
FOREWORD
The following represents something of a pet project;
it began as an attempt to create a cohesive and integrated magic
system (to allow the inclusion of so-called 'Colour' magic)
and expanded somewhat to include a revised creation myth (since
I don't like the Slann). Originally, I was going to follow this
up with a completely new set of rules for magic. This is no
longer the case as I am currently working on alternate ideas
much closer to the original ideas of WFRP magic, which came
about as a result of writing the following. So I suppose you
could say that I've changed my mind. Regardless, I hope that
the following might be able to provide some inspiration, or
at least an entertaining yarn
Greg
The Warhammer Universe
The
Warhammer universe is much the same as our own, for it is governed
by the same fundamental laws of physics. In fact, there is but
one difference between the two, and it is sometimes known as
'Warpspace'. Other names for this phenomenon include 'the Warp',
'the Sea of Souls', 'the Ether' and 'the Spiritual Plane'. But
these are by no means exhaustive, for there are (and have been)
many terms used to describe what is not only the source of great
and wondrous magicks and beings, but is also the greatest threat
to the world, if not the universe.
In essence, Warpspace is an additional dimension,
which seems to exist as distinct from the material universe
and yet occupies the same space. Unlike its material counterpart,
Warpspace consists of pure energy that flows in eddies and currents.
It has oft been likened to an ocean or sea, for it can be calm
in places and stormy in others. But crucially, Warpspace is
inextricably linked to the material plane, in that the movement
and action of the former shadows that of the latter - or perhaps
vice versa.
Experiments have shown that all matter exerts
an attractive force in the Warp, and that Warp energies are
consequently densest around planets. It has also been shown
that matter shapes the Warp energies that are drawn to its 'anchor'
(or 'shadow') in the void. As a result, all physical matter
exists (to some degree) in the Warp in the form of specific
energy patterns, and these patterns may be placed into one of
eight groups.
The first four of these groups are known collectively,
as Elemental. They are Earth, Fire, Air and Water, and they
make up all of what we know to be tangible and material. It
is perhaps obvious to note that these four states are generic
and consist of many components. For example, Earth consists
(amongst others things) of various types of rock or metal that
exist in a solid state, whilst Air encompasses all gaseous forms.
The remaining four of these groups are termed
Metaphysical, as they are intangible and yet make up all of
what we know to be 'life'. They are often referred to as the
following: Life, Death, Spirit, and Body. Life is the vivifying
and animating force behind all forms of flora and fauna, just
as Death is the inevitable end to the cycle. On the other hand,
Spirit represents rationality and thought, whereas Body refers
to the primal and carnal impulses. A fuller explanation of these
may be found below under Magick.
It is important to note that there is balance
in all of these things; i.e. Earth vs. Air, Fire vs. Water,
Life vs. Death and Spirit vs. Body. And the same applies to
two further types of energy - Light and Dark. Light does not
exist normally within the Warp, and is described below under
Magick. On the other hand, Dark appears to be the foundation
of all Warp energies. It is the raw essence of Warpspace unshaped
by the material world. Again, more on this may be found below.
Of the ancients and their fall
It is said that in the time before time the Warhammer
was a very different place, for there were no monsters or mutants
or magicks, or even gods. That was before the time of the Ancients.
The Ancients, it is said, were beings with powers of magick
before such a thing was known. They appeared from nowhere and
instructed the Elves in many things, all the while wearing Elven
forms as we would our garments. Ancient Elven writings say that
the Ancients were aware of the Warp and could manipulate it
with the strength of their minds, and that they recognised such
potential in the Elves. It is from this time that the Elves
gained their deep knowledge of the world (although the Ancients
were largely silent of the Warp) in addition to the lore of
metals and runes. Elven tales from this time mention how the
Ancients were for their part enamoured of the Elves' art and
music. However, this all ended with their departure and the
subsequent calamity.
'The Time of Woes' and the changes wrought upon
the world at that time seem to be due to the magicks of the
Ancients and, specifically, their control over the Warp. The
Ancients travelled to the world using dimensional portals, which
they created at each pole. These were great gates; the bounds
of which were marked by powerful runic symbols, which ripped
a hole in the fabric of reality and created a tunnel to another
place. The causes of the catastrophe to follow are unknown,
although it appears that the Ancients' civilisation was at stake
for accounts tell of their bidding the Elves farewell, saying
that they had grave matters to attend to but that they would
return. They did not return, and soon after, the Warpgates collapsed
and spilled the fabric of the Warp into the world. Tides of
Dark magick flowed across the land, causing change and upheaval
upon all it touched. The Elves were little affected thanks to
the fortuitous position of their home, but many animals and
plants were sorely tried. From the fall there arose many monsters
and mutants, and some even say that Humanity was the product
of the warping effects of the void.
But after the initial tumult, when the tide of
Dark magick finally began to slow, the material world finally
began to exert itself and started to shape the Dark magick just
as it had in the Warp. And so the Dark tide began to split into
the above eight forms, which gathered about their constituent
parts. Thus, the earth drew the magicks of Earth to itself,
and the deserts and volcanoes drew Fire magicks. To the oceans
and seas went Water, and to the skies, Air. The base, primal
magicks of the Body were drawn to the animals, plants, and sentient
races. However, these races' psyches were also empowered, as
their minds became the focus for Spiritual magicks. And amidst
all of this, the material plane and that of the Warp began to
overlap. This was the birth of magick in the world.
But there was a final effect to the cataclysm.
And that was the creation of the gods.
The gods and their nature
To many, the Ancients will seem to have been the
true masters of the world and, in many senses, they were themselves
gods. They are not, however, the gods that you and I know today.
For they arose unnoticed amid the chaos and destruction.
So it came to pass that as the Warp spilled across
the lands, so the planes converged and magick became medium.
Know then that the inhabitants of the world had long known of
their spiritual selves and yet could not perform the magicks
of the Ancients. However, as the planes converged the Elves
too gained a spiritual awareness alike that of the Ancients,
as did many of the sentient beings of the world. Still today
the Elves remain the most developed of the races, for only they
have a developed psychic connection with the world around them,
and this gives them a closeness to nature that men have yet
to touch the edges of - and perhaps never will.
But not only did the sentient races become aware
of their shadow-selves, so too did the world around them. And
think not that the world sprang to life, or that the gods leapt
upon the earth clad in their known guises, for it was not so.
Instead, I shall tell you of the childhood of the gods and of
how they came to be full-grown. Indeed, I shall tell you of
how they still grow today. Let us begin.
The first lesson in the lore of the divine is
to know that the gods are not equal in stature, for there are
those that are greater, and those that are lesser. So some of
the divine pantheon are known as the Elder Gods, and some as
the Younger Gods. The difference is this: the Elder Gods are
the incarnations of the world and each represents one of its
constituents (i.e. Fire, Air Water, Earth, Life, Death and Body).
But note that they number seven and not eight. The last group
- Spirit - is not represented by a single deity. Rather, it
consists of many deities, and they are known as the Younger
Gods. The younger gods represent the complex array of emotions
felt by the sentient beings of the world.
With this in mind, know that the gods began as
murmurs in the Warp - echoes of their constituent parts. Thus,
for a while each acted only as the sum of their constituents
but it was not long before the gods came to take a physical
form according to their nature. And so the Elves began to hear
rumours of wondrous sights. One of the first of the Elder Gods
encountered by the Elves was Manann (or Mathlann, as they knew
him) for he had taken the form of a great whale and tossed their
ships upon the waves (as was his wont). But this was only true
of the Elder Gods. Ironically, it was the so-called Younger
Gods that grew apace. The reason for this is because they are
formed from a part of every individual's psyche (although some
more, some less) and so grew to include traits common to the
Elves. And so it was the Younger Gods that were first encountered
by the Elves for at that time they frequently took mortal form.
The Younger Gods are Verena, Ranald, Shallya and Myrmidia. Verena
was loved best by the Elves as she came to them first under
the stars clad as a beautiful and tall Elf. The called her 'the
Lady of the Stars' and to this day, that is the most popular
image of Verena, although she (like all the gods) may assume
any form or gender.
The Elder Gods only began to assume the form that
we know today after the Elves and Humans had taken to worshipping
them, and here the relationship between the gods and their worshippers
becomes clear. It also becomes apparent how and why the gods
develop over the ages. A good example is that of Taal, God of
Animals, the Wilds and the Hunt. It was soon after their first
encounter with Verena, some two hundred years after the Time
of Woes, that the Elves began to see a great stag in the depths
of the woods though each time it fled from them. The Elves recognised
Taal as the spirit of the forest and paid their respects to
him. At that time he was a frightening apparition that would
on occasion attack Human and Elf alike, hunting them as a great
bear. Yet he would occasionally approach in the form of a stag
and merely observe with curiosity. Most of the time, he would
just retreat into the forest if encountered. Over the ages,
Taal began to appear to the Elves as a tall and bearded Human
who carried a great spear. Primitive Humans had given him the
name Taal in their ancient tongue and had worshipped him as
a great god, though the Elves knew him as Karnos. Over the many
millennia, Taal has come to represent the great hunter, and
no longer attacks the inhabitants of the woods. For he has lost
some of his animalistic ferocity and it is believed that the
increasing civilisation of the Humans that worshipped him had
some impact upon Taal. Now it is easy to see how the gods represent
not only their material constituents, but the sum of their worshippers.
Thus Mórr has the coldness and darkness of death combined
with the sombreness that is present in the majority of his worshippers
(i.e. the bereaved). On the other hand, Manann is still the
fickle and elemental god of the oceans but he has changed in
some ways over the ages. For example, Manann may be appeased
by following certain traditions known to most sailors, but the
only reason for this is because his worshippers believe in these
superstitious rites.
There is one final and very important aspect to
this relationship between deity and worshipper. It is a little-known
phenomenon, but the consciousness of a god may actually be divided.
This occurs where there is a great disparity between the emotions
of that god's worshippers. The prime example of this is the
tale of Mórr. Mórr is the god of death. He is
the inevitable decline and end to all things. But he is also
the protector of the souls of the departed - a role imparted
upon him by the grieving. There is, however, a rather different
group of worshippers of death, and they are those that celebrate
in it. They comprise of the murderous and the cruel, and they
delight in blood and death and torture. In response to this
disparity, part of Mórr's realm broke away (as described
below under Religion) and came to be he who is known as Kháine,
the Lord of Murder. This has also happened to a couple of the
other Elder Gods, namely Rhya and Manann. Rhya lost a portion
of herself to form a deity called Ecate (see Religion), whilst
Manann has an alter ego as Stromfels, the God of Predators and
Reefs.
Of the dwarfes
The Elves have always maintained that they are
the oldest of the races, and this is why the Ancients chose
to impart them with some of their knowledge. This is true, although
it was the deep empathy that the Elves possessed which impressed
and endeared them to the Ancients. However, not all of the Ancients
chose to abide with the Elves. Some wished to explore the earth,
its plants and animals. So it came to pass that soon after their
appearance, one of the Ancients came across another race living
far to the south of what is now the Old World. They were a short
and stocky people of great endurance, who were able to withstand
the extremes of heat and cold in their environment. Such were
the ancestors of the race now known as Dwarfs.
The
Dwarfs were an old race, although their slow reproduction and
harsh environment had hindered their development to a greater
degree than the Elves. They were, however, by no means uncivilised
despite their numbering few. In fact, they possessed an advanced
social structure based on bloodline, which comprised a number
of clans, each led by the oldest male in the clan. As today,
the Dwarfs (or 'Khazad' as they called themselves) respected
age and wisdom, and the length and colour of a Dwarf's beard
was a measure of this. Unlike the Elves, the Dwarfs had very
specific gender roles and this seems to have been due to a natural
feature of the Dwarf race - that approximately two-thirds of
all births were male. The result of this was that the role of
the female Dwarfs came to be childbearing and housekeeping1,
for there were more than enough males to forage and hunt, and
because Dwarf children were comparatively slow to mature.
The Dwarfs were at that time living in small villages,
each a collection of sturdy cabins around which they grew some
few crops. The majority of their food was obtained by hunting,
for even then the Dwarfs were ingenious craftsmen and they could
create not only excellent stone tools, but also cunning traps
for their prey. But above all the Dwarfs displayed a natural
artistic flair in their craftsmanship, which was applied to
anything from weapons to domestic items.
Now the Ancient (whose name is not recorded) spied
upon the Dwarfs for many seasons, and came to love them for
their hardiness, pragmatism and honour. And so he decided that
he would go among them and teach them, as he had taught many
of the Elves. Therefore he assumed the visage of an ancient
Dwarf with a magnificent long white beard (which would be the
envy of any Dwarf) and took the name of Grungni. Upon entering
the Dwarf village, he was greeted warmly in the way of the Dwarfs,
and offered a place at the clan chief's table. So it was that
he began to instruct the Dwarfs in the lore of metals and smithing
(and many other things besides). In all the things, the Dwarfs
were eager pupils, though especially in the crafts, and it was
not long before they began to express their artistry in their
new-found lore. Now it soon became apparent to the Dwarfs that
their arid environment was far from being rich in the necessary
mineral resources, and so they asked Grungni where they might
find more. In reply, he told them of the mountains to the north
and of the plentiful supply of ores and gemstones that lay at
their heart. So it came to pass that following a meeting of
the clan the Dwarfs abandoned their village and followed Grungni
northwards. For nigh upon a year they travelled and although
some hardships did before them, they finally stood before a
great peak, which rose from the jungles. "This" said
Grungni, "is Karaz-Zorn, and here we shall make our homes".
