An Exploration of the Mortal Realms: An Age of Sigmar Thread



Freeguild Steelhelms are the Battleline building blocks of your army, and their kit is simply loaded with personality. You'll find 15 interchangeable heads on those sprues, as well as extra heads for your Champion, Banner Bearer, and Battle Priests. You'll be creating troops so unique you'll want to give them all names.


 
I feel like these are based on random creatures from medieval art. Like em
Hieronymus Bosch Garden of Earthly Delights and Marginalia of medieval doodles
www.atlasobscura.com

The Strange and Grotesque Doodles in the Margins of Medieval Books

When the edges take center stage.
The Gargoylians are GW's best invention in years.
The blorbos will motivate the hearty men and women of the Empire to fight to keep the skrunkly happy

The Daughters of Khaine hag queens trying to be impressive but the scrimblo keeps dancing around the blood pot.
 
Seraphon

They come from beyond the stars, the children of the Old Ones.


Through the void they sail in majestic golden vessels, powered by the fire of suns and aglow with cosmic energies. They come wielding weapons of celestial stone and sorceries of unimaginable power, to say nothing of the scaled titans that stomp at their side. They come to do the work of their lost gods, and they let nothing stand in their way.

Those who would shatter or profane the cosmic order will perish.

May the will of the old ones be done.

We've all been having fun recently with the news of the updates on the new Cities, but since it's a little while until they release I thought it'd be fun to write a post on one of my favourite factions, the Sufficiently Scaly Seraphon!

Who are the Seraphon?

Upper left: A Saurus Oldblood. Upper right: The Starblood Stalkers Underworlds warband, featuring Kixi-Taka the Diviner, Oldblood Klaq-Trok, Skinks Xepic, Huachi and Tok, and lastly the Chameleon Skink Otapatl. Bottom image: Seraphon in battle against forces of Khorne and Nurgle.
Seraphon are probably the most enigmatic and mysterious of all the main factions in the Mortal Realms, despite being perhaps the faction that remains the most similar to their counterparts in the world that was, the Lizardmen. The Seraphon are a multi-species faction made up of various reptilian and amphibian species, all united in the goal of fulfilling the Great Plan left behind by their vanished creator-gods, the Old Ones. The Old Ones were a species of unimaginably ancient and powerful godlike aliens, for whom creating life and moving planets were simple works. They created the Seraphon to be their servants in reshaping existence according to their vision, and though the Old Ones all vanished when Chaos first entered reality, the Seraphon have taken up the mantle as their inheritors, utilizing their cosmos-faring Temple Ships and arcane artefacts as best as they are able to see their master's design through. The Seraphon belong to the Grand Alliance of Order, and are the staunchest opponents of Chaos in all the Realms, believing that the Great Plan will lead to the complete and utter annihilation of the Eternal Enemy. Being allied to the other species of Order doesn't mean that they are necessarily friends though, as the Seraphons alien mindset sees the other factions at its best as important cogs with specific functions to fulfil in the great plan, to bothersome pests that haven't been dealt with yet only because Chaos is a bigger threat. As the dedicated mystery faction of the setting, the Seraphon don't get a lot of stories that focus on them, instead showing up in other's stories. This leaves the battletome as the best source of information on them, and I'm making this post as I recently acquired the new 2023 battletome.


Three Saurus, two Skinks, one Slann. Not depicted: Kroxigors

Foreground left: Saurus Warriors. Foreground center: Skinks attending a Spawn of Chotec. Foreground right: Aggradon Lancers (Saurus cavalry). Centerpiece: Slann Starmaster surrounded by three Kroxigor Warspawned bodyguards
The Seraphon are primarily made up of four main species:
Slann are the massive, toad-like creatures at the very centre of all that the Seraphon are, and they are the factions undisputed rulers. All Slann are directly, hand-made creations of the Old Ones, birthed in five generational spawnings when the Old Ones first arrived to the World-That-Was. They were made to be the highest servants and personal assistants to the Old Ones themselves, and were thus gifted with magical ability that is only surpassed by the very gods themselves. And yes, there have only been five spawnings, ever. Since the Old Ones disappeared when Chaos first established itself in the World-That-Was, no new ones have been born, meaning that the Slann you put on the tabletop has been around since before AoS was a thing. The Slann are ridiculously powerful, but spend most of their time in meditation chambers where they busy themselves scrying the future, deciding which paths and choices should be allowed to come to pass in order to shape the world to their designs, whilst leaving day-to-day operations to their servants.

Skinks are the most diminutive of the Seraphon, and in many ways the most multi-faceted. They are by far the most numerous of the species of the Seraphon, and they fill up almost every role imaginable in their society. They are administrators, crafters, artisans, animal handlers, and diplomats, possessing creative flair and curiosity that is largely absent in their bigger cousins. Of course, they also participate in the Seraphon military organization, where they act as quick and nimble skirmishers who weaken the enemy with posion darts and javelins before the Saurus rips into them. They are also the handlers and riders of the various war-beasts that the Seraphon hosts make use of, which fulfils a variety of roles on the battlefield. Rarest of all are those skinks that are part of the Seraphon priesthood, the Oracles, Starpriests, and Starseers. Oracles are agents of the Slann, spawned in order to fulfil some specific task that cannot be entrusted to anyone else. The Slann can remotely pilot their bodies, letting them go places without leaving the safety of the temple-city. Starpriests are rare, powerful mages that are enthrusted to oversee Seraphon embassies, and also to act as war-mages in conflicts. Lastly, the StarSeers are the favoured direct servants of the Slann, powerful mages that like their masters can also scry the future. They use this gift to run the day-to-day operations of the temple cities, that they may foresee what need to be done or any potential threats way before they actually arrive.

Kroxigors are the powerhouses of the main Seraphon species, massive creatures able to stand toe to toe with Bullgors and Ogors. They are the heavy labourers, capable of carrying out gruelling tasks of construction for days on end without tiring or complaining. They are rather simple people and tend to need skinks, with whom they invariably share a very strong bond with, to guide them along during projects, else they find themselves continuing to follow the last order they were given or simply shutting down into a hibernation-like state if they cannot continue. Not born for combat, they are still fierce fighters thanks to their sheer brawn. Following the Era of the Beast, a new breed of Kroxigor has begun to spawn from hidden, recently unsealed chambers in the temple-cities. These Warspawned are even stronger than their brothers, and possess instinctual knowledge of fighting styles that takes full advantage of their physical gifts. In combat they stick close to their skink companies, flying into a flesh-mangling rage if any harm befalls them.

Saurus are the backbone of the Seraphon's military might, each one a hulking mass of muscle between 7 to 8 feet tall (2.13-2.43 m), their jaws able to bite the head clean of an enemy, their tails powerful enough to break limbs, their scales hard enough to turn blades, and an instinctual, genetic knowledge of fighting and warfare. To this is added mystical golden armour-plates of various functions, and weapons of magical celestite crackling with the lightning energies of Azyr. Saurus are most often spawned in cohorts, sharing a near-telepathic bond with their spawn-kind that lets them unconsciously fight in perfect rhythm with one another, further amplifying their combat potential. Besides the regular foot infantry there are also Saurus Guards, defensively minded elite warriors whose sole purpose is to protect their Slann, and Aggradon Lancers, another new addition courtesy of the Era of the Beast. This new cavalry has an an immensely powerful charge, heralded by a terrifying wailing from the howler-vulture feathers the riders attach to their mounts tails, and they are even more powerful in protracted melees as the Aggradon becomes energized by spilling blood entering a raged frenzy few enemies can withstand.

Some Saurus are marked in advance to become bearers of the techno-arcane artifacts known as Astrolith banners, which empowers the Seraphon's celestial spellcasting and even has the ability to heal wounded warriors. What more, these Astrolith Bearers possess an uncanny ability to locate hidden vaults of Old Ones relics that even the rest of the Seraphon did not know were there, seen as proof that the Old Ones will is still guiding them on the path towards fulfilling the plan. Those Saurus who prove themselves champions across many battles are known as Scar-Veterans, acting as lieutenants for their warrior brethren, and may walk on foot or be mounted upon Aggradons or Carnosaurs as the battle demand. Should they endure the endless wars they participate in, they will eventually grow into Saurus Oldbloods, the apex elders of the Seraphon war-machine. They gradually grow larger than their warrior subordinates, and their scales grow to be as durable as pure gromril. More importantly however, their grasp of warfare and commanding develops even beyond that which their experience grants, becoming supremely adept tactical and strategic masters, able to instinctually understand which commands to give with but a moments glance on the battlefield. Still, they are frontline commanders at heart, charging atop their 30 feet tall (9.14 m) monstrous Carnosaurs whilst clad in a panoply of destructive artefacts.

Seraphon Leadership and Society:
The Skink priesthood are the civil leaders of the Seraphon, the ones who oversee day-to-day life in the various temple cities and makes sure that their society operates smoothly, ready to be called to fulfil their role in the great plan. The Saurus Oldbloods are the military leaders of the Seraphon, and have complete authority in matters regarding warfare and defence. The Slann do not busy themselves with minor things like that, and may very well not actively participate in their society for years on end. However as the inheritors of the Old Ones, and the ones responsible for interpreting the Great Plan, the commands of the Slann is law and will be heeded no matter what. Herein lies the greatest crux for all the Seraphon: What happens when two Slann disagree on something?

One would think that since there is "a" Great Plan, then it shouldn't be terribly hard to just follow the steps laid out and have everyone be happy. One would find themselves to be very wrong, as the Great Plan has for the longest time now only consisted of many smaller Great Guesses made by Slann operating on what they can interpret from the small number of shattered fragments of the plan they haven't yet lost irretrievably, and their very ailing geriatric space-lizard memories. Owing to the trauma of losing the Old Ones and the very first war against Chaos at the dawn of time in the World-That-Was, the Slann's collective memory of their masters were excised, and with them they lost great details of the original plan. Still, many parts of it were written down on golden relic plaques, but these messages were cryptic and imprecise. The ravages of war, catastrophe and time saw many of plaques lost, and once the End Times had happened many Slann despaired, believing that they had truly failed. Yet in the Mortal Realms they found undeniable proof of their masters touch, and found that some of the near-incomprehensible plaques they still possessed now were understandable. All Slann desire only to see the Great Plan fulfilled, but they are working with a blueprint torn to pieces and must fill in the great blank tears in it with their own interpretations, and inevitably this leads to their constellations going about things in different ways, and even working at cross-purposes on occasion.
Seraphon society is divided into subfactions called Constellations. Described as a sort of very extended family in service to a particular Slann, the constellations take their name from a particular stellar arrangement that their Slann bonds with. There are constellations ruled by more than one Slann, but these are very rare. There is also another important division between the Seraphon, that between the Starborne and the Coalesced. All Constellations originally hail from Azyr, as that was were they first anchored to heal the immense damage of their perilous journey through the void after the World-That-Was had been destroyed. The massive reserves of Azyr magic they took in transformed them into the first Starborne. The Celestial magic permeated their very essence to such a degree that they found themselves beings no longer wholly of corporeal flesh, bleeding starlight when cut and lacking physicality, like leaving no indents in the ground where they walked yet still weighing just as much as an observer would believe they weighted, needing a Slann to fully anchor them to reality. Yet when some constellations started to establish permanent settlements on the ground of various realms, after some time they found themselves going through a curious change. They took on the physicality of their host realm, coalescing into creatures solidly of flesh and blood, the instincts of the living coming to the forefront where once the cold logic of the void had ruled.

There are other constellations, but the following are the ones you can play on the tabletop.

Constellations:
The Starborne Seraphon of Dracothion's Tail are the ones most attuned to Azyr. Utterly cold and logical, they are ruled by multiple Slann and thus have near-unparralled foresight into the future. Teleporting in from their temple-fleet, they bend space-time to surgically annihilate any threat or target their Slann decrees, causing ramifications that may not be seen or understood for lifetimes. They are utterly convinced that the Great Plan proceeds according to plan, and they believe that the celestial godbeast Dracothion was created by the Old Ones to guide them. They are so permeated by Azyr that the bodies of their Saurus and Skinks will flimmer and flicker when taken too far away from their Slann.

The Starborne Fangs of Sotek are ruthlessly cunning, seeking to embody snakes, and are the constellation with the greatest focus on skinks. Favouring trickery, ambush and poison whilst in combat, they also apply their cunning to diplomatic endevours. No other Seraphon have as many contacts and embassies within Sigmar's Empire, working extremely hard to uphold good relations by helping to guide Dawnbringer Crusades for example. They do not do this out of the good of their hearts however, their Slann Zectoka being of the mind that using the other mortal races to fight Chaos is vitaly important to the Great Plan. To this end, humans have been identified as the most malleable and easily manipulated species, and thus direct their efforts there.

The Coalesced Thunder Lizards are a collection of temples containing the greatest trove of Old Ones relics out of all the Seraphon. Tasked with safekeeping these priceless, unimaginably powerful treasures, they settle towards the edge of the realms where the magic makes it hard for regular mortals to even walk. They are highly sceptical of change or doing things not written in their remaining plaques, but even so they have developed ways of speeding up the spawning of their great war-beasts, leading them to have more monstrous units than any other constellation. They are also dedicated to hunting down as many lost Old Ones relics as possible for safekeeping, and will not stand anyone trying to get in their way.

The Coalesced of Coatl's Claw are the most destructive and single-minded of all constellations. Owing to the machinations of Skaven, their temple-ship crashed in the plains of Mekitopsar in Ghur, killing their Slann. Stranded in foreign territory and ever more affected by the bestial energies of Ghur, their Oldblood took control of the constellation, putting it into a state of total war against anything and everything that approached. Their spawning pools were turned to the max and infused with Ghurish energies, producing half-feral warriors that can just be barely reigned in by the Oldbloods and Scar-Veterans. Their Realmshaper engine survived the crash, and supercharged by the lands magic has created a humungous, sweltering jungle where once was nothing more than grassy plains.

No discussion of the Seraphon or their society could be complete without also mentioning the one and only Lord Kroak. The very first Slann of the very first spawning, Lord Kroak is presumably the oldest living creature in creation, though he has been dead for what is at least several millenia, and more likely eons. The most powerful Slann, Kroak died in the first Great War against Chaos. Despite this, his arcane might was such that his spirit simply willed itself back into existence in order to possess his mummified body, continuing the battle against the Eternal Enemy. When the World-That-Was was destroyed, Lord Kroak was thought lost for good, but in fact his soul journeyed along paths not known even to his sibling Slann. Where he went and what he saw he has never revealed, but when Nagash unleashed the Necroquake he finally returned. All Seraphon venerate Lord Kroak, for his word is considered to be near-interchangeable with those of the Old Ones own, and his understanding of the Great Plan is believed to dwarf that of all the other Slann. In truth, while the other Slann slavishly search for and try to puzzle together even the most miniscule scraps of the Plan, Lord Kroak remains distant, only occasionally appearing to give orders that align with no known plaque or prophecy. Despite this the Seraphon have complete trust that his wisdom aligns them with the Plan as it was meant to be, and their faith has been rewarded with many victories and desirable futures opening up.

Aliens, artefacts, alien artefacts:
The Seraphon make use of a massive amount of artefacts that are as much technological as they are magical. These they have inherited from the Old Ones, and while the understanding of how they actually function has been long lost, they have retained the knowledge of how to operate and in some cases replicate them by way of involved religious rituals.
The greatest material asset of the Seraphon are their temple-ships. These vast, golden god-engines ply the Aetheric Void between the Realms like Gyrocopters and Kharadron vessels ply their skies. Each one a marvel of artifice that would boggle the minds of any engineer-lords or archmages that saw them up close, they bear innumerable important relics and facilities inside them, and to some degree they even seem to move with a will of their own. Their insides are small cities, yet their profile can often be smaller than that due to their alien geometries folding space inside of itself in a way that would easily break the mind of mortals were they to try to navigate them. Vast congregations of these ships make up the fleet that is a Constellation, and they are dispatched in any which way their Slann believs is needed. Seraphon are even confirmed as being the only species to also land on the underside of the realms, much to the dismay of Skaven miners who dug to the bottoms of only to find there the golden structures of the Seraphon.

When a Constellation decides to become Coalesced they will land their temple-ships at carefully selected spots to make the best use of the magical leylines in the area. Landing a whole fleet creates a city of miles upon miles of golden ziggurats, basking pools, observatories, celestite forges and skink domiciles, whilst a solitary ship may be sent out to to establish an outpost settlement. In the case that a single ship for some reason must settle multiple locations they can split apart into compartmentalized vessels, and the most advanced are even able to self-replicate, unfolding like mystic puzzleboxes. Whilst these temple-cities carry mighty Seraphon warhosts, their first line of defence are the miles of humid, tropical jungle around them created by the cities Realmshaper Engines, replete with all manners of hungry predatory beasts, poisonous insects, and flesh-eating vegetation.

One of the most important technologies that can be found upon the Seraphon ships are the spawning pools. It is from these pools that new Seraphon rises, fully grown and ready to do the bidding of the Slann. The Seraphon have some ability to influence the pools, like increasing the rate of a particular type of Seraphon spawning, but like with most of their techs they simply don't really understand how it works, and many times the pools changes what spawns completely by themselves.

Lances of Tepok that fires short-ranged bursts of light-energy that can melt clean through armour, wielded by Skinks riding Raptadons.

Sunfire Throwers, devices mounted upon stegadons that acts like firethrowers by summoning the cosmic flame of stars.

Arks of Sotek, devices mounted on bastiladons that open space-time portals to huge serpent pits in Seraphon temples, drowning enemies in a tide of snakes.

Zoetic Dial, a powerful artefact that seems to change the threads of fate so that wounds are reversed,

Blade of Realities, a pan-dimensional weapon that is meant to bring down the champions of enemies of the Great Plan.

Engines of the Gods, immensely powerful machines that can do all sorts of things from blasting celestial energy, to reviving dead Seraphon, to slowing time for affected enemies.

I'd also like to shortly mention the Old Ones themselves, or at least the versions of them that the Seraphon worships as gods. They don't actually get a lot of dedicated space in the battletome, but they're weaved in here and there
First among the gods is Sotek the Deliverer. Not actually an Old One, Sotek is the Star-Serpent, considered to be the incarnation of the Seraphon soul. He is a bloody god who demands war and live sacrifice, and the ancestral enemy of the Horned Rat.

Quetzl the Preserver is the god of protection and the physical realm. He is believed to ward against the Seraphons enemies, and his sigils cover all places they wish to keep protected and hidden.

Tepok the Seer is the blind god of the mystical who sees only the whorl of arcane energies. He is the patron of seers, mages and scribes.

Itzl the Tamer is the god of the cold-blooded and the bestial, favoured by the Saurus and their war-mounts.

Chotec the Invigorator is the lord of the sun, bringer of the day that gives the cold-blooded Seraphon their energy.

Huanchi the Predator is the god of hunting and night, favoured by the chameleon skinks.

The books says that there are a myriad other Old Ones worshipped as well, but these six are the most prominent.

To finish off, some Seraphon fun facts!
In Call of Archaon, a skaven of the clans pestilence sees Seraphon for the first time in his life, having never even been told of their existence before. However, it is revealed that the skavens racial memory of fear for the Seraphon is so strong and imprinted in their souls that he is able to accurately name their units when he sees them.

When Kragnos Slaughtered the Draconith Empire, Lord Kroak was the one who agreed to safekeep and raise their eggs inside a pocket dimension of his vast flagship known as Itzla-huitlan.

There are underground Sigmarite cults that worship "star-lizards" as the will of Dracothion made manifest.

When the Krondspine and other incarnates began to rise, a group of Slann deducted that these were the "unnatural beings that will rise from the graven fangs of amber in the year of the toad" mentioned on the plaque of Caxua-Maxti, and that according to the plaque they needed to be destroyed. However, upon attempting this they were stopped by Lord Kroak who told them that they shouldn't do that. As there were no known plaques or prophecies that could even generously be interpreted as saying that the incarnates should be spared they engaged in days of astral debate, whereupon Kroak filled their minds with visions of bound incarnates acting as an army for the Seraphon. This made them quickly agree with him.

There is a constellation that was created for the AoS roleplaying game Soulbound, called the Starherds Path. This defensively focused constellation believes that all mortalkind must stand together as one against Chaos, and that all other conflicts are wastes of time. For this reason, they have decided to only fight defensive wars. All defensive wars. They will give the defender in a conflict impenetrable walls and fortifications to much cheer and celebration, which soon turns to outrage as the defenders decide to sally out and go on the offensive, only to find that the constellation is now fortifying their enemies position, eventually making it impossible for both sides to fight as neither is able to successfully siege the other.

Saurus can't really speak non-seraphon, they lack the physiology for things like human language. If need be they either bring a skink interpreter or learn sign-language.

During times of peace, when not busy patrolling, taming mounts, or keeping their skills sharp by hunting in the jungles, many Saurus simply enter into stasis pods so they don't have to waste time and energy doing things that aren't related to warfare.

All Seraphon are spawned from spawning pools, and completely lack drive, organs, and ability to sexually reproduce. They don't really have much in the way of gender identities either, something that GW remains unwilling to explore, preferring to universally just use he for pronoun. The Soulbound books features a Skink who identifies with she/her pronouns after having spent time living in the realms though.

It's a common misconception that the Seraphon are some sort of organic robots. They all do indeed have free will, independence, creative ability, and curiosity, but their alien mindsets makes it hard to pick up on. Imagine if you were born as an adult, instinctive knowledge filling your mind instantly with all you need to do make sure that your participation in society helps it run smoothly in order to fulfil a plan made by the very gods that crafted you specifically for that purpose. Yet in their free time Skinks will hold art competitions, Saurus will bond with their animal mounts, Kroxigors will enjoy a relaxing scrub down from their Skink attendants, and even the Slann will enjoy munching on some tasty grubs

Orruks thinks that Saurus are great, kindred spirits even, only wishing that they weren't quite so uptight. This annoys any Saurus they come into contact with something fierce, because they think the Orruks are utterly bothersome, always spoiling for meaningless fights.
 
That's fantastic. Ironjawz were always lacking models, having like three regular units and a about three Heroes (and a variant of one of them on a mount), so getting several new units, with good models too, is great for fleshing out their roster.

Also, the musculature on those Orruks is pretty impressive. The stretching of their deltoids and the defined abdominals and pectorals is very high quality. I'm not ashamed to say that my first thought was that they're pretty attractive.
 
Big day for Destruction, Zogrok looks great, it's fantastic that Ironjawz get an actual crafter in their roster. Brute Ragerz and Wreckaz look awesome, I'm really digging the new 'Ardboyz as well. Add in the fact that the new hero 'Ardboyz Big Boss that was previewed earlier, as well as the early preview Big Pig, apparently a hero unit called Tuskboss on Maw-Grunta, are also releasing (rumours say you can build Maw-Grunta as a non-hero as well), and Ironjawz are getting some massive love


Ironjawz aren't the only ones getting some new toyz though. Gloomspite Gitz don't get as many presents, but they do get one real big one. Introducing Trugg, the Troggoth King:

Ogor's get a little something in their new Warcry Warband, the Gorger Mawpack that comes fighting against the CoS Wildercorps:
And yes, that cool mawpit terrain piece also comes in the box

Lastly, a new expansion for Underworlds pitting Slaaneshi Daemons against Idoneth Deepkin in the ice cave system known as the Deathgorge, below the frozen hellscape continent of Bjarl:

 
Look at this, actual models of Duardin women in AoS for the first time, and they're part of a set of Fyreslayer models that actually look good? Didn't think GW had it in them lol. I'm no GW scholar but I believe that these may be their first female dwarf models produced on the fantasy side since Helga Longplaits in the 1996 The Grudge of Drong (I might very well be wrong, and then there's also the Kharadron who could technically be any gender under their armour, but I don't believe there are any explicitly female options for them, and I seem to vaguely recall some piece of lore that said that it's uncommon for Kharadron women to use masks with beards on them).
 
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Warcry is the gift that keeps giving. I've always loved the models they churn out, and the warband nature lets them experiment with more unique designs and ideas and mold better models. It helps that it's a small scale skirmish game which people can ease into the setting, since regular AoS games are practically a marathon in comparison.

It's about time they started depicting female Dwarves. They took a major step in making one of the main characters of the Broken Realms series Imoda Barassdottr, an Arkanaut Admiral (formerly Captain) who foiled Neferata's plan to take over Chamon. I'm still waiting for her model. Hopefully it comes out one day. It took Gardus Steelsoul a very long time to get a model, and he was an OG character from launch and a major one at that.
 
So they're making wood elves cool again. Who knows shape shifting elves might even come back at some point at this rate.
 
Hot damn that's a cool ass Kurnoth. I'm definitely getting that once it's out. And the Bretonnian models look immaculate as well. I'm not looking forward to assembling that beetle though. Alarielle was bad enough.
So they're making wood elves cool again. Who knows shape shifting elves might even come back at some point at this rate.
The Sylvaneth aren't Wood Elves, unfortunately (or perhaps fortunately. There are way too many of them in AoS). They're forest spirits, and this one in particular seems to be a special Kurnoth Hunter, which is a type of forest spirit representing Kurnoth, God of the Hunt (yes he's Kurnous), who is largely believed to be dead.
 
This Kurnoth guy, Belthanos, was said to be even more of a representative than usual, being the avatar of Kurnoth in the Mortal Realms according to the presenters, and the warcom article says he's the one responsible for keeping the last embers of Kurnoth's godhood alive, if he ever stops hunting (being the leader of the Evergreen Hunt), Kurnoth will truly fade away forever

(Note, it's important to know that the presenters and warcom are often kinda bad at the games lore and will on occasion just be plain wrong about details, so things can change)
Belthanos warcom article
 
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Since this is where a bunch of WHFB stuff has ended up: Old World was kind of quietly announced to be dropping in early 2024 inside the Bretonnia preview. Presuming the other major factions follow along with what we've seen for Bretonnia & Tomb Kings thus far, the bulk of new content for the Core Factions will likely be in the form of 1-2 new units and then a bunch of characters.

Tying it into the AoS stuff too, there's basically coin-toss odds that some point in the next six months that Chaos Dwarves will either be back on Forgeworld or GW will be adding them to AoS. Chaos Dwarves are going to have rules for Old World but. Well. The rub is that there hasn't been Chaos Dwarf models [outside Forgeworld] for decades at this point. Only Chaos Dwarves we've since the 90's being the Hellcannon. Were this 10 years ago that wouldn't necessarily mean anything, but I find it unlikely the GW of 2023/2024 will release rules for an entire faction with zero models. So it's likely something is going to give. FW will break out moulds. GW will introduce a Conversion Kit for Dwarves in general. Or GW is going to do what it does with a lot of the other Chaos stuff and make it for both.
 
Since this is where a bunch of WHFB stuff has ended up: Old World was kind of quietly announced to be dropping in early 2024 inside the Bretonnia preview. Presuming the other major factions follow along with what we've seen for Bretonnia & Tomb Kings thus far, the bulk of new content for the Core Factions will likely be in the form of 1-2 new units and then a bunch of characters.

Tying it into the AoS stuff too, there's basically coin-toss odds that some point in the next six months that Chaos Dwarves will either be back on Forgeworld or GW will be adding them to AoS. Chaos Dwarves are going to have rules for Old World but. Well. The rub is that there hasn't been Chaos Dwarf models [outside Forgeworld] for decades at this point. Only Chaos Dwarves we've since the 90's being the Hellcannon. Were this 10 years ago that wouldn't necessarily mean anything, but I find it unlikely the GW of 2023/2024 will release rules for an entire faction with zero models. So it's likely something is going to give. FW will break out moulds. GW will introduce a Conversion Kit for Dwarves in general. Or GW is going to do what it does with a lot of the other Chaos stuff and make it for both.
There's been speculation on Chaos Dwarves and Umbraneth being released any second now for several years. It's clear that GW has it up their sleeves, considering some leaks that we've had, but it seems that they're holding back for some reason.
 
There's been speculation on Chaos Dwarves and Umbraneth being released any second now for several years. It's clear that GW has it up their sleeves, considering some leaks that we've had, but it seems that they're holding back for some reason.
Coincidentally "Some years" lines up with the Old World announcement. :p

But yeah, a coin toss / d3 as to how GW plans to do the Chaos Dwarves for Old World. I wouldn't be surprised if it's Forgeworld again [they're bringing back old WHFB moulds like for the Trebuchet and I can't imagine Forgeworld has worse preservation], nor if it's a conversion sprue [it'd be suitably cheap and quick for getting Old World out ASAP], but I just also wouldn't be surprised if they used it to conveniently support an AoS launch concurrently. Even the people who aren't into WH:tOW would win with its launch then.
 
There's been speculation on Chaos Dwarves and Umbraneth being released any second now for several years. It's clear that GW has it up their sleeves, considering some leaks that we've had, but it seems that they're holding back for some reason.
I imagine Covid disrupted their plans like it did everything else.
 
For those interested, as the AoS RTS game Realms of Ruin is releasing in about a month they have revealed the fourth and final launch faction, giving us a roster of Stormcast Eternals, Kruleboyz, Nighthaunt, and Disciples of Tzeentch. The game will launch with a singleplayer campaign mode pitting the four factions against one another (not confirmed whether it'll be 4 separate campaigns for each faction or not), a procedurally generated singleplayer challenge mode, cross-platform multiplayer, an army painter for each faction, a map editor where your maps can be shared with the community, and a photo mode where you can place units to create cool-looking scenarios

Also, as revealed in a recent Warcom article regarding the game, Liberators have received the updated Thunderstrike look, slimming down the bulky 1st edition armour to be in line with the modern Stormcast aesthetic, though players will have the opportunity to swap them back to the classic look as well.
 
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