So the Dwarfs created a settlement
upon the shoulders of the great mountain and began to mine it.
Ever they delved deeper, seeking out the riches that Grungni
had told them of. Indeed, their mines became so deep that they
began to construct their smithies and later their homes, within
the mountain. Over time, the village was abandoned as the Dwarfs
discovered how to subsist underground. It was about this time
that the old clan chief died, and Grungni was appointed as his
successor and accepted into the clan (an action that had been
unheard of previously). Grungni's first act as clan chief was
to send out messengers to gather the clans and bring them to
reside within the mountain. Within two generations, all of the
clans had settled at Karaz-Zorn and, being awed by Grungni's
wisdom and venerability and by the beauty of their new home,
they appointed him Overlord of Dwarfkind. Thus was the first
of the Dwarf cities built.
Under Grungni's lordship, the Dwarfs prospered,
and grew in numbers in the security of the hold. They also continued
to learn and invent. It was around the hundredth year of Grungni's
lordship that it became apparent that the population was growing
too large for the hold and so, one by one, the clans began to
migrate northwards to the Worlds Edge Mountains. From there,
they spread up the spine of the world, to reach even the far
north by the time of the Cataclysm (of around -4500 I.C.). Obviously,
by this time, Grungni had lived among the Dwarfs for over a
thousand years and they had come to believe that he was the
father of the Dwarfs, who had returned to guide them. They did
not, however, ever ask him whether this was in fact the case.
Now, it was around one hundred and fifty years
before the cataclysm when most of the Ancients left. Grungni
had not, for he was loath to leave his children (as he saw them).
And it was due to his isolation from the other Ancients that
the collapse of the Warp gates took him completely unawares
and it was all that the Dwarfs could do to seal their gates
against the monstrosities without. It was at this time that
Grungni began to teach the Dwarfs of the lore of runes, so that
they might defend themselves against the vile magicks that had
been unleashed upon the earth. In this, Grungni was wise, for
he recognised the dangers of manipulating magick directly and
in any case, runes, to the Dwarfs, seemed to be the pinnacle
of craftsmanship. And then, in his last act as their Lord, Grungni
passed the mantle of Overlord onto a Dwarf named Morgrim Forkbeard,
who he regarded as strong and wise. This was to be the start
of Kingship among Dwarfs, for they recognised Grungni's nominated
successor and his children after him (for no normal Dwarf is
immortal). Grungni left Karaz-Zorn and headed north, never to
appear openly again.
The
truth of it was that he was overcome with guilt because of what
he saw as his failing in not following the other Ancients. His
mission was to find out what had happened to the gates and establish
whether it could be reversed, and his journey took him deep
into the chaos wastes. Whether he found the answers he was looking
for is unknown, but I will divulge to you, gentle readers, that
Grungni did return from the chaos wastes only to make another
grim discovery on his way south. For Grungni did come upon the
hold of Karak-Vlag, which lay at the northern tip of the Worlds
Edge Mountains, only to find its gates open and its inhabitants
gone. Whatever Grungni saw within its empty halls led to him
masking the hold within a powerful illusion that remains to
this day. More information regarding Karak-Vlag may be found
below under The Chaos Dwarfs.
I shall end my story of the being known as Grungni
by saying that according to legend, Grungni returned to Karaz-Zorn
some fifty years later, and instructed Morgrim Forkbeard to
leave the city and take his people north. Morgrim and his people
eventually founded the greatest known Dwarf city, called Karaz-a-Karak
(or 'Everpeak' in the tongue of men). It is not known why he
did this, and no one has ever managed to locate the legendary
hold to search for clues. However, some few Dwarfs believe that
Grungni lives on today, and that Karaz-Zorn somehow holds the
key to the mystery.
1 This has a different meaning in Dwarf society,
where women were responsible for every aspect of the home, or
'hearth' as they called it.
The birth
of man an the rise of Chaos
The origin of Man has long been a matter of intense
speculation among Old World scholars. The common opinion is
that Humans have always existed and were created by the gods
and this, for certain, is the line adopted by the Church of
Sigmar. More radical theories include the belief that we are
descended from Dwarfs, whilst others say Elves. The Elves have
slightly more to say on the matter, and if one could persuade
them to speak they might say that Man, like most of the races,
was created by nature and his environment. A cryptic reply,
you might say, but such is the way of Elves. But let me disclose
to you the truth of the matter, as has been revealed to me.
Men are products of natural selection, just like
Elves and Dwarfs. For countless ages they dwelt east of the
World's Edge Mountains in what is now the Dark Lands and the
Steppes. Here they lived as nomadic hunters upon the plains,
in ignorance of the Elves and the Dwarfs. It is said that the
Ancients knew of Men soon after they arrived on this world and
yet did not approach them as they did the Elves and later the
Dwarfs. Perhaps this was due to Mankind's level of civilisation,
or its nomadic nature. But whatever the reasons, when the Cataclysm
occurred Men were wholly unprepared for what fate dealt them.
Whereas the Dwarfs had been shielded by their mountain fastnesses,
and the Elves by the mountains of Ulthuan, the Humans were afforded
no such protection. Instead, they were overcome by a tide of
Dark Magick that few escaped. Those that were affected most
severely were horribly warped, becoming unspeakable monstrosities
or writhing pools of flesh. Thankfully, many such individuals
died instantly, or soon after. Some however turned upon their
kin, sparking desperate fights for survival among the remaining
Men. From this event were born many of the foul creatures that
still plague the world today, including the Beastmen.
Thus was lost over a quarter of Mankind, and more
still fell at the hands of the newborn fiends. Those Men that
survived were not unchanged. Some displayed mutations and others
went mad. The majority suffered more subtle changes, but nevertheless
the seeds of Chaos had been planted within them. And this could
occasionally manifest itself in a new generation or later in
life, especially when Chaos was strong in the world. Typically,
the taint would be either physical mutation or madness, and
this is still the case today.
But by far the most important change was to Men's
psyches, for Chaos expanded and heightened the range of emotions
felt by Men. Hatred, fear, anger and lust were to name but a
few of the powerful impulses that Men began to feel. But they
were not all negative. Indeed, Men became passionate, driven
and curious, among other things. It was these traits that lifted
Men from their primordial tribal and nomadic existences and
pushed them forwards. Not only that, but they had become psychically
self aware to some degree, which would later allow them to master
the magicks that had become part of the world. Yet it is important
to know that the minds of Men had been set against themselves,
for many of the emotions were conflicting, and conspired to
make Men unpredictable. For example, whilst they desired change,
so were they also fearful of it; whilst they felt anger, so
they feared the wrath of others; and so on. Thus the Elven adage:
Trust not the motivations of Men, for they too know not what
they want.
The importance of the above was not only in that
it marked the dawn of Humanity - it also marked the rise of
the Gods of Chaos (so-called because they arose from influx
of Dark Magick). They were created by the minds of Men and the
various monstrosities that the cataclysm had brought. So from
rage arose Khorne the Blood God, from despair and fear of death
came Nurgle the Lord of Decay, from lust came Slaanesh the Lord
of Pleasure, and from ambition and inventiveness rose Tzeentch
the Lord of Change. Others included Alluminas the Lord of Light,
who desires stasis and fears change. There also came Solkan
the Avenger, who is righteous and conceited. The final two are
little known today; they are Malal and Arianka, and more on
them may be found under Religion below.
All of the gods that arose at that time have subsequently
become known as either Gods of Chaos or Gods of Law. There is
little practical difference between the two groups (as both
seek dominion over the world) except for the way that they operate
in current society - the Gods of Chaos work (generally) without
the laws of current society, whilst the Gods of Law work within
them. Obviously, what is Law and what is Chaos are relative
concepts and may vary between countries and individuals, and
so many prefer to label all such gods as Gods of Chaos. Although
it is open to much debate, the Gods of Chaos are thought to
be Khorne, Nurgle, Slaanesh and Tzeentch; whilst the Gods of
Law are thought to be Alluminas, Solkan, Arianka and Malal.
More about these gods may be found in the section on Religion
although suffice it to say that there is little love lost between
any of these gods, not just between Law and Chaos.
And so it was that Humanity entered its darkest
hour. For hundreds of years whilst Elves and Dwarfs battled
Chaos to the west, Men fought as best they could against the
various horrors and even against themselves. And so finally
it came to pass that Chaos was driven northwards and the Warp
gates began to shrink. Now many of the Human tribes had long
worshipped the earth and its various constituent gods (even
before they actually existed) and there existed among some of
the tribes of Men a priestly class known as the Druids. They
maintained the various shrines and crude temples, and made offerings
up to the gods. So it came to pass that shortly after Chaos
had been vanquished one appeared among the druids. Ancient druidic
inscriptions describe him as a venerable Man with a strange
manner of speaking. It is said that he taught them of nature
and the earth but also that he taught them a form of magick
based upon their own tongue, for they were to be protectors
of nature and guides of men. And then, after instructing the
druids to travel west across the World's Edge Mountains, he
vanished. The druids obeyed his command, and took their tribes
westwards.
Thus was born one of the most ancient of the magickal
arts and the most ancient of religions. It is not known whether
this mysterious figure was indeed one of the Ancients or an
Elven mage of the day. Either way, he saw the need to teach
the early Humans in the ways of magick so that they might protect
themselves and the world from Chaos. More on this form of magick
may be found under Druidic Magick.
Thus ends my account of the ancient days.
The nature of magick
It
is important to remember that all forms of magick stem from
the Warp. As it enters the material plane, magick is the raw
stuff of chaos and just as matter affects the Warp, so this
warpstuff affects matter that it comes into contact with - twisting
and rearranging it into new forms. The result of this is that
the areas around the Warp gates have been altered beyond all
recognition and have become known as the Chaos Wastes. This
warping effect is ongoing however, and so not only is the landscape
in constant change, but also any beings entering the Wastes
are subjected to Chaos and its mutating effects. This is also
true of wizards who attempt to harness this magick, for they
too find themselves altering (see below under Dark Magick).
This pure stuff of Chaos is known as Dark Magick, and just as
it alters the world, so is it altered by the world. For Dark
Magick does not remain for long in its pure form. Instead, it
is forged (some would say purified) into a new form by the matter
that it comes into contact with, as is the case in the Warp.
Thus, Dark Magick when exposed to water becomes
so-called Water Magick, and Dark Magick that moves high into
the sky takes the aspect of the air and becomes Air Magick.
And so, Dark Magick becomes either one of the four Elemental
forms, or one of the four Metaphysical forms (as outlined below).
This transformation is by no means permanent, and the nature
of any magick will be dictated by its surroundings at any one
time. Regardless, once magick has been changed by the material
world, it loses its warping effect. As a result, those drawing
upon one of these eight magicks are a lot safer than those who
use Dark Magick. That is not to say that there are no adverse
consequences to the use of these so-called 'Colour' magicks,
for there are, and the consequences can in some cases be just
as dangerous.
The fundamental difficulty which can arise from
the use of 'Colour' magicks stems from the fact that each of
them has the properties of the element (or meta-element) that
they represent. As a result, where a wizard predominantly uses
one of the 'Colours', without reference to its opposing (and
balancing) twin, he begins to take upon himself some of the
attributes of that 'Colour'. For instance, Necromancers specialise
in death magicks and therefore over time, they start to suffer
certain afflictions associated with death, such as an increasingly
cadaverous appearance (as their skin undergoes a process similar
to decay) or developing an unwholesome stench. Not only that,
but such wizards are also affected mentally, and a growing obsession
with the 'element' (e.g. death) in question is usually the first
of many symptoms.
The final form of magick is by far the most esoteric
and is not formed by any natural process. It is known as Light
Magick, and is created when the eight Colours are reintegrated.
The resulting magick is not only pure (being balanced and without
the taint of Dark Magick), it is also to some extent the most
versatile (being effectively uncharacterised energy). As a result,
Light Magick may be used in anything from shielding spells and
auras to ground splitting offensive spells. Unfortunately, the
reintegration of the Colours is a most arduous process that
only the most capable of Elf mages can hope to master. Note
that Light spells are utilised by non-Elven wizards (see below
under Battle Magick and The Most Noble Brotherhood of Light)
to a lesser degree.

