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 tainted wastes of the Eightpoints, a bitter struggle rages for control of varanite – a mysterious substance infused with the liquid power of Chaos. Bubbling seams of this transmutative realmstone are dredged up from the depths within sweltering mines, where desperate workers operate tireless machinery infused with a hungry daemonic intelligence. In these places of infernal industry, warbands devoted to the Ruinous Powers fight to claim hauls of varanite, using the hellish environment itself as a weapon with which to annihilate their rivals and claim victory.
As the Era of The Beast rages on, the savage Realm of Ghur awakens. A wellspring of primordial energy has burst its banks, and the bone-strewn plains and blood-soaked swamps of Thondia are consumed by war. Rival powers battle over arid wastes littered with the ruins of forgotten kingdoms, wary expeditions navigate murky, shifting marshes that echo with monstrous roars, and armies fight for dominance around the skeletons of massive beasts and half-built outposts. Yet all this pales before the rise of a fierce new force in the cosmos: the mystical incarnates, the essence of the realms made manifest.
It is a time of great change in the Mortal Realms. A surge of life sweeps across the eight realms to force back the tide of death left in the Necroquake’s wake, and the forces of Order waste no time in laying claim to the newly rejuvenated land.
When the Wyldwoods of the Sylvaneth stir, enemies of the natural order must be on their guard. The awakened spirits that dwell within these ancient groves are roused to terrible fury by intrusions into their domain. They seek every chance to prey upon those foolish enough to stray beneath their shadowed boughs.