The Incarnates that haunt the Krondspine Range are terrifying entities - creations of pure Ghurish energy, protected by monstrous bones and guided by a bestial intellect. In their presence, reason crumbles; the minds of mortals are filled with savagery, and wild energies are unleashed with furious abandon. Even once tamed and bound by powerful heroes, these mighty Incarnates constantly strain to unleash their unstoppable might on the world.
Cleansing Aqualiths are magical shrine-engines used by the Dawnbringer Crusades to bring fresh water to newly-founded settlements. Designed by Collegiate mages, forged by Ironweld engineers, and blessed by Sigmarite priests, these floating metaliths absorb ambient magic to generate an endless stream of purified water. Cleansing Aqualiths can be found throughout the Mortal Realms, in growing settlements and abandoned outposts, chained to the ground and topped with holy statues.
The Mortal Realms are inhabited by many strange and deadly creatures. The megadroths of Ghur are one such beast - titans that stride the plains and swamps, preying on other megafauna. When they die, their fossilised remains often become points of conflict - some seek to claim the primordial amber energy that still suffuses their bones, while others use the corpses as makeshift shelters.
In the magic-scoured reaches of the Realm of Light, there are treasures of incredible potency buried under vitrified sand and shattered rocks. When a greed-driven expedition of Tzeentchian Arcanites seeks to pilfer the lore of a long-disappeared Lumineth seer, only the sharp eyes of a gifted Scinari mage stand between them and the secrets of geomantic magic. An arcane duel soon unfolds that will twist the strands of time itself.
According to some, Drekki Flynt is the most dashing Arkanaut Captain in all of the Skyshoals. According to others, he's a no-good huckster, a wanton pirate, and owes them money. Always on the search for his next adventure, the master of the Aelsling is a sky-pilot of rare talent and daring who talks big, boasts outrageously, and sails close to the winds of danger. A rogue and a thief, but - though he hides it well - a hero at heart, when push comes to shove, Drekki can be relied upon to do the right thing. Eventually.
Deathmasters are the greatest assassins of the Clans Eshin, trained in the shadowy arts of stealth and contracted to slay those whom influential skaven deem too dangerous to live. Armed with poisoned ‘weeping blades’ and toxin-laced throwing stars, these supernaturally dextrous killers have slain kings and warlords beyond count.
A tragic and terrifying wanderer, Cado Ezechiar has lost everything - and outlived the memory of the age that made him. A vampire who accepted the Soulblight curse as his people and kingdom fell to Chaos, Ezechiar travels the Realm of Death and beyond, seeking retribution. He is the Hollow King, haunted by the souls of those he failed, consumed by an insatiable bloody hunger, and driven by a burning need for atonement. Dour and cold, Cado is a man of iron control and ruthless justice, ever-balancing his mortal morality against a thirst for vengeance that would recolour the world in blood.
The Lady of Vines is the literal hand of Alarielle, cut from the goddess’s wrist and grown into a towering war leader. She holds true to the Everqueen's summery war-aspect even in times of wintery melancholy, her song of wrath echoing through the very realmroots, and has slain countless foes of the Sylvaneth with her lashing whip-limbs and her holy spear, Kurnotheal’s Wrath. Even when she is cut down, the Lady of Vines is regrown anew to punish the enemies of Ghyran - as inevitable as the turning of the seasons.
The latest creations from the crazed laboratories of the Clans Skryre, Stormfiends are hulking brutes stitched together from a variety of body parts. Armed with a deadly array of experimental weaponry, they are able to wade through densely-packed enemies, or single-handedly halt enemy charges with blistering fire-storms.
Only the bold dare enter the Gnarlwood, a deadly forest where the very trees uproot themselves to feast upon the flesh of living. Yet glory and riches await those few who can endure this hellish environment, for at the heart of the forest lies Talaxis, the legendary Ravening Ruin, its shattered vaults filled with a thousand artefacts of incalculable power. From the deranged plague-alchemists of the Rotmire Creed to the fanatical demolishers of the Horns of Hashut, warbands from across the realms seek to claim these priceless treasures – and will gladly slaughter anyone that stands in their way.
A breed of forest spirit only recently-emerged into the ranks of the Sylvaneth, the Gossamid Archers are afforded the power of flight by the zephyrwing spites that clasp their torsos. With impressive speed and mobility, the Archers fly to wherever they're needed on the battlefield, swooping low to shoot at the enemy and evading counter-assaults with a swarm of insectile distractions. A gruesome fate awaits any struck by the shafts fired by these symbiotic skirmishers – the arrowheads contain voracious grubs that devour the target from within.