Legions of nagash pdf download






















The Trove has them all. Warhammer 40K Indomitus Set. Each player issues commands to his or her giants in the form of command cards recruit, move, attack, pillage, and so on.

Access all the Standard options and share purchased content with the players in your campaigns. The following are prototype rules being used in our 40K path to glory campaign featured on youtube under JAADproductions and is a work in progress.

We discuss the most significant changes and how they will have an impact on the game of Warhammer 40k. With this book, some dice, some miniatures and some terrain, you have everything you need for a game. More mechanics, bakers: Labor vows five new tech colleges Jabs are in but masks are out for SA high schoolers Fighting Fantasy is the title given to a series of interactive novels, also known as gamebooks, that were developed by Steve Jackson and Ian Livingstone. Trove is a collaboration between the National Library of Australia and hundreds of Partner organisations around Australia.

For more information on the dark future of the 41st millennium, see Lexicanum and the Warhammer 40k wiki. This item can be unlocked through consuming Streamer Dream Boxes. New users save off. Warhammer 40, Roleplay expands into new territory with Rogue Trader, a new roleplaying game experience set in the grim darkness of the 41st millennium.

Available for in-person or virtual events and meetings. Still waiting for them to post the GT book though, lol. Where the Legions of Nagash are the foot soldiers of Death and the Nighthaunt are the shock troops, the Ossiarch Bonereapers are the vanguard of a new order.

Currently we have rules in the following categories: Ancients. Posted on June 22, If not then we can send a courier to collect. It's now up to semi-ordinary people to do extra ordinary work. They use their platforms to help bring people and their ideas together for the greater good of humanity.

The main attraction of 40k is the miniatures, but there are also many video games, board games, books, ect. With the world's renewed interest in Dungeons and Dragons, more people have begun delving into the world of tabletop gaming in general.

This is a Warhammer 40K podcast where we analyse the meta and develop strategies to help you become a competitive 40k player. At their prime, they were among the largest vessels in the galaxy, and were almost invincible in combat Orc names - Pathfinder.

Fighting Fantasy Gamebooks are back! Fighting Fantasy Legends available for Nintendo Switch now! Rentals Details: Da Archive Amended Jan 3 This is a compilation of most of the pdf share threads and the rpg generals threads from What is this? This table contains a listing for the book and page number of virtually every stat'd creature, vehicle, or starship in the FFG 40k RPG universe. Flames of War Likewise, the lads at Battlefront — down New Zealand way — have their own version of a starter set to get you started in what must be the largest historical miniatures wargaming franchise ever.

Isn't that always the way! Velcro closure. Quest rpg pdf trove. Available Formats. All boards can be seen here [imgur. Old school essentials pdf trove. Orcs are savage and cruel beings who prey on the weak including their own. The latter of which being perfect for the beginner painter not so much for building though — fiddly What is in Warhammer 40, Imperium Issue 1? Conquest came with paints and Space Marines.

Legendary Julia. That's the new hotness where I play and the majority of players on UB are rocking that. If Thanquol targets a Skaven unit with this spell, it suffers D6 mortal wounds instead. Skaven: Battletome Red eyes and chisel fangs glint in the gloom. Skaven teams can also have mutations, though not as easily as chaos teams and these can be really useful. Posted by Marc Raley at AM Here you will find tier list templates from which you can create your own tier litst.

I will be taking into account availability, growth rates, stats, usage and my own personal experience using this character. I agree Main Series: Potent harassers. However, these 5 units will form the majority of Skaven lists, or are at least a good starting point for a Skaven army.

After resolving the damage of the spell, the player rolls a dice. Mono teams such as AGL have fallen out of use in Steph 16 december 4 comments on all star tower defense tier list for best units february Tier 3 This tier is the challenge tier. Age of Empires 2 Definitive Edition Civilizations which are hard to play and not worth it if you want to win at all. Tend to lack Under costed or overpowered units like that are present in tier 1. Most max at Tier 3, meaning even your minor towns can easily construct them.

I had one finished model on Friday night; and now I have seven! This isn't a particularly easy scheme to paint either, and every model is taking 2 or 3 hours; even with the airbrushed basecoat. Octarius is the ultimate boxed set for the new edition of Warhammer 40, Kill Team. Games Workshop started the widespread use of datasheets with the onset of 7th edition and have included them as the central part of the rules section in codices published since May Everything you need to get a Necrons army primed for games of Warhammer 40, is in here: 36 datasheets providing rules for using every Necrons unit in your games of Warhammer 40, necron.

Create these pages is useful for the Wiki. Not for victory, but for survival, for the hope that a spark can endure. The booklet also includes 18 datasheets that feature all of the rules that enable you to field the stunning miniatures in the box in a game of Warhammer 40, About Necron Datasheets. Quick View Terrain Datasheet Cards. Also included is a Faction card that details the faction rules that apply to Necrons Detachments.

For Millions of Years, the Necrons have laid dormant in their stasis-tombs, hidden away from the rest of the Galaxy upon Tomb-Worlds. Also coming out next is 4 new broken realm sets. T Use this Stratagem in your Shooting phase.

Sold out. Oct 2, - Necron command barge conversion and triarch tomb blades theminicollector76 One Necron Tomb World was damaged during the great sleep and erased all the Necron sentience and has started basically commanding its Necrons like true robots and is actively attacking other Necron worlds to take them over and keep growing , and there are of course dozens more little stories. Price: 6. I've got the sheet from the rule book, and yakromunda is a good resource online. I think that is a closer representation of what this cannon should do.

This set is supplied unpainted and requires assembly - we recommend using Citadel Plastic Glue and Citadel Paints. En anglais. Necron Kill Team List Models in that unit do not suffer the penalty to hit rolls incurred for firing Assault weapons in the same turn that their A set of Datasheets specifically designed for using your Necrons Citadel miniatures in games of Warhammer 40, Apocalypse.

This multi-part plastic boxed set contains components, five Citadel 32mm Round Bases and two Necron transfer sheets with which to build five Necron Triarch Praetorians or five Lychguard. A young girl hiding from the slaughter, is being protected by one of the Emperor's Angels of Death.

Wanted pages are articles that other pages have linked to but don't yet exist. Necron Canoptek Spyder 1 mini may 5th. I knew from the off that I wanted each flavour of Goblin in the army to feel like a real army in it's own right. Once that is built and the glue is set, run a bead of glue along the rail where the rod will go and also in the little hole where the nipple will go. Contact us if you have questions. Apocalypse Datasheets: Necrons.

One of the first things you'll notice when leafing through the Pariah Nexus book is the number of new Kill Team datasheets available to the Necrons. One of the last war machines designed by the Cryptek master-artificer Toholk the Blinded, at the Silent King's command it was given over to the Praetorians for wider dissemination across the Necron dynasties before the Great Sleep.

Star Trek. Search: Necron Lychguard Datasheet. Klicken Sie auf "Cookies anpassen", um diese Cookies abzulehnen, eine detailliertere Auswahl zu treffen oder mehr zu erfahren. Coil, Antonius. A set of 20 dice themed around the Necrons. Welcome to Warhammer 40,, the thrilling hobby of tabletop wargaming!

This is your gateway into the grim darkness of the far future, where mighty armies clash across war-torn worlds, and the bloodthirsty forces of Chaos strive to overthrow the Imperium of Mankind.

By subscribing you confirm that you are over the age of 16 or have consent from your parent or guardian to subscribe. This part plastic kit makes one Necron Psychomancer for use in games of Warhammer 40, Shop the Largest Selection, Click to See! Search eBay faster with PicClick. Each datasheet includes the characteristics profiles of the unit it describes, as well as any wargear and abilities it may have.

Rules Everything you need to get a Necrons army primed for games of Warhammer 40, is in here: - 36 datasheets providing rules for using every Necrons unit in your games of Warhammer 37x Necrons.

Brand: Games Workshop. Choose items to buy together. There is much for him to accomplish in the meantime. The Mortarchs of Night and Blood are continuously dispatched to the Prime Innerlands and beyond on vengeful crusades. Their undead legions march relentlessly on, erasing the taint of Chaos from Shyish, and spreading the touch of death across the rest of the Mortal Realms. The process of gathering Shyishan realmstone has escalated greatly.

Like marching ants, columns of undead slaves trail back to Nagashizzar, precious grave-sand clutched between their bony fingers. The Mortarch of Sacrament oversees the construction of yet more black pyramids, inverted and floating in the skies above Nagashizzar, each built and arranged to the exacting specifications of the God of Death.

Soon, all the realms will feel the chill touch of the grave. None lay so firm a claim upon the spirits of the deceased as Nagash, lord of the underworlds. At times they have been reluctant allies. More often, they have been hated foes, each possessing an adamantine will and an unwavering belief in their own dominance that inevitably drew them to battle one another.

As the Age of Chaos drowned the Mortal Realms in bloodshed and terror, the God-King withdrew to the Realm of Heavens, abandoning his scattered people so that the dream of culture and civilisation might live on. Deep within the palace of Sigmaron, seat of his power in the holy city of Azyrheim, Sigmar paced and plotted. He had sworn to return to save his tormented flock, but to do so he would need an army of unbreakable will, warriors who could stand unbowed and unafraid before the full horror of Chaos.

Gathering his allies to his side, Sigmar began his greatest work. Once a majestic centre of science and innovation, Shadespire became famous throughout Shyish and beyond for the production of shadeglass — pure grave-sand vitrified and processed into crystal.

Nagash looked upon the inhabitants of Shadespire, whom he saw as supremely arrogant, and was filled with cold fury. These mortal creatures dared to disrupt the sacred order of Shyish, and deny the God of Death his due. Yet it was the blazing souls of these warriors that granted them their true strength. Each Stormcast was once a mortal hero of the realms who fell in battle against the foul worshippers of the Chaos Gods. There they would be reforged and born again as the greatest warriors of Order that the realms had ever seen.

Nagash, mired in the centuries-long Barrow Wars against the hordes of Chaos invaders pouring into Shyish, felt a stream of precious souls slipping from his grasp. This could not be countenanced. As the father of necromancy and the undisputed master of death, Nagash claimed the spirits of the deceased as his property alone.

It was this very soul-matter that granted the Great Necromancer his formidable powers, and to steal it challenged the rigid hierarchy of the underworlds in an unforgivably reckless manner. Nagash traced the stream of missing souls to the Heavens, and knew that Sigmar had taken what was rightfully his.

His fury was absolute, a chilling rage that transformed the underworld of Stygxx into a frozen wasteland. However, there was nothing that could be done to repay this unforgivable slight while the armies of the Dark Gods massed before the gates of Nagashizzar. As always the Great Necromancer would bide his time, and wait for his enemies to reveal their weaknesses. The Great Necromancer would show the people of Shadespire the true horror of a world without death.

Their fate would serve as a warning to all mortals, reminding them of their true place. Working a spell of terrible power, Nagash corrupted the magic of the shadeglass, and spirited Shadespire away into a dark, twisted twilight sub-realm, refracted between the Realms of Light and Shadow. No soul would ever escape the Mirrored City of Shadespire, for the very shadeglass that had offered eternal life now kept the spirits of the dead imprisoned for all time.

Unable to pass on, the inhabitants of the city watched their flesh wither and rot away over the centuries, losing their minds to insanity and hopelessness. The ruins of Old Shadespire still stand, a gloomshrouded testament to the futility of defying the God of Death. Tales are told across the Mortal Realms of roving bands of adventurers who have strayed too far within the borders of this cursed place, never to be seen again. The God of Death greatly coveted aelf-souls, for the spirits of these immortal beings blazed with potential.

Such powerful spirit matter could be shaped and twisted into wondrously macabre creations, fused with bone and amethyst magic to create weapons of war, structures of radiant necromantic energy, or a thousand other artefacts.

Yet so few of these priceless souls made their way to Shyish, for other hungering eyes were drawn to them. As the world-that-was tore itself apart, countless mortal lives were snuffed out in an instant.

Tormented, lost souls drifted through the aether, and were claimed by dark powers that reached forth hungrily from the Realm of Chaos. No deity indulged themselves so thoroughly as Slaanesh, the god of excess.

The Dark Prince devoured so many aelf-souls that he grew bloated and sluggish, and was forced to take shelter lest his fellow gods took advantage of his weakened state to gain ground in the great game of dominance and intrigue that defined their every action. It was Malerion and Tyrion, the gods of aelf-kind, who discovered Slaanesh and lured him into captivity. Desperate to restore their ailing race, they began to extract as many souls as they could from the helpless Chaos God.

They performed this task in secret, in a distant sub-realm hidden from prying eyes, yet Nagash — connected to all things of the spirit realm — could feel a great bounty slipping from his fingers, torn away by some unknown entity. His agents ventured far and wide in search of those responsible, yet Malerion and Tyrion had covered their tracks expertly. Perhaps the culprits may have remained entirely unknown, were it not for the subterfuge of Morathi — mother of Malerion and Queen of the Shadow Realm.

Morathi purported to aid her son and Tyrion in their endeavour, all the while secretly stealing a surplus bounty of aelf spirits away to Ulgu for her own sinister purposes. Across the Mortal Realms, trickles of spirit matter vanished into nothing, as if broken apart upon the wind. Something was preying upon mortal-kind, soul and flesh, whisking them away to an unknown realm.

Great fleets of merchant ships or entire townships would disappear overnight. Not a fragment of their spiritual essence remained. All that could be found were a few soulless bodies, left inert and comatose, unable to wake. This was no sudden surge in absent spirit matter, but a slow and steady dissipation.

Even to Nagash it was subtle and barely noticeable, and that disturbed the Great Necromancer most of all. Arkhan the Black and his Legion of Sacrament were dispatched to discover the truth of these disappearances, but they found no sign of those responsible. Now, as he sits once more upon the throne of Nagashizzar, the Great Necromancer puts in motion his plans for revenge against the SoulThief Sigmar, the covetous aelf-gods and the dark powers of Chaos who so shamelessly despoiled his rightful domain.

The Great Necromancer is no longer content to dwell within Shyish, waiting and watching. He will bring his war to every corner of the Mortal Realms. The Mortarchs have been unleashed in all their dark splendour, abandoning the cautious opportunism they favoured during the height of the Realmgate Wars in favour of total war. None are safe from their wrath. These intriguers, assassins and spies pave the way for the armies of the Legion of Blood.

They employ their dark charisma to seduce and manipulate key civic and military figures, gathering influence slowly and subtly, only stepping from the shadows when the enemy is at their most vulnerable. Batwinged horrors strike from the gloaming night skies, snatching away helpless victims and sowing terror in the survivors. Culchasia burns.

Voltisgard is but a shadow-haunted skeleton of its former might. The twin fortresses of the Crowfeast Peaks are strewn with the flayed bodies of their defenders. Ever loyal to the Great Necromancer, Arkhan the Black dispatches his Black Disciples on missions of the utmost importance, even as he oversees the construction of further inverted pyramids above Nagashizzar.

The Legion of Sacrament seeks forbidden knowledge with a greater singlemindedness than ever before, venturing into enemy-controlled lands to loot ancient tombs, hidden library-cities and arcane repositories. Armies pour into Ulgu, the Realm of Shadows, where Nagash suspects the aelf-gods have hidden the captive Slaanesh.

The dangers of this shrouded realm are myriad and horrifying, and many of these expeditions disappear without trace. Yet there are always more corpses to raise and more deathmages willing to risk all for a taste of true power, and so Arkhan continues to search for those who dared steal from his master. With all his pieces arranged upon the board, Nagash prepares to launch his war against the living, his grand plan for the conquest of the Mortal Realms.

It is a gambit both astonishingly intricate and devilishly cunning, built upon plots that Nagash has woven over the course of thousands of years. Such an endeavour could only come from the mind of a being as patient and coldblooded as the Great Necromancer. The true horror of this scheme is yet to be fully understood by his enemies, but even they can feel the power of Shyish rising to a shuddering crescendo. Across the realms, barrow-mounds echo to the sound of marching boots, and withered corpses stir within dusty tombs.

Witch-light auroras herald the coming of spirit-storms that tear the souls from the living and bring the dead clawing up from the soil in their multitudes.

Terrified mortals cower within their cities, praying to their gods that strong walls and steady spears will protect them. Ancient forest spirits stir, awakened by the tread of deathless legions.

Warriors of Chaos gaze from the battlements of their Dreadholds, eagerly anticipating the prospect of slaughter and suffering. Death waxes ascendant. The time is coming for a final reckoning, an era of vengeance that will remind all traitors and pretenders who truly commands the spirits of the fallen. Within its borders lie underworlds beyond counting, each summoned into being by the collective belief of mortal-kind, and formed from purest death magic.

At the centre of it all, within the great citadel of Nagashizzar, dwells the Supreme Lord of the Undead. The scattered civilisations of the Mortal Realms have each forged their own image of what awaits their souls after death, their own mythical concept of an underworld. All of these imagined afterlives coalesce in Shyish, the Realm of Death, shaped by such common ideologies and given form by pure amethyst magic.

These new lands are settled by the souls of those who gave credence to them in life, growing in power and prominence with each new believer. Yet Shyish is, above all, a realm of endings. In time, the memories of these underworlds will fade, as the civilisations that gave birth to them are lost to history. Eventually, each will disperse into nothingness.

Though Shyish is a realm of the dead, it is not solely a grim or foreboding place. Its countless underworlds are astonishing in their splendour and variety. Athanasia is a land of peace and enlightenment, where souls fade and are reborn in an endless cycle. Hallost, the Land of Dead Heroes, echoes to the laughter and chanting of warrior tribes, battling side by side against hordes of monstrous fiends.

These heroes die and are cremated each night, only to rise from the ashes the next morning to join their brothers and sisters in battle once more. The Latchkey Isle, by contrast, is a labyrinthine paradise filled with gleaming treasures locked away behind impassable doors, watched over by solemn guard-beasts and wicked traps.

Here, the spirits of the foremost thieves in all the realms gather to challenge themselves with the greatest heists they have ever known, each more taxing and thrilling than the last. The living, too, populate Shyish, coexisting with the dead. The greatest concentrations of mortals can be found in the so-called Prime Innerlands, the central mass of Shyish, far from the deadly edge of the realmsphere, where amethyst magic gathers in such quantity that to venture there would spell the death of any living thing.

Here, they forge an existence from the harsh wildernesses of Shyish. In these realms, tradition is sacred above all, and the honoured dead walk amongst the living. A princess might seek counsel from the spirit of her long-deceased mother, or a band of deathless warriors might keep an eternal watch upon the city wall, having sworn an oath to protect the living.

Sometimes, the relationship between living and dead is one of mutual codependency. Other times it is fraught with strife and horror. The tomb-city of Gharnost is a gloom-shrouded metropolis ruled over by skeletal lords, where the living are enslaved, forced to build ever more elaborate and grander mausoleums for their pitiless overlords.

The mortal populace — weary, ragged creatures bereft of hope — dread the grinding rattle that heralds the approach of the Corpse Carts. These reeking wagons halt outside the hovels of the living, and the unfortunate residents are dragged out by skeletal watchmen and butchered, their corpses hurled into the grim conveyance to later be raised as mindless warriors of the lords of Gharnost. During the Age of Chaos, many of the underworlds and civilisations of Shyish were overwhelmed by the daemonic hordes of the Dark Gods.

Cities were levelled, and hungering gods devoured souls that had known contentment for an eternity. Scant few of the great civilisations of Shyish survived the purges, and the foul icons of Chaos were planted in every corner of the realm. The Dark Gods had long coveted the Realm of Death, for if they were to conquer the underworlds, mortal-kind would know no peace after death, only an eternity of damnation and torment at their cruel hands. Even now, with a resurgent Nagash seated upon his throne in Nagashizzar, Shyish is a dangerous, treacherous place.

The Prime Innerlands are now riven by conflict, and the forces of Chaos, though embattled by the swelling legions of Nagash, remain in control of great swathes of the realm. The restless dead launch assaults upon the living with increasing regularity, and fell witch-light burns in the bruised skies.

The people of Shyish know well their omens, and all can feel a change upon the bitter wind. All lifeless things, from the carrion crawlers that writhe through the charnel mires of Shyish to the mightiest Vampire Lord, chafe under his dominating will. Yet even the Supreme Lord of the Undead cannot be in all places at once. To ensure his domination of the Mortal Realms, Nagash turns to his great lieutenants, the Mortarchs.

Should Nagash require the corruption of a mortal city via the spreading of the Soulblight curse, he will turn to Neferata, Mortarch of Blood. If a task demands martial expertise and vicious, low cunning, the Great Necromancer will turn to Mannfred von Carstein, Mortarch of Night, while the most sensitive and secretive missions are inevitably given to Arkhan, Mortarch of Sacrament. Just as Nagash cannot claim omnipotence, neither can his lieutenants oversee every battle and every campaign.

Thus, the Mortarchs in turn delegate to their own favoured Necromancers or undead thralls. Mannfred von Carstein will commonly task a Vampire Lord of his court to sow carnage and terror amongst the living, a loud and bloody distraction that masks his more devious machinations.

Each Mortarch commands their own Legion, a gathering of undead warriors that fights according to the traditions and strategies favoured by its master. These are not strictly codified or organised armies. Detachments from each Legion may differ in size and The blood-mad Ghoul Kings of the Flesh-eater Courts often fight alongside Nagash and his Mortarchs as powerful — if unpredictable — allies. Mordants are not truly undead creatures, and thus cannot be directly controlled by the Great Necromancer.

Nevertheless, they accept Nagash as the God of Death, even if many despise him, seeing him as a destroyer and tyrant that seeks to dominate them all. Despite this uneasy relationship, ghouls are commonly found amongst armies of the dead.

At the foot of this pyramidal power structure are the foot soldiers and carrion-beasts of the deathless legions, beings that can be summoned and dominated at will by wielders of dark magic.

Zombies and skeletons provide disposable fodder, front-line troops immune to mortal weaknesses such as fear and fatigue. These are the lowest forms of unlife, incapable of autonomous thought. They serve as they are called, spilling the blood of the living on behalf of their masters. More dangerous and powerful creatures must be compelled to join the armies of the dead by necromantic rituals, or drawn forth by the aura of death and suffering they leave in their wake.

The phantom cavalry known as Hexwraiths are drawn from the underworlds by the promise of mortal souls, for example, while Banshees are easily tempted by the opportunity to torment and punish the living.

All that matters is that the enemy is slaughtered so bloodily and viciously that they dare not challenge his might again. Defeated foes are butchered and staked for their kin to see, spitted, flayed and strung upon the walls of fallen citadels, or raised as unliving horrors to devour those they once loved. When the Great Necromancer desires not just to defeat a foe, but to make a grisly example of them, he turns to the Mortarch of Night.

Von Carstein is a master at luring the enemy into a false sense of security, before attacking from unexpected quarters and tearing them apart in a savage display of violence. Forces drawn from this host are sent by Nagash to fulfil his most secretive and dangerous tasks. Arkhan the Black oversees these dark processions, and where he and his lieutenants travel, arcane horrors swiftly follow.

None but Nagash himself have so thoroughly mastered the necromantic arts as the Mortarch of Sacrament, for he has served the Great Necromancer for as long as any can remember. Countless Deathmages have travelled across the Mortal Realms to study beneath Arkhan, and he names the most promising his Black Disciples.

It is rare to see an army of the Legion enter battle without at least one of these powerful sorcerers unleashing a soul-rending storm of magic as his undead thralls advance upon the foe.

From her capital city of Nulahmia, Queen Neferata weaves a web of intrigue that is astonishing in its breadth and complexity. Her countless agents are scattered throughout the realms, each playing a vital role in a grand scheme the scale of which only the Mortarch of Blood fully understands. Often such a force will be led by a Vampire Lord, resplendent in the heraldry of its cursed bloodline, seeking to rise in the favour of the Mortarch of Blood by slaying her many foes.

These chosen retainers strike swiftly and aggressively, emboldened by the knowledge of their superiority over all living things and possessed of a terrifying fervour that stems from their eagerness to impress their dark mistress.

As war consumes the Mortal Realms, the spectre of death spreads far and wide, and the fell power of Shyish waxes ever stronger. The overseers turned their zombie slaves against the intruders, but the fires of change consumed all.

The spirits of fallen champions, swollen with power and potential, were being stolen away. He swore vengeance upon Sigmar for this betrayal. Plaguebearers surged into the land of Ossea, and only the might of the Ebon Scythe — one thousand elite Morghast warriors — kept them at bay. He ripped the souls from thousands of mortal prisoners, and channelled the spirits of the slain to summon a vast ethereal host which tore through the Khornate daemons.

As they drew close, the duardin were swarmed by hulking, leather-winged monsters which snatched scores of crewmen from the decks of their vessels. The ruins crumbled and reshaped around them, forming a red-walled fortress — the cursed Crimon Keep. Prince Vhordrai and his Blood Knights charged from this haunted lair, carving their way through the stunned Sigmarites.

As Putrid Blightkings waded after the fleeing vampire, thousands of Deadwalkers emerged from the swamp and fell upon them. Outnumbered and surrounded, the Nurgle-worshippers still had the best of the fighting, until von Carstein led a vicious counter-charge into the rear of their formation and wiped them out to a man.

His shambling host strode into the cloaking darkness of that fell realm, as lambent eyes looked on with predatory curiosity. After three days of hard fighting the undead host was driven off. It was only in the aftermath of battle that the Stormcast Eternals realised that several of their number were missing, and had not been carried back to Azyr upon the storm. By his skeletal hands have countless empires been cast down, their populations raised with necromantic magic to join his infinite legions.

With a gesture he can summon an army of rotting cadavers, or tear the souls from a horde of enemy warriors. The Great Necromancer looms above the battlefield, borne aloft by a swirling cloud of shrieking spirits. These lethal phantasms soar and spiral around Nagash as he brings his staff to bear upon those who dare oppose him. A freezing, ethereal storm envelops his victims, who scream in agonised horror as their very souls are torn from their bodies and consumed.

Nagash is the undisputed master of all undead creatures. When he goes to war the ground trembles beneath the tread of his endless legions, and blood-sucking bats flock thick enough to shroud the land in an impenetrable gloom. Would-be lords of death are brought to their knees, their armies subsumed into the grand host. There is no resisting the power of Nagash. Many rebellious Vampire Lords and vain tyrants of the barrow have attempted to defy his dominating will, but all such futile attempts have only ended in excruciating and humiliating torment, for the Great Necromancer never forgets an insult.

Merely to be in the presence of Nagash is enough to fill the most battle-hardened warrior with bonedeep terror. This is no foe that can be swept aside with cannon fire and slashing swords, but an unstoppable elemental force.

Just as death cannot be conquered, nor can its master. Over his impossibly long existence, Nagash has devoured libraries full of esoteric texts and forbidden lore. His mastery of the arcane is rivalled by only a handful of beings across the Mortal Realms, and even these powerful mages would hesitate to summon the dark sorceries that the God of Death wields without a second thought.

This bottomless reservoir of knowledge is stored within the pages of the Nine Books of Nagash. With a gesture, Nagash can call one of these tomes to hand, intoning the dreadful invocations within to obliterate his foes and snuff out their own pathetic attempts to harness magic. In the time it takes a lesser wizard to weave a single spell, Nagash will unleash a tempest of devastation, sending soul-rending hurricanes and lances of pure entropic energy tearing through his foes.

Indeed, so suffused is Nagash with necromantic power that his very touch can age any mortal hundreds of years in a moment, turning flesh and muscle to dust and leaving nothing but a grinning skeleton behind. Nagash holds nothing but contempt for simple-minded barbarians and brutish warriors who dedicate themselves to the low arts of combat. He prefers to exterminate such foes at range with a cascade of flesh-withering magic, rather than waste effort crossing blades.

However, should the need arise, he is more than capable of destroying those who stray too close. Though Nagash sees bladework as a crude pursuit, he has nonetheless learned its intricacies over countless lifetimes of war and bloodshed, and is a skilled swordsman.

Those enemies who attempt to engage the God of Death are hewn down with deft sweeps of the Mortis Blade, their spirits severed from their bodies. She is a seducer and manipulator without peer, a weaver of lies, conspiracies and illusions whose fell influence can be felt all across the Mortal Realms. Queen Neferata is the epitome of the aristocratic glory that so many of her kin strive to emulate. She rules from the domain of Neferatia, a kingdom fashioned in the image of a land she called her own in the distant past.

Its capital city of Nulahmia is a macabre yet wondrously ornate metropolis in which the living exist as chattel, utterly at the mercy of their vampire masters. Neferata is a creature that thrives upon control and manipulation. She remembers a time when even Nagash was mortal, and some say that she was in fact the first to bear the Soulblight curse, and that all other vampire bloodlines descend from hers.

Certainly, she possesses a formidable magnetism even for one of her dark kind, and is able to bend the most implacable foes to her will. She masterfully exploits the innate lust for power and prestige that resides in her kin. The Court of Nulahmia is a hotbed of intrigue and treachery, where an ambitious vampire may ascend to the highest position of influence over many decades, only to be cast down or disposed of by a rival within a matter of days.

This constant strife suits Neferata well. Not only does it ensure her subjects strive to accomplish the most prestigious deeds in the name of their mistress — thus ensuring their own ascension — but it prevents any one of her thralls from becoming too comfortable, and turning their eye towards the grandest throne of all. Those who witness her riding atop the ever-hungry dread abyssal, Nagadron, are struck dumb by her soul-stealing beauty and aura of majesty. Darkly resplendent in the Armour of Templehof, a relic from a bygone age that resonates with fell power, Mannfred von Carstein rides to battle astride the dread abyssal Ashigaroth.

With a gesture, the vampire can unleash a spectral tempest that tears the souls from those who feel its chilling touch. Von Carstein rules from the underworld of Carstinia, a kingdom of eternal night dominated by foreboding castles and stretches of dense forest in which one can hear the constant baying of hounds and terrified screams. From his seat in the city of Sternieste, von Carstein reigns over an empire of mindless undead and servile mortals, while risen corpses fashioned in the likenesses of former rivals attend to his every whim.

Despite this grandeur, in recent years von Carstein has spent more and more time on campaign, far away from Carstinia.

For the eternally discontented vampire, even his grand domain has become a bitter reminder of past failures, an unsatisfying illusion that never ceases to remind him of the limitations of his power. Though Nagash grants von Carstein the freedom to wage war as he sees fit, he maintains a close eye upon his mercurial general. The Great Necromancer knows well that von Carstein cares only for advancing his own ends, and would betray him without a second thought if the opportunity arose.

Indeed, several times in the past the vampire has overstepped his bounds and invited harsh punishment. For his part, Mannfred von Carstein has now grudgingly assumed the role of the willing servant, doing as he is bid without outward signs of rebellion.

The Mortarch of Night may be duplicitous, but he is no fool. He knows that Nagash could turn him to ashes with but a thought, and has no intention of giving his master reason to do so.



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