The air of Ghur is alive with the sound of bestial roars! Only yesterday, we revealed the Thondian Strongpoint set, which contains a new threat for the inhabitants of the Mortal Realms – the incarnates.
Scholars of the Mortal Realms believe that the realms themselves are alive – and the incarnates are proof positive. Manifestations of the thaumaturgical energies that suffuse each realm, incarnates came into being after a surge of life energy washed over them in the wake of Alarielle’s Rite of Life.
As the realms are battered by cosmic energies and scarred by war, incarnates emerge, binding themselves to the local realmstone. This acts as the core of a roaring vortex of energy and matter – in the case of the incarnates of Ghur, this means a hurricane of bestial bones. These sentient whirlwinds of ethereal power roam the lands, growing fat by feasting on endless spells.* Some remarkable individuals are even able to bind and command them, albeit only temporarily.
Each realm has its own form of incarnate. While no two are the same, they draw their titles from the place they were first encountered. For example, the primal spirits of Ghur that manifest near titanic boneyards and slaughter grounds were first encountered in the Krondspine Range on the continent of Thondia.
In these treacherous mountains, Yndrasta and her host of Stormcast Eternals battled through a valley, beset from all sides by a feral horde of beastmen and orruks seeking answers to what mysterious power had been whipping the combatants into such a fearful frenzy. The source of these primal Ghurish energies was a bestial graveyard that birthed the first Krondspine Incarnate.
The battle was unusually fierce, and both sides became more savage as they fought on – even growing curved fangs and scaly skin. Only Yndrasta managed to resist the energies of the Krondspine Incarnate as they clashed in a brutal brawl that left the winged hero broken.
Season of War: Thondia, the first new campaign book for Warhammer Age of Sigmar, explains how it all shook out in a hefty lore section that sees the Warhammer Age of Sigmar story take a bestial stride forward. Alongside these new narrative sections, you’ll find rules for fielding the Incarnate in your games, as well as battlepacks covering Open Play, Path to Glory, and Matched Play, and a campaign that lets you play out the book's epic narrative in a series of connected games.
Worryingly, this epic battle was against a single incarnate – and these primordial spirits are now popping up throughout Ghur, gobbling up endless spells and arcane power, turning noble warriors into beasts and beasts into insensate fiends.
It’s a dangerous time in the Mortal Realms. Season of War: Thondia and the Thondian Strongpoint will be making their way to tabletops soon – sign up to the Warhammer Community newsletter for all the latest information.
* Predatory Endless Spells become prey in the face of these Apex entities.