‘beyond their normal Buctuations, growing into great storms or even hurricanes of pure magi that sweep over the lands. This arcane inundation might be localised to small area os, in the most cataclysmic examples, rage like a tidal wave unchecked across the entire globe. Most storms strike and then dissipate soon after others spiral across the world ina haphazard manner, drenching the lands in a torrential reign of magic that can alter the landscape beyond recognition. Being the stuff of ‘Chaos, there is no fathoming exactly what the effects of such storms will be oF how long they will Ist but there is one certainty — with so much raw power availabe for the taking; these magical storms are cpoch-changing and have altered the course of history many times over. Into such tusmoil march vast armies, whilst wizards rush to wield the enormous energies that run wild, In the most calamitous of storms, nations ean rise or fll and the fate of the very world hangs in balance. THE WINDS OF MAGIC asin caret of magica energy tho le occas th world ar noun the Wh of Maj When re magic! Hower tars the won ts fated into ight colours each of hich ars it cu eleentl characteristic end cm be we fo generate pls tr to the {form from whit cme. The aris of Mankind on ech only eer compre she colour of mye the mind guy cles. The Son, eral Mage Priests ofthe Liarimen ae possesed of beiering inl forthe elditch arts wbich allows then 10 shift becom ony one ofthe sight colours of magicata tine. High BY ges re sinilaly rast hosing lrne to nfs the sigh winds of magic toa sompes ere how as High Mag Tir maiious cousins, the Dark Es forsake the aig of igh Magi and dele into th manes-ndcing black rts hn ox Dork Mai. Other 8 hve devon ther oun unique methods of adopting the spectrum as Bf hr nd~ sacha the destructive Waeagh! mai ofthe Ors othe necromant pls ofthe Vapi. Only the Das to not est spel. Hain no wizards o och, they instead coptare magic through crftmarsip, thr Runesnth sing enchnedrnestoforgepotetormscndarmonr. WHEN THE BAD MOON RISES Somic eldritch tempests are foreshadowed by omens, such as an eclipse ofthe sun or hesial faces seen on a moon's surface, Often, however, there are no portents ~ blue skies are svallowed in the blinking of an eye by great thunderheads of ominous clouds, while strange-hued lightaing splits the sky. The ‘ground shakes 8s titanic amounts of energy sweep across the lands and the veil that separates reality and the imma rial stretches ever thinner. Many learned scholars suspect thatthe baleful moon, Morrslieb, is associated withthe ensorcelled storms, its proximity creating an unnatural lunar pull ‘which alters the Winds of Magic in ways incalculable to mortal minds. Morslicb waxes impossibly large during such storms, filling the horizon as its green-tainted face leers down upon the world Ar the height of major storms « window into the hellish Reulm of Chaos is opened, and maddening squalls of user pandemonium are visible toall, The massive influx of magic can momentarily breathe life into the inanimate, causing mountains to move oF rivers to alter course, p aps for atime flowing backwards or, even more improbably, shaping its waters into human ‘orm and striding long miles away. A gale could rain blood, melt rocks or reverse the aging: process, reducing tall Drakwald aks to saplings or proud men to mewling babes. Ancient monuments erupt from the ground or form instantaneously to act as conduits for the raging energies swirling ebout them. ACALLTO MONSTERS When the Winds of Magic blow strong it awakens long-shumbering monsters, Hydras slither out of deep tunnels, Manticores are goaded to new levels of rage and Chimerae end their hibernations All magical creatures feel the siren call of the supernatural storms, and beasts seldom seen suddenly aappeat before the gale. Wizards can draw upon the boundless energ s that av unlessbed to bind the monsters that rise to greet the empess, fora time sorcerously chaining the beast, and their destructive powers, to the wizards will. Thus the roar of monsters joins the howling of the storm “These storms are 10 be much, feared —forinthem are echoes ofthe biter past sod promises cof an abominable for. Tats, teaching at the Cotes of Magi The Slann Awaken Atha thay een appear to ena noar-eatatnic rane, Ma are highly arcare of Hrsuatons he Winds of ‘Magic. While ter agile minds ‘might nominate be floating fr fnto the coomsssadying the ordered lac ofthe sar or comtmplaing grea latice orks of hamghts they ei jt 1 ther sone jn a inant howl they etc a gre Hot af Chaos energy dicrapting he oomantc patorn of the rer “The end is igh: a storm of ‘wath is coming, Madness will sain fom the shy andin ts fory walk Monsters. Ovr doom cometh! anmos, Disp of ‘he Red Redemption. LEGENDS & LEGACIES Even the most fleeting of magical tempests leaves behind an indelible signature — a landscape altering residue or some legend of lingering madness. Unnatural aecurrences and vast storms of magic have been recorded throughout the history of the wold, but there are many instances which have never been entered into ancient tomes. Just becanse it has not been documented does not mean a storm of magic has not left some enduring mark upon the land, An arcane tempest might strike only once in a generation, but over the millennia of history these phenomena have left trails of destruction across the whole of the world, including twisted landscapes, hidden deposits of eldritch cncegy, but sometimes only tales and legends THE RUINS OF ITZAHOTEK The dense growth of the Lustrian jungle is periodically marked with great ruins, massive stone cdifices that were raised when the world was young. Long abandoned, many of these ancient sites hold powerful secrets —arcane artefacts or the otherworldly teachings of the Ole Ones. Just south of the Scorpion Coast stand the ruins of Itzahotek ~ shattered stone blocks and archways that have longe since crumbled beneath their own inexorable weight. Yer if enough of the vines and overgrowth could bbe cut away, closer inspection would reveal some columns that do not fit with the rest ofthe ruins. Instead ofthe stone remains of angular ziggurats, a great many of the pylons scattered throughout the jungle resemble billowing flame, ffozen into solid crystal Tteahotek was a warding temple built long ago, its concentric rings and mystic design were meant to Funnel power to block an unseen hole between the mortal world and the Realm of Chaos. ‘The rent in the vel oF separation was made during the Great Catastrophe when Daemons had entered the world in vast mumbers. Over the lng ages, Itzahotel’s central archway, a key feature in plaguing the gap, vas at last defeated by slow erosion. Even as the surrounding jungle beasts halted to listen to the sound of crashing masonry, ripples in the current of eldrtch energy spread out, alarming any sensitive enough to deteet them. The Slann awoke from their dream-like slumber, thir lange amphibian eyes bulging in consternation. ‘They were instantly aware of the disturbance in their ageomantic web and what such a calamity would bring. Once again, » crack had opened between realms, allowing raw Chaos to pour into the world, Pillars of blue fire erupted to loom far above the jungles canopy. Greater Daemons of Tzeentch arrived to circle about the eldriteh flames, growing strong in the rich flow of pure magic. Tides of change washed over the verdant forests, causing newly sentient vines to twist in endless knots and mist to congeal into ethereal beings. Hoping to stem the rising peril, the Lizarden launched a counterattack the sizeof which had not been seen fora thousand years, Scores of Carnosaurs and entire herds of Styzadons were bound by the Slann, and in the vanguard were so many snakes that the ground seemed to be slithering carpet. ‘Lord Mazdamundi and the host of Hexoat! marched behind the devastating first wave, Spells of reat magpinuce were levelled upon both oid@ and the jungle was blasted upatt, The Deemer were at last driven back by the spectres of dead warriors summoned forth by Mazdamundi, which allowed time for the gateway to be closed. In the blackened ruins, the pills of blue flame were frozen in time, and in their midst, a new protective archway was constructed. Now, hundreds of years later, the Battle ofthe Blue lames is little remembered; the jungle has grown to reclaim the scoured lands, although there is an unwholesome taint about the area. The beasts there have a strange aspect and it is said that even the vines writhe with uncanny speed, strangling any creature that tarries too long. THE FLOATING ISLES ‘The Northern Wastes are far from the civilised nations, and events offen go unrecorded, save for campsite tales of the barbarous tribes of Men who eke out a living in that harsh and uncaring cavironment, As the legends go, a squall of screaming winds once came wailing southwards from the Reali of Chaos — roiling clouds of black that discharged flickering blue lightning. So many ‘monsters prowled within the great storm that entire tribes were devoured in a bloody slaughter. Yet. _- Monoliths of Power contained within the darksome tempest was magical might for the taking, so much power that even Many mnitcal monuments, the lease of the tribal shamans could fell Giants with a glance and smash mountains with bolts of such asthe great idol raised by incandescent fury. As rival tribes fought for supremacy, so many spells of titanic proportions were ‘the gpvenstins or the sacrificial unleashed upon the word thatthe very ground began to break apart. Such was the fury of the storm $747 al ye herdarione that the broken landmasses rose up like inverted mountains, floating high into the air. Even as the ‘cao n aeee meer ae hellish clouds dissipated, the last gusts sent them scudding southwards, pushed by the wind as is a herwwordly porcers ship under sail. Whether these strange aerial islands are still adrift, none can say Hoes ma al uch is care bilt — come emerge from THE HOWLING WASTE BONEFIELDS, ‘he notralexrentsof the ‘Many Skaven hunt the Dark Lands seeking to scavenge the warpstone that frequently showers down Mics ne a are the ‘upon those benighted wastes. During one particularly heavy strike, so much taw magic was released Yep Aimee unin ‘hat a supernatural tempest blossomed in the ashen wastes. Green tinted tornadoes rose from the Face ditehad te lanes in ne ‘ground to rip across the landscape, daemonie faces howtng in their twisting coils. Before the Skaven axed lf hind buried args ‘could snatch their prizes, the Eyebiters Ogre tribe arrived to claim the spoils, even if they weren't of untold posoen Such last somata efor long oss Jefe aauher magica dele 7 : ‘ir them one apt, or xe Be, in magical energy beyond even their greediest creams. Soon both sides vied for contro ofthese lb ue olla seer conduits, and the attempt to rice the writhing tornadoes led to sticky end for many of the spelleasters. af no laa zoho do Using the hounty of magical power provided by the storm, the wizards of both sides bound many of at meals tha the cory the monsters of that fell land to aid their cause. Great-tusked beasts waded into a sea of swarming ped 3 oor. soil! Clana crushing and gouging all about them, while black-saled His lit up the loom with Mate ome te et ‘great gouts of fie that incinerated entire ranks of Ogres. Before ether side could claim victory, the fight was ended by the eruption of valeanoes that burst suddenly from the earth and began to spew ‘magma, Naturally, each side blamed the other, claiming itwas a magical ruse to avoid certain annihilation. In the Hoving, Wastes there i still a bone-ridden battlefield punctuated by green-glowing hunks of ‘warpstones none have claimed the spoils, for the grounds are known to shift and swallow up any who dare enter tat patch of living hell sure what exactly they might be. As battle was joined, Skaven Warlock Engineers discovered (somewhat accidentally) that they could teleport atop the writhing cyclones where they were bathed THE BLOOD HALLOWS Sylvania is a land with an llfortuned past, a place where dark magics collect and pool, turning all to evil. Yet inthe forbidding countryside, ‘wooded grove known as Blood Hollows is especially dreaded, for it marks the epicentre ofthe Tempest of Death. That black and infernal hellstorm whieled and lashed the surrounding lands during the times ‘of the Wars of the Vampire Counts. Some say the storm was ereated by the unleashed souls of Vlad and Isabella von Carstein cursing the syorld for one last time afier their final deathss others cite a massive spell gone wrong by the desperate cabal of necromancers who were recklessly trying to reverse their battle fortunes by raising yet more Undead. Whatever the cause, a storm of untold fury spun iysteriously over the hallows, draining the life from all within its ferrible confines. Under its sic clouds the dead rose up and for days tervor held sway. Entire villages disappeared, hulking creatures emerged and a large shadow with enormous bat wings was seen to circle in the glowering clouds, When the storm finally lifted, i left bchind a barren and stripped land, save fora grove of gnarled trees here hung the skeletons of innumerable dead. ‘To this day this region i held as especialy cursed, contaminated fir beyond the tolerance of even the hardiest of Sylvanian stock, There prow! moving forests of blood-sucking trees, carrion birds of unusual size and an over-riding gloom which blinds all who enter: THE HORRORS OF THE ARDEN FOREST Many tales are told of when the sun was swallowed by blackest cloud and all of Bretonnia was enshrouded beneath unnatural gloor swhen Duke Hay their hidden nest in Mousillon. Vowing to ri n of Gisoreux and hi cross the country, seeking to end his reign rumbling down the road, sig Ik 0 sant villages mysteriously emptied, all rearguard action last, only Lord Mal pursuit only hours behind him, Lord Malvous fled into the For knights wer the Vampire's himself remained. With the of Arden, Duke Hagen and bis ot anxious to follow, for Arden is wild wood, full of wicked creatures. Regardless, vows were vows, and so the bold men pressed on, siding beneath the benighted boughs ofthe forest, Lord Malv the le ss was a desperate, hunted creature, With waning strength, he sought an escape, or at where he could gather streugth before confronting his pursuers, Leaving the rutted npire hoped to burrow deep into the trackless woodland, disappearing like a a beetle boring into a corpse. His pathless flight led Malvous to a risi ned by an ancient barrow. Protective wards had been pl long forsaken and had lost forest road, th es of hills, iced around the cai "o, THE CORNERED BEAST ‘Through force of will, Lord Malvous stripped away the wards and penetrated the largest of the sacred tombs. In doing so, the well of dark energy, which the ancient runes had siphoned and stored for ages, was released. Immediately, « power surge rippled through the currents of magic and set in motion a lethal chain of events, Thick billowing storm clouds gathered from all directions, scudding. "against the rising winds to build an ominous mountain of darkness over the Forest of Arden, ‘The lills beneath Lord Malvous shuddered with the sudden heave of unnatural energies. ‘The symbols on the cairnstones had been carved to stave off the rot of corruption, but the protections ‘were hroken, and the old sigls changed to new and blasphemous images, With a groan, each of the cairns sprouited out a monolith, an edifice of stone that burst from the ruin-covered hill. These ‘mighty pylons were covered in leering skull symbols ~ 2 perversion of the wards which had once sought to halt the darker forces of the world. What had once been a shrine of peace and restful sleep had now become an altar of unboly death and a fulerumgof intense magical energies. Sensing the ‘immense power, Lord Malvous leapt atop the central pillar, spreading his arms wide and bathing in the rising energy. He instantly sensed that his pursuers were mere moments away. Wasting no time, Lord Malvous chanted words of dread, funnelling into himself eldsitch force the likes of which he had never imagined. Ar the height of his invocations, the storm broke with @ single, thunderous roar FORWARD GO THE RIGHTEOUS Inthe woods nearby, Duke Hagen ode inthe van of his arm, guided on the Enchantress, The unnatural cloud cover had unnerved everyone, and as a clap of thunder sounded, Dike Hagen gazed upwards in horrfed wonder. At long lst he spied his quarry, forthe hated Vampire was looming over the tress stop a illar of sal. A halo of energy encircled the Undead fiend as he chanted a hellish spell. Deep blasts from ancient warhorns and the distant roars of savage beasts boded of monstrous things stirring in the wood, ‘The knights behind the Duke, their bright heraldic colours vivid even inthe supernatural gloom, fought to steady their horses. Duke Hagen prayed forthe Lady's protection and his loud voice carried over the howling winds and steadied both nnan and mount, The Brctonnian army advanced, coming to the clearing a the fot of the cairns in time tose the hills above them teeming with movement as Undead hordes pushed cheir way out of nil by « Fey the burial mounds, Ir-was a nightmarish scene as thousands of Skeletons rose from out ofthe ground and formed up beneath fll banners. Wight Kings ed each regiment, their ornate crowns and ancient armour lowing cerly in the pitch darkness. Purplish clouds swirled ominously low over the field of battle, forming a circular pattern over Lord Malvous, and across Bretonnia all rays of daylight disappeared into the ever-thickening gloom. Incandescent bolts forked doven from the sky, momentarily illuminating the battlefield. Where the magical lightning struck, the trees began to twist violently and come alive, uprooting themselves to join the fight, Whole groves of thick-boled Bloodoaks, ‘sated! Gnarhwood, and other trees that had. geown peacefully for long ages in the Arden now lumbered towards the knights. Undaunted, Duke Hagen and his knights lowered che lances and crashed into cadaverous creatures and strangely animated wood spirits alike. Bones and splintered ‘ace limbs flew as the pride of Bretonnia clove through the fe. ‘As the knights churned forward, a new and more terrible threat arose. Roused by the storm, ‘the monsters of the forest emerged from their many noisome las. Infused with the power of the tempest, Lord Malvous found it child’ play to ensnare the great predators’ minds, binding them to his own dark will, The first of these creatures to emerge was a snarling pride of three Manticores. ‘Normally solitary creatures, a single Manticore can spell doom for an entre setiement, but three together was enough to make the boldest heart quail. Bounding forward and gliding on leathery swings, the enraged beasts closed with horrifying speed, hitting the knights like a thunderclap. Great claws tore armour and unseated kenights with ease, while the terror-filed whinnies of warhorses could be heard even over the sound of bones crunching: beneath powerful jaws. The swirling melee ‘quickly developed into the fiercest battle that Duke Hagen had ever witnessed, yet the Bretonnians held on. A Deadly Legacy ‘There is. mite poner about Datlields and anciewt cares or ang gros halewed by a grat many dead. There fng Deir the Cages of Magi the ‘wives of the primitive bes of Manhond ce tain pelle of protectin Be mon bac ‘aleays considera it a great el for the dead to vce np and cel again, Frm cues t tua all hs ey comple spinal of carly arranged hexsones, many of hese prehisorc Iocan can sil Be ound — idk he fadation of ide, ras sated ares ogden hits or cried amide earings dep inthe evlderness. The wie ‘ron ck ites, fr thee lark smany son and nasoen dangers The Heraldry of Gisoreux ang a the fst Dake of Ghar ous saved by avon fa whit hart that led him to safety. B this day the devices 1 bra ino bate by his ddxendante. Mthgh rar, the egendary white hai sill casionaly som appearing 25 13 harbinger of sea feats of dhervom or before the onset ofa storm of magi ‘Who knows what cil dvels ‘neath the ewes of Ard? Few who pss heath those eaves ever come vt agin. ADression posts nmin totes The Monsters of the Arden Forest Sing, tles ad feral name the spring Forest of Arden a 2 Brand rnd fr monsters Misa davgeron lace that ass iamwmerable Lr of the Binds of baste of hich legends fare made— Manicors, Gian, Chimerae and Dragons Fencrmene sss and wariaalled Svsity. May bold kh sek glory soithin the shad of that ‘reat seed bc, even amongst "he ds the Bare of Arden sree a fel plac, I) All Wind Eos ore intially linked se forest of Ad Lonon and Fleen mages have specially cine bonds. Ae! Layers nacaral tab of tonics detec any sae oo dares to rat fencath ie boughs and, in eddtiont trigeving mad efor, the frst il alert he Woad Elo. Boing tall mystica, Atel Laren cn abo dese sable anomalies, sua as 4 star of magi, from gute a didance away. Mpa teat ie etesad, no mater hc dian, Woad Hes con ae thi intecorven netoork of magical links butsoon the dsp ands to repo with the sped and Iethaiy fr aich her foy ‘aces renooned. "Asone threat was countered, another emerged ~ rising out of the cairns or pushing through the forest. The very land seemed infised with evil spirits asthe tree roots wrthed, staking out to strangle the wounded. The woods were filled with the bellows of monsters and the cries of the injured and always the deep, rumbling thunder of the unnatural storm. Flocks of Harpies screeched lovin from the treetops to tear proud knights from atop their warhorses and carry them off nto the black skies. The unmistakable sounds of armoured forms being dropped from on high and hitting: the forest floor with a sickening clang echoed throughout the forest. A towering Giant, a behemoth beyond any Duke Hagen had ever seen before, smashed aside trees to wade into the ensuing battle, ‘The creature was so tall that his upper half was lost in the gloom and only when he bent to scoop Vietims into his mouth could his whole vastness be seen. Tnto this maelstrom of combat the cursed ‘Vampire summoned black lightning to rip apart man and horse alike, while spectral warriors swept from the unnatural dark to harry the flanks of the beleaguered Bretonnians. Many reported black- cloaked apparitions that resembled Death himself stalking the butleield, mowing down knights with every stroke of their sweeping scythes. With grim realisation, Duke Hagen knew that he could not win this battle, yet this harsh comprehension bred not despair, buta resolute desire to go down fighting, to take such a tell upon the enemy as would be remembered in legend and song. THE GLIMMERINGS OF HOPE Without warning, the fey folk oF Athel Loren appeared all over the battlefield, as if summoned by magic. Green clad archers sent hails of arrows to slay two of the Manticore, their pincushioned corpses crashing amidst the trees, Wood Elf cavalry, accompanied by a gleaming white Unicorn, changed the ranks of Undead and were swallowed up by the sceming'y endless horde. Treemen and Devads arrived to grapple with the strangely animated tees, 2 trio of Great Eagles tore through the mass of Harpies, and a young Forest Dragon landed amidst the Skeletons, shearing them asunder swith its mighty claws. For a moment the Duke felt hope renewed, but al too quiekty this faded 2s, the foliage parted to reveal a three-headed monster from the fables of his forefatherss a Chimera had come, and once again the fortunes of battle shifted, The lumbering beast smote a newly arrived regiment of Elves, snapping their spears like twigs, its great serpentine neck darting out so the Dragon head could snap a knight in twain, while the second bestial head skewered more Elves upon its mighty horns, and the lion head roared its triumph over the mauled remains, Even thus, in the blackest of moments beneath unwholesome skies all was not yet lost. Duke F Jooked on in wonderment as a lithe EIF maid, clearly a sorceress of some kind, sent concentric sings ‘of green fice spitalling towards the power-mad Vampire atop his pillar of slulls, For a moment the two locked eyes, expressions of concentration on the faces of both fair and foul. Whatever unseen duel the wizards had engaged in, the Elven sorceress had clearly won, fr in a flash she replaced Lord Malvous on the pillar and the Vampire, looking somewhat bewildered, appeared back on the hilltop. Before the loathsome fiend could escape again, the Duke goaded his wathorse into a charge. His blessed lance hit the creature full in its breast, smashing aside rs and skewering the Vampire though its non-beating bear. With an unboly howl, zshen skin shrivelled before his eyes and hones turned to dust, eaving behind only a mouldeting mound topped by a fanged skull Before the lst echo of Lord Malvous’ death shriek had finished ringing through the forest, the Undead collapsed like marionettes shorn of thie strings. A trio of Elven Sorceresses gathered atthe broken cairas, singing songs in a language Duke Hagen could not understand. As they sang, the unnatural clouds began to rapidly clear until the skies above could once again be seen, not just hove the battlefield, but all across Bretonnia. The daylight was gone nov, but stars twinkled above Like that, the magical storm was over and once again the air felt fresh and clean. ‘The Undead were altogether gone, and the Chimera, Giant and the last few summoned monsters were disappearing deeper inta the forests, pursued by the arrows of the Wood Elves, Duke Hagen dismounted his horse to examine the remains of the cursed Vampire when he noticed the strange singing had ended. He tumed to find the Even spelleasters looking directly at him, and that was the last he remembered until he and his surviving knights awoke as if from a dream in the bright morning Tight, on a grassy hill outside the Forest of Arden, In his guuntleted hand he stil held the fanged skull ofthe Vampire SLAUGHTER AT THE SIX SPIKES Deep in one ofthe most dreadfl vales ofthe Great Forest, «place overridden with predatory ng hidden by dense groves of gnarled and sickly tees. it requires hacking through the undergrowth of angling brush grow back that it could cover up the sige of a monsters, the No paths lead to this darksome sit, s thorn-ridden brambles. So quickly does the were, they would stand on the xs. Rumoured to be fallen splinters of the moon bey appeared de ofa single hunk of meteoric black rock, and toget co perhaps a ring of gigantic spearpoints. Greenish mist rose «light of day the spikes seemed to alosorby and even un mn their rough surfaces like light rather than be illuminated by it, their unn sral darkness overpowering the sui!’ ri. sd the Great Forest, a gathering point for foul ne light ofthe fully waxed Morrsieb struck jamans and that if enough The Six Spikes were sacred to the Beastmen that r Js. Tewas known amongst the warherds th: he spikes would whisper d se of the Six Spikes, a mighty gift of power untold would children of Chaos. Many herds had come to pile the severed heads of the foe a spike, but no gifts were ever bequeathed in return, That is, until the ratmen came serets to the B given to the true rinst the base of each ATTRIBUTE OF BLOOD ‘The Skaven sought to undermine the Six Spikes, dropping the great stones into the Under-Empire for their own greedy consumption. The nefarious ratmen had long spied upon their prize, timing the Beastmen migrations. They knew that by acting quickly the stones could be pilfered long before any hherd returned. In their wanderings, the Beastmen regularly left the Six Spikes unattended for many “erratic cyeles of Morrslicb, but a the urgings of his Bray-Shamans, Beastlord Brrak Gorehor hack been convinced to return to the site. Pushing through the razor-sharp brambles, the warherd arrived {in time to see the great stones covered in guide ropes, and multitudes of ratmen straining to shift the rocks into tunnels below: Enraged atthe violation of ther sacred grounds, Brrak Gorehorn led his svarherd into bate ~ but it was no real battle; itwas more akin to butchery ‘Stunned at the fury ofthe sudden assault, the Skaven could not retreat, as their underground ‘innels were packed, teeming with the slave Iaboor needed to haul the massive monoliths, The Beastmen slaughtered the Skaven in numbers beyond count, hunching into the underground passages focontinue the mauling. Morrsieb, which had been slivethin the previous night, rose now, mysteriously full, shining its green-tinted light on the carnage below. The Bray-Shamans, their fur bristling in anticipation, ordered the offering to hegin. Piles of mangled and blood-matted corpses were stacked agains the Six Spikes. Thus began a grim ceremony which lasted for three nights and three days. Awash with quantities of blood as never before, the Six Spikes emitted clouds of veiling dark which, picked up by the rising wind, began to cloak the Great Forest in « mist of gloom, THE STORM GATHERS Faraway in the surrounding small towns of Talabecland, they too read the signs of impending deom mill turned to blood, bestia images appeured in the flames of hearth fires, and ominous and ill-shaped clouds rose over the dark place’ ~ a notoriously wild part ofthe Great Forest, Hastily scrawled ‘warnings had already been sent from the Celestial College, the Grand Astromancer having read grim portents in the Great Astrolabe. Cog-driven mechanical pigeons and couriers on lather-whipped steeds had raced to deliver the dire message. With great haste, Kurt Helborg, Grand. Marshal of the Reiksyuard, mustered an army to mect the threat. With each hamlet or small town he passed rorough, hae saw his force grow ~ a regiment of Halberdiers here, some militia there. Huntsmen arrived out of the wild to join the army. Already his train was long and included horse-drawn artillery pieces, the clanking Steam Tank, Congucrar, and many regiments of state infantry. Representatives from each College of Magic accompanied the foree; though soon there was litle need for portents or the directions of astrolabes, fora towering column of swirling black clouds stretched up from the forest floor and reached far into the heavens. Itwrithed out tentacles of vapour lke some living beast, and no rman that looked at it could remain unafraid. After a march of three days, the coalition of Imperial ‘troops was ready to enter the oiling black fog that now engulfed the Six Spikes. During those three days the Beastmen feasted and the surging winds cartied the raucous howling of their blood-orgy far, stirring many dark creatures, ‘The skies above the Six Spikes appeared to crack apart, revealing a growing black hole through which no stars could be seen. Nearly blind to the ‘mundane world, Cygors saw the amplified outpouring of magic from the Six Spikes asa glowing beacon, and the enormous beasts pushed 2 path through the forest to join the throng, Like sharks to blood, the growing arcane storm attracted wild packs of Trolls Jabberslythes and the Giant Spiders ‘hat roamed the woods —all drawn by the magical summons. Many more Beastmen and fll creatures ofthe forest answered that call ‘The Bray-Shamans clambered atop the Six Spikes, the black pinnacles of rock which stabbed high into the growing storm, ‘From there, the horned sorcerers could better immerse themselves in the rising flow of otherworldly power. They sensed the approaching army of men and, furthermore, they perceived that if they could ‘remain on their lofy perches, the darkness would grow. The shamans heard whispers from the ever- increasiog: Winds of Magic, promises from the Dark Gods of a return to the Time ofthe Beast, when ‘heir Kind openly ruled, nd the pink-skins lived not in towns, but in eaves, not daring to raise up buildings or clear the woodlands, The Beastmen howled and scraped their hooves in anticipation of Sattl and in hope of gaining their rightful ascendancy — ruling supreme over anew age of darkness Warnings of the Celestial Wizards In Aldor, perf aligned eon the many teers of he Goleta Colles sit he pride ofthat mca order ~ the Grand Aerlabe [ss on norman deve sith a cetral og alin athe face of lc, ‘ehich pia on the had ofa pike of pure slur: On its _fosings are many fade aed ‘als cach coring past intricately carved symbal 0 tack an pedir the ligament of stare and plants. Tse, in arn, art wed to gape snatches of the tre The esrb dil each inst lady bythe aondet eles hing ne repent tefl in ‘Morlih Shold his dia Sigal the coming form of inn, Csiad Wierd ore toe cond te pete pie for te coming eps. “Wheo the green oxb fangs hewy ithe night shy sad the wind howls — itis our time, I's time to take what has Jong been promised.” ark Promise ofthe Six Spite. The Wisdom of the Common Man ‘Die pple of Tlabelaad have lone feared and avoided the dark swat of onde that surrounds the Six Spies, The sovadiman’s paths wer ont to sir far roid the region and Fenton knew no to folie AMlengh ruchfiy, mus game animals avoided the dark patch (of ores tn, and nly desperate cor wonnded bess dared fe in ‘thas direton, The maces of all the eupersitons ond child searing tle ae lar: Danger Japs ts the soot, and hese areso more ables TO SEIZE THE STANDING STONES As his forces cut through the undergrowth, Kurt Hlelborg, a gifted! commander of many victories, instantly appraised the battlefield. A tide of Beastmen was formed up in the clearing, and behind them were ragged towers of rack forming a circle of black oblivion so dreadful that it hurt his eyes to look upon it, Atop each of the six stones, in a nimbus of balfire, stood a cowled shaman. It did not take the augurs of his Battle Wizards to tell the Reiksmarshal that these must be the source of the supernatural storm. His commands echoed in the erie silence as the Empire batlline formed ~ all eforts must be taken to destroy the stones and the Bray-Shamans atop them, And so the battle that became known as the Slaughter atthe Six Spikes opened as a battery of Great Cannon spouted tongues of fire, their long-ranged shots hoping to smash the rock towers. Even in the gloaming, it could be seen that some of the cannonballs should have hit their mark, yet the heavy iron balls disappeared in a flash before making contact. Gunsmoke rolled down the Empire lines, along with gods fit a mention. ‘There were powerful magies at work here and the mystic stones or fice certain defeat prayers to Sigmar, Taal and all Kurt Helborg knew he must find a way to close w In answer tothe thunderous blasts of artillery, the Beastmen hordes changed, cutting loose with a resouuding roar of their own. Many ofthe Empire troops were veterans, warriors ho had fought in they seen such the gloomy forests against Beastmen before ~ but aever had assembly, nor had they seen the foe so bloodthirsty. Interspersed between the oncoming ranks of Beastmen strode monstrous horrors — towering Ghorgons, their many mouths drooling in eagerness for the coming flesh-feast, obscenely shambling Chios Spawn, seemingly sprouting new clawed appendages from their hunche urs, their flared nostrils scenting their prey saded and muscle-hound Min and the bull A Great Spined Beast, afoul creature seldom seen outside ofthe Chaos Wastes, howled in its anguished anticipation of slaughter. The attacking waves were as ferccious as they were brutal Some spell of madness was upon all the creatures of Chaos, for they fought with a reckless abandon and were oblivious to pain. Again and again the twisted beast-creatures crashed into the Empire Tines, oly to be repulsed with great losses, Yet each relentless attack ae left gaping holes in the bloodied ranks of the men, and there were fewer and fewer troops to fill them, BREAKTHROUGH ‘The Imperial wizards sought to counteract the enchantment that Jeant further ferocity to their foes, but the Beastman Bray-Shamans who opposed them had too much power at their disposal to be denied. ‘Tapping into the pure flow of the Winds of Magic, the Beastmen not only fuelled their side to hellish fury but also showered the Imperial lines with no end of foul spells ~ sending, swarms of foul ins the men of the Empire. No few of the brightly uniformed state soldiers fll to the ground writhing in pain as their bodies mutated in horrible ways, and bolts of dark energy hurtled from the pinnacle-mounted Bray-Shamans to clang against the Steam Tank or blast apart Nuln-forged cannon, splitting 5 to sav their iron barrels with searing flashes. It was Gunther Bearhide, the Amber Wizard, who first took the battle to the enemy Using the abundant magical eneray to transform himself into an immense Dragon, the wizard cleared a path with a gout of smoking flame before flapping his enormious wings in onder to launch a flying atack atthe top of the nearest monolith. There, the mighty jaws of the reptilian beast made short work of a shaman and, in @ ‘ash, it was no longer a Dragon atop the black pillar of stone, but once again the fur-tad Amber Wizard. Before he could take advantage ofthe nexus of power, however, a great, calloused hand reached up to snatch at him, Gunther's cries of horror ended as he was bitten in twain and greedily devoured by a slavering Cygor While the Battle Wizands ofthe Empire sought to turn the fide against the magical bombardment they were receiving, the Reiksmarshal did all he could to stave off disaster A counter-charge by the Reikspuard Knights hougght time for the regiments of | “Handgunners to reloac and pour more fire into the bestisl horde, All too quickly however, a pair of Ghorgons, using their great bladed appendages like scythes, swept through a regiment of Hialbertirs and threatened to roll up the right flank. Indeed, they would have done so 4f dey hadi stopped to gorge, stuffing mangled corpses by twos and. threes into their maw the cracking of bones and the cries of horror from those too wounded to escape was audible over the din of battle Bringing up reserves, Kure Helborg shored up the evertightening batllines, but even fresh troops could only just bold back the attack. Reaching the Bray-Sharans atop the black tones was imposible THEY CAME FROM ON HIGH Te-was then that Balthasar Gelt, the Supreme Patriarch, arrived over che battlefield. Upon receiving the dire warnings from the Celestial Wizards, Balthasar had bound almost the entirety of the Imperial Zoo to bis will, forming, a squadron of fying beasts to bring aid t0 the battle, Mounted upon a Pegasus, he circled above the fray leading a menagerie including: a vast arrowhead formation of Grifons, a swift herd of Pegas, a Manticore, and the pride ofthe Imperial Zoo, the mighty Imperial Dragon of Altdorf. Even through this unnatural gloom, it was obvious to Balthasar that he could not breathe forces assailing the Imperial troops they were too many in number. [fhe were to make a difference, he must attack the shamans stop the Six Spikes. So, with a mental command, he urged the monsters to dive, Several of their number were blasted with black energy bolts, plummeting downwards to crash in ruin. Those that survived swooped upon the The Supreme Patriach of remaining Bray-Shamans, clawing them off the spikes. Balthasar himself turned a Shaman to gold the Colleges of Magic before tipping him off the pylon in order to land his Pegasus atop the jagged black rock. Immediately, The Empire's wight Calle of the Supreme Patriarch felt magical energy coursing through him, Wasting no time, the greatest ofthe Magi are etc and Gold Wieards cast « mighty spell atthe surrounding Beastmen. vast golden orb burst from Renter ‘here wizard are tht to me Halthasar’s gleaming sa growing in size ant bilan lustre while i rolled towards the enemy eet elee! Thits wake, it left behind a field of gilded statues, creatures of Chaos frozen forever with looks of aeeaararcenes agony on their bestia fices. The beleaguered men of the Empire cheered, ‘noon athe Sapreme fonts eee eal foe elite te Engi : . _ ‘Every eight years, a sear atop the now unoccupied waystones. Soon fireballs crashed into the ranks of the Beastmen and lava wi onaereee bubbled fiom the ground beneath their hooves, consuming the mutated creatures in geysers of molten Sn tatnre she Spee, sock. Elsewhere, Ghorgons were buried alive under titanic his levitated on high and then dropped in Pariach a mai! da an avalanche from the sky, Panicked at last by the unrelenting magical onslaught, the surviving Caron holding he eeamed Beastmen fled towards the sfty ofthe trectine, bt none escaped the wrath of the wizard, ston of Sipe Bariagh i Matha Gi ond fhe Gald Onder Suddenly freed ffom their mental duels with the Bray-Shamans, several wizards transported themselves Observing the growing crack in the skies and hearing the dark lures of forbidden secrets whispered con the gusts of the Winds of Magic, Balthasar Gelt ordered the Six Spikes destroyed as soon as it ‘was apparent that no single foe remained alive, Impervious to magic and repeated strikes from cannonballs, the black towers were finally toppled thanks to the guidance of Imperial Engineers and the muscle-power of hundreds of soldiers pulling together. The black rocks were buried in deep pits in the ground and sealed with poweeful enchantments hefore the Imperial troops marched away from the foreboding area. As they trudged wearily back to the roadways leading out of the forest, the heaped funcral pyres of the dead sent up plumes of oily smoke. Naturally the spying eyes of the ratmen observed all of this, Soon, they reasoned, it would be time to get to work breaking the snagical seals. Soon the much-coveted black rocks, and power untold, would be thers for the taking magi 5600 ‘The Great Catastrophe, the pear es ae byte Ol On) Je sr tere ele ond he paca magical sor evi ban | es: Die eri nears edo itr) otk th Rei of Chas, ra fh oom Mags | Prey them reflezands bile th plone bot { ama al the tor tht eet Many ever ae tansirmad bythe | reas flax of Chas ns the ole } 0 to A420 \ The Great Vortex. Te wild Mirovestinndareten | Damen foew orn rt: darn Wi Pie tng teat Ero Uta ihe | ce he adm li ine fre aig fe rat Wr) smal pel oft perio ht Games arch wr ud Biman fds meget eats isin wi oe 2750 The Great Mas. | Ava come trie eof Calas.) ‘etna datos semprino Hi Gi mart dee ‘ain The ring mapa fas nla ay orm 2749 bo -2725 ‘The Sundering. Malti he Wich King inert the Gre iron As re, ite merge ce mare read, and forte Danone fy tlh the wr 2199 The Battle ofthe Blighted Isle. The Bight Te dread ne of the Aa f Khai, charges hands ay time fir the Sanden So many fl daring he lima hale she ik of ie Mar of Kine ta ‘a tr ros iring the Wands of Mog, Rah ried bt in th fy 0 ile BA ih ble Drago ae pled ram he ies by pk of Mansions. High BP Mage teal itor by demi he ‘ry ils po ther ind Groat Phoeives of ig ame the Da as the High Ee coin she lghed Ie -1780 Morrslieb Flare. Wife fr ew and ram ile mars fal fr these. nor of ack in snr oer he oy of Kazan, poring en is rang fry, Som 1 ha omega iy ag ut ine sag lg ag BA vir ane a tins hide of ts tht sy sah of ad. | \ i -1500 ‘The Time of Mad Stars. 4 gest esse of maga! ang agi ta seat Blk Prom Kori sae he os ed the tas ir ad chang pie Jn ari, Slam May Prits othe ont flies pon Siig He sppmanaty ofthe tar icone, Lard (Qu ct 1 igh pol ha gn one ad ae fly mae maid eines hata Be 9 rts te sed the rg of ‘ch tiem th ft, Te ken nfl fa map (te meni hing cn ples cases he Great, Machin of the Ser Onder Scenic od pe The lng ote wane ee yt mie map ey and iting sr the presi of Lard Que’ pel Mops! asks fo Bath Lis a Scents he Weds ie Moisi, Moy srdgatee sd woeatral acer bt the Disa ra 1181 ‘The Black Yor othe cob of Nagas Gra Ril mony mapa sor erat the worl. Black ‘eon: dnd Som ting ode oe th el ike ae of eat itll ‘sso lng he a, What follows are some brief descriptions of some of the more cataclysmic 1 tempests to beset the mortal world. Dates for these events use the Imperial Calendar. 66 Wars of the Green Moon. The msn Maric tre frail nth ond ees of adhe th rth el he iar il f Cha, lod dara ef cr of he arn emp ‘hae in ly aor the Noe later, No rer unr anne ‘tte provi oe oar dination (of Kine at es, endl. Tat prey Tan's han all ao. 1 A Mighty Gift Atri te Mad, oe ofthe grases oft Dcwf Rememih eapars the fat eb f 2 aia rm Tag pote as Ale bind te wat energie ncn den metal ad en mabe the rue Kaas te magia moms od te Brey the Dear 528 Danger in the Darl Lands A macro of mg isa he ark Lad fr the iter part of yeve The pour oft strm wpcarts logbarid rin cas ede 0 gr fmt shen lain des 1 ba of eansone ap the od Arma of Shroom, Ors € Cabling (Og, Chaar Decaf aad mrs cach anytime hy at tee he rampast ex. 670 The Disappearance of Kurak Peak While mining doin the srtr rch ofthe Waid er Moun, te Dear antec sash lorie ie of hat had ce bot ha ier doen prt ‘that lee ths Old Ones otra pov dont, Sol imbued st rat the eed tl cis fread ring rm, trac th ation of Nigh Coin Shomene oko wih me te lid nrg to farther thir a set igh Glin ss, acompaied 4 ss Sig and her onsers of i dep wndergyoand ck the Disp. Daring the car of he nig balls, the ete uate po turd id te Rs (Char. Nether he Dicer of Kua Pha nor ther fis ave ee ard From gsi aug sie of alee ing mad ut by maarom of ‘acs il ho trot ep the tog gly ck plate tha marke he tothe ld mona peak 800 Altay of Ultimate Darkness. ‘The DacmanTearken oud an ‘dy bart tha cope the Ar of imate Darknes in the arth af garth Using the poy pened By the Alas th Dacre bd a re dase he Rain of Chas andthe roo Glaser: One _sping ne rity hac eo rm fond f caine rae nt ‘to marl rating acing sachin of arene mig Dark Ef See bind nie arm of onesie tree the Aor Phan of dra nd many ‘Montes giaruad on alt agin the Duco. The sing ert fo mary ho decade of sven ates fre he Dark leer ara ae ae tae the Akar end en be sm, { 13 ! Battle ofthe Plague Dragons. ‘Th Shr i whe or rong nb ea of the Back Pg stem tnd With tne gorse mpi’ aati eva sai the reas of peo nrg har the | at 9g ep sare the Old World of bch drew the Sato ay es |e Undead hd ray oe ‘Nema Vaal. While wal fey rie plage itn hols the tide etn pla he ‘Nemaer tons the bande pase hi traf Doobie Dregne When dans of Wada mone desend pe he Sh serch rtmon att ner ‘erm rand rom, Fy | 2000 | The Destruction of Mordheim. ) Asem ie he i tat ‘ng ring lod fat } tric str has rr he ctr war alising Daron and meses | ital he lad ronan, Sc | tee de it has Bc ashe iy ofthe Dore 2 Gren Il Ani tj rans fie Sind Sra Or step. he Rel ot Clon, Dao pr fh do tinh mi of bet de Seong Or veri or \ sete wale Coca fu naa aes more at tic ond ithe. Uns of a nda ig a of Loe j aeeer eee * 1283 mauevials they cam five, the sveenshins ‘verbo Besieged Mack |Geeecorw caeaey | fala Bs af a lore wry deca fo es [ay ronda Lee omew resin sont Bap ae lf pata a melee ket | [Zenon te Winds Ned | dom Te Ltarder ender | Ds devin Acro f 1452 )) The Desert of Blood. Daring he | Y cmecic Bele of El Unit, Stow | | ef te made ‘2th Kaine Besesavo end ants | | Aste ha of Kags Errnt met he San she i rin os, Besa my Coan hc aed damon | te ft ing ds he | Snippets: | ‘serene is Daemon gin ddd ithe { oma ees le) ret int elf Corp the re rn, Th seh bac ‘nd il nond nd. 1 camoand of Assur Ki tha its gots of Kise, the Chas legions make { 2az4 {The Bate of Tor Yorese Giro he Pan § iy wt ti lg ond tril Gi Tarkan lc a ) imo f Un Mon ews ge ol isi ihn mag ny | iensocarorne iaesigareia (eg ae {te Gin ond ih sk nit he mer Bhp Br Yon te me dig te nd str bn eid. Tay innromcis kis ari crn ris nd sy nd Gre Bar on rife pn he lar een se Shame sh hed mame beet mage cr Co la {flee ) ez sone oe 218 | The Miss of Death Park BY | ath ce of enteral ck | rise end pom Btn A nk | eter ei ace ‘il wales ot red Ce amt onl ca eae (commciteaenr tien! | ct beh ere ere al re {Siete Fesa ial eerort ies Denti Ry vce ( snag et iy bpm at dn Wino Ae One fo Dark hap kt Sh ) 2522 Gathering Clouds, Pasows of ho and pret hry aon a over efi chile eal prov hat he end ie nigh iden of hae ond clu are | eon aig oh ara f ny lend vier marin riparian, saat. dy etc he priser ay srs Dak Bip Sorceress. T ‘This section looks at how to fight extraordinary Warhammer battles that take place during a storm of magic. (On the previous pages you will have read about how the Warhammer world is periodically battered by powerfil storms of magic. In the following sections of the book we will provide the rules and other information you need to fight Warhammer battles that take place at such a time, A battle fought during a storm of magie is tuniike anything you will have seen before Arcane Fulerums burst out of the ground or simply appear from nowhere, Kach faleram isa mystical focus that allows a Wizard to gxin a small measure of control over the winds of ‘magical energy that rage across the battlefield Claiming the Fulerums allows the Wizard to cast cataclysmically powerfal spells that previously ‘wold have been impossible for him to use. ‘Vast magical energies swirl round fulcrums during a storm of magic and trigger latent powers {in magical artefacts that are nearby, making already powerful items even more destructive and dangerous. Itis only at such times that the magical Scrolls of Binding, created by the great sorcerer Kadon, can be used, allowing Wizards to bind monstrous creatures to their will and use them to defeat their foes in battle. ‘The fulerums offer immense power to anyone ‘who controls them, and because of this itis very common for huge bates to be fought over thee. Mighty armies will converge at locations etn cre ‘The Storm of Magic Scenarios Find out how to set up and play Storm of Magic games, This section also covers the monsters and magic items you can field to augment your mighty army. Magical Flux: Here you'll find additional rales concerning how to bend the recalitrant Winds ‘of Magic to your will, and ensure that your spell lores are ascendant. ‘where forums have burst or flickered into existence, and soon the ground will run red with blood as each side seeks to drive the opposing army from the field ‘The rules that follow will allow you to include all ofthese things and more in the Warhammer battles that you fight. First ofall we describe the Storm of Magie scenario, which you can use instead of the Pitched Battles that appear in the ‘Warhammer rulebook. The Storm of Magic scenario is based on a battle between two armies who are vying to control several arcane fulerums. It deseribes how to setup the battlefield, which special rules you need to use, and how to determine the winner ‘After the scenario are several new rales sections, ‘which explain how to use Arcane Fulerums, ‘Mythic Artefacts, Cataclysm spells and bound ‘monsters in a Storm of Magic battle. Each rules seetion adds exciting new elements to your games of Wachammer, allowing you to field new units and take spells or magic items more powerful than any you ave ever used before. Allin all, Storm of Magic takes your games of ‘Warhammer toa whole new level. You wil find your skills as an army general challenged a never before in a battle that wil see the powerfal magies and monstrous creatures of the Warhammer world unleashed in all their fury Will you be able to weather the storm? IN THIS SECTION YOU WILL FIND: Wild Magie: This section presents rules rypresent the instability of the Winds of Magic, Areane Falerums: Here you'll find fall rules covering Arcane Fulerums, as well as the benefits and perils they bring to your Wizards ‘Cantrips: Learn additional spells that your ‘Wizards can use in a Storm of Magic game. It's time to seize the energies of the storm of magic and unleash them to your own ends. Gather your wizards, prepare your sorceries and let the battle begin! THE ARMIES Fach player chooses his force using the army list from Warhammer army book, to an equal points value agreed before the game. In addition, each player can spend an extra 25% of that value again on Scrolls of Binding, Pacts and Mythic Arteficts that are unique to games of Storm of Magic ~ this is sometimes referred to as the Monsters and Magic allowance. For example, ifyou've agreed 10 play a 2,000 point game, Bi players hawe an extra 300 poimt to spend (bound monsters, Pacts and Mythic Avtafacs, if ‘yeave agreed to play a 2,500 point game, both (players awe an extra 625 point to spend on ‘monsters and magic’ and so on MYTHIC ARTEFACTS All races and realms have hoards of magical items. ‘Most such arteficts ae enchanted to workin the everyday levels of magic that permeate the ‘Warhammer world, but some are so powerful that they donit come to fe until a storm of magic takes place only Wild Magic can animate them. In a standard sized army, you can takea maximum of cone such Mythic Artefact. In a grand army you can take a maximum of two Mythic Artefiets SCROLLS OF BINDING Scrolls of Binding are used to summon andl control monsters and other savage creatures. ‘They are incredibly powerful, but the magies used to bind them are incredibly rare ancl diffielt ro duplicate Ina standard army you can take @ maximum of two of each Scroll of Binding. In a grand army you can take 2 maximum of four of each Scroll of Binding, PACTS A Pact is a magical treaty a Wizard forms with an army of magical creatures allowing bim to call upon Undead or Daemonic allies. Each army and grand army can only take one Pact. STORM OF MAGIC SCENARIO THE BATTLEFIELD Set up the batlefield as described in the Warhammer rulebook. When this has been done, divide the table into four quarters by drawing one imaginary line between the rmidpoints of the short table edges and another between the midpoints of the long table edges The players then place four Arcane Hulerums Roll off to see which player places the first one Ng more than one Arcane Falerum can be placed in each table quarter Arcane Falerums must be positioned at least 18" apart, and no closer than 6" to any table ede or the centre point ofthe board. Arcane Fulerums cannot be placed in impassable terrain ‘There's No Room! Depending on how the fist three Arcane Fulcrum ae placed, you migh find i impossible to place the fourth whilst observing the minimum distances set out above, Where this happens, you may move the other Arcane Fulcrums by the minigun distance necessary censure that the last one can be placed. Te goes without saying tht this caveat is intended to nake the izpossible possible, and shoulda't be camployed in order to gain an advantage over Dark Koissary your opponent! DEPLOYMENT Now, roll off to see which player picks the half of the table he will deploy in, The player places 4 Wizard (or Runesmith or Runelond) on each fulcrum in his table haf His opponent then does the same in the opposite half. If ther player has insufficient Wizards to occupy the fulerums in his table half, he must choose which fulerum(s) to occupy. ‘The remainder of the armies are then deployed using the rule for alternating deployment — roll off once again to see who starts. Units can be placed anywhere on the table as long as all ‘models are completely within 12" oftheir board Amayer Wirant AWorld of Possibilities wt te that he aes rong te Storm f Mage eines ae splits soeal fen sts, eth each ring a dif fat Sieh athe Arne Ferns, Magical Flax ad son This makes it ay fry > increas he mage flac on ahr scare (rach ent fn the Wrkaier deo) By ting one or mae Stor of ‘Mage cl radeon ey thrs hate nario -miglt already have. For empl, applying the ld ‘Magi pect ve icra he tide of pric nd ip dee trsilableb» Wiaant a snple ‘oak that el mnths hace 2 pfand eft, Goblin Great Shaman, ‘edge, or 6” of an Arcane Fulcrum occupied by a ffiendly Wizard. Any units that cannot be placed enter play following the rules for reinforcements, arriving dusing the first turn in which there i sufficient space. FIRSTTURN: Roll off afer deployment to see which player takes the frst turn. The player that finished dlploying his army first adds +1 tothe rll. CAME LENCTH ‘The battle wil las for sx game turns, or until a time limit agreed by the players is reached, whichever comes first VICTORY CONDITIONS At the end of the game, the player who controls the most Arcane Fulerums wins the battle! If both players control the same number of Arcane Fulcrums, use Victory Points (as descrited in the Warhammer rulebook) to break the ti, SCENARIO SPECIAL RULES: Magical Flux, Arcane Fulerums, Wild Magic, Cantrips, Cataclysm spells. DIFFERENT SIZED GAMES ‘The battlefield setup rules presented earlier assume that you're fighting over a battlefield between $1 3" and 6x4’ in size ‘You can easily play games of Storm of Magic on larger or smaller playing areas. In fact, doing so ‘opens up al kinds of strategies, challenges and ‘opportunities to vanquish your foe. ‘Small Battlefields (less than 5'x 3") ‘On playing areas of less than 5" x3 only two Arcane Fulerums are used, Divide the battlefield in two by drawing an imaginary line between the centre of the two shortest board edges (or any two opposite edges if you"re playing on a square board). One Arcane Fulcrum must be placed in ‘each half of the board. In games ofthis size, the falerams must be at least 9" apart, and 3” away from the battlefield edge, Large Battlefields (larger than 6! x 4°) Ie playing on a larger battlefield, more fieruras are used. To work out the number of fulerums ‘you need to set up, look up the length of the longest battlefield edge on the table below: Length Fulerums ‘More than 6" and up (0 8! 6 ‘More than 8" and up to 10° 8 ‘More than 10! and up to 12! 10 More than 12! and up to 14! 2 Each additional 2" +2 Obviously, with so many fulerums, you'll have to place more than one in some of the table quarters. When playing a large-scale game, you cannot place more than one fulerum ina single table quarter until there is at least one fulcrum inall four table quarters. You then cannot place a third fulcrum in a table quarter until all four quarters bave at east two fulerums, and so on. Furthermore, each long-edged half ofthe table ‘must have an equal number of Arcane Fulcrums Init once they have all been placed The Whites of Their Eyes... Data charged inthe i tra? Tho lace power half of the filerwas to mane the dane ersten yar wns and tae ofthe onomy. Tt ‘ol go yt ile mone time to shatter the foe with sir bf tern od ta of haben. ya fresh cael ‘heat hth parts 9 fry il dnd our ‘Flee ata al tac hte dy the samy, Dirt nt fed dif rae aed ‘ri plcomet co josoeali meet a ‘When a storm of magic sweeps the Warhammer world, the Winds of Magic become more unpredictable than ever. They will be wrathful and strong one moment, only to fade almost to nothingness within seconds. Such unpredictability can be a wizard’s greatest enemy and ally both ~ if he can time his spells correctly, he can harness the rage of an ascendant wind to unleash unbelievably powerful spells. RESOLVING MAGICAL FLUX “Magical Flux is resolved at the start of each Magic phase, before any other actions. To resolve Magical Flux, use the Wheel of Magic spinner found inside the back cover ofthis book. The Wheel of Magic is divided into eight equal seginents. Fach sepment represents one ofthe ight Battle Magic lores, a8 well as either Dark Magic or High Maxie, and two other Jess common (or ‘secondary’ spell ores — you'll find a key tothe various symbols next to the Wheel of Magic isel. You use the Wheel of Magic at the start ofeach of your Magic phases, place it on a lat surface and give the spinner a good hard flick soit spins round the dial several times. When it comes to ret, look to see which segment the spinner points to all spell lores inthis segment are ascendant ASCENDANT LORES Ifa spell lore is ascendant, Wizards receive a ‘onus to cast spells from that lore, though the bonus varies depending on the typeof spell lore. Wizards receive: + A +5 bonus to cast spells from an ascendant Battle Magic lore. + A+4 bonus to cas spells from any ascendant secondary lore (this excludes Dark and High Magic - se below). + A.+3 bonus to cast spells from ascendant ‘Dark Magic or ascendant High Magic AGICAL FLUX ‘These bonuses last until the end of the Magie phase. You'll notice when looking at the Wheel of Magic that secondary lores are always tied to two Bate Magic lores so, although they receive less benefit from ascendancy, they have a greater chance of being ascendant. Similarly, regardless of which Battle Magic lore is ascendant, either Dark or High Magic will always be ascendant. For example: The Wheel of Magic shows the Lore of Meal 1 be ascendant, Spells from the Lore of Metal thetefore receive +5 1 cast. Spells from the atber lore im that segment (High Magi, the Lare of Tzeentch and the Lae ofthe Vampires) also vee casi MANIPULATING MAGICAL FLUX If your side controls one or more Arcane Fallerums, your Wizards can tap into the eldritch energies of the awesome edifices and thus influence the Magical Flux. You may declare thar you're going to manipulate the Magical Flux directly after using the Wheel of Magic spinner; declare a direction — either clockwise or anti-clockwise, Then roll a D3, and move the spinner that many segments on the dial in the direction you have nominated. Far example: Jervis has spun the sper on the Wheel of Magic — she Lare of Beasts (and therfore the Lore of the Great Maca, High Magic and the Lore ofthe Wild) are in ascendancy. Ho Jervis daces' have any spells fram any of tase lores, bout he does harve spell rams the Love of Light Hoaspily, Jervis controls two Arcane Biderams, and declares he wishes to manipulate the flax elckevise, He rolls a D3 and score I, and has ty move the spinner 1 segment clockssse onthe dial. The Lore of Light is nove ascendant inctead ofthe Lave of Beast! ‘With Magica! Flux established, you can now proceed with the rest of the Magic phase ii Chacs Sorcr £ Brtowsian Dam a! Skink Pre Beaman Bray-Shaman High Ff Mage. Drowrf Ranlond ‘To represent the heightened flow of sorcerous energy, roll 4D6 to determine the Winds of Magic, rather than the usual 2D6 ~ the casting player receives the sum of all te scores as power dc, the dispelling player receives the sum of the tio highese scores as displ dice. Furthermore, because Wild Magic saturates the iground itself, Wizards can use the hedrock of the battlefield asa magic bater, vastly increasing the power they can draw upon, As a result, the limit tn the number of dice allowed in the power ancl aispel dice pools is increased to 24 ARCANE FULCRUMS For the Wizards of the Warhammer world, Arcane Fulerums are terrible, complex and eldritch monoliths whose nature and funetion have puzzled the finest minds for millennia. Happily for us, their rules are a lot more straightforward. [Any piece of suitablelooking sorcerous terrain ccan be an Arcane Fulerum, so long as there’s space to place a model atop it. Agree with your ‘opponent which pieces of terrain in your collection will be used to represent them, before vou set up the battlefield. By default, it’s best to ignore any special rules those terrain pieces ondinarily have, assuming them to be replaced by the Arcane Fulcrum rules instead. However, feel free to use both sets of rules if you wish! ‘An Arcane Folerum is treated asa building, with the following exceptions and additions © Only one model can occupy an Arcane Falerum, and that model must be a Wizard (ora Runesmith or Runelord). Ifa model ‘occupies the falcrum, place him on top of iy Unlike other buildings, a model of any troop type, or with any type of mount, ean occupy the Arcane Fulcrum, provided he can fit on top. Whilst the model occupies the falerum he is considered to ‘contro? it “The Arcane Fulcrum is protected by powerful cenchantments. Except where explicitly stated, fulerum can never be destroyed. Furthermore, 2 model occupying an Arcane Fulerum hrenefits from the same protections as the fulerum itself: Accordingly, he receives a 3-+ ward save and has the Stubborn and Immune to Paychology special rules, and is immune to the Multiple Wounds special rule, TThe model receives additional protection too, as described in the buildings rules in the Warhammer rulebook. * If the Arcane Fulerum is charged, the occupying model must fight. Flowever, due to the raging sorceries and protective wards of the fulerum, only one model (of any troop type) from the attacking unit ean fight. + A model who controls an Arcane Fulerum annot be targeted by Storps or ‘Thunderstomps (he's too high up to be easily trod upon!) + A Wizard who miscasts whilst controlling an Arcane Fulerum is tempting fate in a very serious way indeed. As result, he must not only roll on the standard Miscast table in the Warhammer rulebook but, after he has done must also roll on the Arcane Fulceum Miscast table (page 31). Other Wizards use the standard Miscast table as normal If the Wizard dies as part of the spell’ effect, yout do not rol on the Miscast table. Similarly, if the Wizard dies as a esult ofthe frst ‘Miscast result, you do not rl on the Arcane Falerum Miscast table + A Runesmith or Runelord on an Arcane Falcrum counts as a Wizard for the purposes of resolving results on the Arcane Fulerum Miscast table. * Finally control of Arcane Fulerums empowers Cataclysm spells and certain Mythic Artefiets, dramatically increasing theie effectiveness (see pages 32 and 52) “Over the centuries, wizards have learned the _ importance of Arcane Fulerums and so have perfected spells that can only be employed in their presence. Every wizard knows intrinsically that Axcane Fulerums hold the Jeeys to true magical domination, If magic isa fickle mistress in ‘Once a wizard has claimed a fuleram, he can command soreeries of such terrible potency that the very earth shakes at cach syllable of bis invocation. Etheric entities whisper subtle ‘words of encourigement in his ear, goading him to ever greater Feats of sorcery or distracting him with dark promises. For if his spell goes awry the consequences will be dire indeed, and the wizard’s very soul could be forfeit. So iti that Arcane Falcrums are all at once a great prize a fuel forthe mightiest sorceries, and a curse for the unwary \ USING CANTRIPS All Wizards ina game of Storm of Magic know the following spells, ot ‘Cantrips’. Unlike regular spells, Cantrips can never | be forgotten or destroyed for any reason Magical Duel Cast on 3+ “Ths eoizarad engages is foe in a magical duck, hoping to drive him _fiom the fant of poser. Magica! Duel isa direct damage spel, It targets an enemy Wizard occupying an Arcane Falerum within 24", Both caster ad target roll 206 and add their own unmodified Leadership ‘value, The Wizard with the highest Wizard level adds +1 t0 “his total. A Runesmith or Runelord counts his level as 0, Ifthe fer has the highest score, or the scores are drawn, the target just immediately abandon his Areane Fulcrum, as described [for eaving buildings, then suffers single Strength 10 hit. | Adiditonally, ifthe caster has the highest score, he can “immediately oceupy the now vacant Arcane Fulcrum (a long as “he fis!) Ifthe target has the highest score, nothing happens, Transagar's Transportation Cast on 3+ Itong ri words of teporain the ezard cans from the Batliel,reanpearing to tea a fran fam Deweath the fe ese Trancagor’s Trportation is an augment spel that can only be Gast by a Wizard occupying an Arcane Fulerum and can only act himself, Remove the Wizard from the battlefield and replice him on any unoceupied Arcane Fulerum. IFthis effeet ‘causes a unit to now be assaulting an empty falerum, simply ‘Unbind Monster Cast on 3+ Binding spells are porcerfid and complicated dhings, but a student of the arcane can disrupt hem si0h camrips of is orom. Unbind Monster is hex spel that targets a single bound ‘monster or unit of bound monsters within 24" (see pages $485 for more information on bound monsters). Rell a D6 fn the following table to see how the target reacts now vice 1 peers remainder of the battle. 4 Gtimmerings of Awareness. The iis da quite eak fre, but becomes asware that the creatures previously thought 1 ond: probaly aro’ anti of the sore. The target cannot benefit From Inspiring Presence or Hold Your Groundl forthe rest of the game. 5. This Not Nog's Home! Nog Go Home Now, Zhe tant sakes ome look at the carnage around it and decides to leave ths ite reveled things to their osm dies and go ame. [Remove the target from play as casualty. 6 Maddened and Berserk, The target descend toa sate lofi, lashvg out at evervone nearty. The target gains the ‘ren’; Havred and. Unbreakable special rules. Also, for the reminder of the game, the target has the Random Movement (26) special rule ~ models with the Swiftstride special rule instead have Random ‘Movement (3D6) special rl Furthermore, the target always moves towards the closest tunit (friend or foe), IFit moves into contact with a unit, it ‘counts as charging, as described for Random Movement in ‘the Warhammer rulebook, and will fight the unit in close ‘combat. I the other unit breaks from combat the target will alays purse, Both sides now treat the target as an ‘enemy unit that acts in its original owner's turn. stecerefret og ode mage I wis witha De! of te Asn Hilronike Wont nines Dees gp ee Reeth Wie (ant hit Arioe Tha) my 4 Matienl Feline, 4 id maga din rend on he aif ll 46 to dtrine the int of von, Uris cin ns Toner doar: