"We tell the folk that the offering o' fish is for Grandfather Reik, 'cause it makes them feel safer than having to explain the river is home to an 'ungry spirit. It keeps the spirit safe, too."
Spirits are ethereal and incorporeal entities of intelligence and independent will that seem to resemble various once-living beings. Spirits are often Undead, though whether they actually are the souls of the departed or something else is open to speculation, as some entities of a spiritual nature are more akin to minor nature deities than to malignant Undead.[2b] Ancient spirits have long been worshipped across the Old World and beyond. There is little to distinguish between ancient nature spirits and minor gods, other than their scope and power, and it might be that they are comprised of the same essential magical energies.[4a]
Spirits can be contacted and summoned by mortals in a similar way to Daemons. They manifest in a certain location and are shaped by mortals' perceptions of the area. A recognisable terrain feature such as a copse, a rocky crag, or a river, will often have an associated natural spirit. Spirits are not restricted to natural phenomena. An old house, ruin, or castle can also have its own ancient spirit. They appear in forms sympathetic to their environment or shaped by their temperament -- from unusual humanoid forms to beings made from plant, rock, or mist.[4a]
Spirits are peerlessly knowledgeable about their local area, and so their wisdom is much sought after. They have myriad personalities and dispositions, often sly and elusive or capricious and belligerent -- some taking pleasure in the misfortune or even death of mortals. Any mortal who wishes to learn from or attempt to get the better of the spirits should keep their wits about them, and will be expected to placate them with offerings.[4a] Spirits are known to speak the more complex forms of the language of Magick.[6c]
Spirit World[]
"Are they in truth the souls of the departed, bound yet to our world by the evil necromancy of these Vampire Counts, or are they no more than echoes of the people who once walked these lands, echoes given power and form and some kind of twisted life? It is impossible for any scholar to be certain. My own church insists that any spirit is no more than an echo; the final remnant of the deceased even after the actual soul has passed on to the next world. As a scientist and scholar, I cannot be so certain. I have seen these things in Sylvania, even attempted to speak with them, but the response was nothing more than an incoherent gabble. My conclusion is that they are most likely to be no more than echoes, for that reason; after all, one would expect a soul to be more intelligent and useful. "
- —Heinrich Malz, High Priest of Verena, Nuln[8a]
It is generally accepted by the Imperial Colleges of Magic and the religious cults of the Known World that there is an immaterial realm beyond the one they exist in, a spirit realm. This is the Aethyr,[11a] and the Elves and all those like the Human Orders of Magic who derive their teachings from them believe this to be where spirits are spawned from.[6b] All living creatures in the physical realm have some kind of spirit that either lives in the spirit realm or goes there after their physical body dies, but spirits are far more complex than a mere shadow of mortal life, being that and much more.[11a]
Many priests of the Empire believe the spirit realm is that of Morr, the god of the dead, and that mortal souls are drawn to Morr's Realm after the body dies. Certain individuals, such as some of Sigmar and Ulric's devotees, believe their god has their own divine realm, where only the most dedicated and faithful souls are drawn after death, bypassing Morr's afterlife. There is also a very general belief among Old Worlders that those who worship the Chaos Gods or live without showing the gods the respect and worship they require and deserve will be sucked into the hellish Realm of Chaos.[11a]
The Norscans believe in two worlds: one visible and tangible, while the other is the world of spirits and Daemons, lying just beyond the senses. Though current philosophical trends of Tilea and elsewhere emphasise the empirical, that which can be studied and interacted with, the Norscans believe what they see around them is the lie, a deception created to test them. Instead, the Spirit World is the truth, and only through the guidance of their mystics and the blessings of their Dark Gods can they penetrate the veil of the senses and peer into the true reality.[24c]
All Orcs and Goblins share the gestalt, mental spirit-realm they call the "Great Green."[12a] If the visions of the Goblin warlord Skarsnik are to be believed, the Great Green is also the domain where Greenskins go to after they die, a realm of everlasting combat fitting the Greenskin way of life and their concept of an eternal reward.[21]
In a sense all these beliefs are true, but limited in their vision, by centuries of myth, binding tradition, faith, and superstition. Few priests, or anyone else, identify the Divine Realms or Morr's Limbo as being the same place, state, or thing as the Aethyr that the Magisters sometimes refer to as the source of their magical power. Few would think that both good and evil gods come into existence from and reside in the same metaphysical plane.[11a]
What most would identify as the Spirit World is not actually another world or plane of existence. Rather it is the means to perceive the aethyric echoes and fragments of souls that remain in the mortal world, invisible to all save those attuned to Shyish.[40a]
The Hedge[]
The Hedge is a liminal space between the mortal world and the realm of the spirits,[6e] a dark space between the worlds.[6f] It is referred to by Hedgefolk colloquially as "The Hedge." According to Imperial folklore, the Hedge simply marks the boundary between civilisation and the wilderness, but Hedgefolk take this further and claim it also marks the dividing line between the material and spirit worlds. Thus, most Hedgefolk choose to live on the periphery of their communities, steeping themselves in the boundary between reality and dream to better understand the secrets of Hedgecraft.[14a]
The Oak of Ages of Athel Loren forms the nexus of a world-spanning natural leyline network across the Known World. Its roots spread into the Hedge, and enable nature spirits and Elven wizards to rapidly traverse the flows of earthbound magic across the globe. The secrets of these Worldroots are known only to Forest Spirits, Wood Elves, Bray-Shamans, and the wisest High Elves.
Reservoirs of magic in the Worldroot network harbour spirits -- including nature spirits, Elementals, and Ghosts -- and their natural energy sustains dreamlike (and often nightmarish) realms that the Wood Elves call "The Weaves." Whenever a part of the Worldroot dies, its associated Weave is destroyed, and vice versa. Beastmen hunger for the Weaves' spirit magic and therefore seek out magical forests to despoil, the corrupted or dead branches of the Worldroots network becoming arcane pathways that can be travelled by Beastmen and the Daemons of Chaos alike.[7h]
Spirits and Magic[]
"Most of you can't see them, but they're all around. They come to my window at night and whisper through the bars. All sorts of strange things they whisper, secrets and stories. They tell me all about my destiny. You'll see, when I get out of here. I like them. It's all dark in here, but when they come to the bars their little dead heads glow, lovely as fish they are."
- Shyish, the Lore of Death, is also called the Spirit Lore, and members of the Amethyst Order are called Spiriters.[7e] Spiriters can compel spirits to fight or flee from them, use that same magic to pull Ghosts through the mortal veil (a practice forbidden by the Amethyst College) and surround spirits with Shyish to unbind them from the mortal world.[7f] They are also reputed to be able to see spirits and souls as they travel between this world and the next.[11f] Amethyst Wizards have a degree of mastery over spirits both benign and otherwise,[7e][11f] and so can contact the spirits of the departed,[6d] who are thus encouraged to speak through them.[11f] There are many who secretly crave contact with the spirit world,[7e] and Spiriters do have access to that plane. They are able to use it to send telepathic messages to each other, and can even entrap souls in vessels to use them as mediums on the spirit plane, enabling them to communicate regardless of distance.[7f] The most powerful amongst the Magisters of Shyish are rumoured to be able contact the spirit world and whatever remains of the souls of the dead exist within the Aethyr, although this ability ends, so they say, when that soul is devoured or embraced by Daemon or god.[11f]
- Ghur, the Lore of Beasts, is essentially a form of animistic magic that holds -- among other things -- the spirits of wild animals as the shaping influence and source of its power. The Amber Brotherhood uses the Brown Wind of Magic to call upon the power and attributes of the wild spirits of nature; for example, it can be used to summon small, pesky earth spirits who harass and distract foes, the targets being the only ones who can see them.[7g] The magic of Ghur involves the summoning and binding of spirits of the wild places and senior Magisters of the order often begin to take on some physical attributes of the spirits they seek to commune with. Amber Magisters are said to be able to merge their spirits with those of animals and go on vision-quests to learn more about themselves, the land, the ways of the spirits and how they can be pacified or bound. The world vision of Amber Wizards is an animistic one where every plant, animal, insect, and even the soil itself, has its own independent living spirit and the spirits of all living things must compete to live.[11g]
- Hysh, the Lore of Light, possesses a great wealth of spells geared towards the preservation of the spiritual being of intelligent and sentient life. The Hierophants of the White Order practice a form of abjuration not about summoning spirits but exorcising them. When Teclis first taught Humanity about safe usage of magic, he told users of Hysh that they were to devote their lives to hunting down and casting out evil spirits that plagued the lands and minds of Men. Hierophants are able to drive spirits of the blackest magic, such as Undead wraiths, as well as Daemons back to the darkness of the Realm of Chaos. However, Hysh has very limited success exorcising the spirits of dead mortals not overly tainted with Dark Magic. If Hysh is the light that banishes the darkness, it cannot banish a soul that is already luminescent and just lost.[11e]
- Ghyran, the Lore of Life, is the spirit of the land and nature itself.[11c] Its magic can be used to summon tiny, shriveled earth spirits. Said spirits drag their victims underground through doorways that open from small mounds that rise from the ground, and once pulled inside the targets are tormented in a "space between worlds" for several hours before eventually crawling out of a mound covered in soil and worms. Ghyran also allows for telepathic communion with minor river or tree spirits.[7b]
- Azyr, the Lore of Heavens, allows magic-users to call upon air spirits to repel threats and project their own spirit while their physical bodies remain in a deep sleep, although failure to return before the end of the spell risks magical corruption.[7c]
- Ulgu, the Lore of Shadow, can be used to create an area where spirits give off shadows, even if they are possessing the body of a mortal.[7d]
Spirit Invocation Magic[]
- Lore of Spirits - The Lore of Spirits is the magic of shamanism, as distinct from the Lore of Beasts, and is used among the tribes of less civilised Men and monstrous races. Shamans act as intermediaries between the mortal and spirit realm, and must drive off evil spirits, while placating benevolent ones. Practitioners are skilled at both defeating malevolent spirits like ethereal Undead and invoking the aid of their tribes' tutelary spirits (often Ancestor Spirits), with which they have a special relationship.[8b] These spirits watch over and protect the tribe as long as the shamans show proper respect and make frequent sacrifices. Practitioners of the Lore of Spirits can speak with the voice of the tribe's totem spirits, imbue their own staffs with the spirits' power, and defeat diseases by curing their malevolent spirits.[8b]
- Lore of Hedgecraft - The Lore of Hedgecraft is a form of magic that tends to focus on spirits, and much of it is concerned with The Hedge.[6e] Hedgecraft allows one to see into the spirit world and perceive spirits. It can also allow one's own spirit to exit their physical body and step into The Hedge, although physical death in this state would consign the caster's spirit to wander aimlessly for eternity.[6f]
- Lore of the Hags- The Lore of Hags is a form of magic practiced in Kislev millennia ago, when the Ungols learned to cast magic without using the mutating Winds of Magic, at least not directly. They have long treated with Kislev's many spirits, learned ways to attract them, and mastered techniques to manipulate, cajole, bully, and bribe them to do magic on their behalf. Over the countless generations that the Hag Witches have dealt with Kislev's spirits, several distinct traditions have formed. Of note, the koldunja, or "spirit witches," tend the spirits of the land and are called upon when the spirits need placating, banishing, or summoning, while the vorozheja, or "fate witches," specialise in communicating with spirits of fortune.[2d]
Divine Magic[]
In some cases Divine Magic also influences spirits.
The Lore of Morr allows a priest to summon the spirit of a dead Human from whatever is left of their body and force them to answer a series of questions based on what they knew in life. Summoned spirits are released from the realm of the dead with Morr's permission and so may only be subject to the spell once. Any subsequent castings on the same corpse automatically invok Morr's wrath and when the spell was over the spirit returns to the realm of the dead.[10c]
The Lore of Khaine as used by Humans can be used to claim the spirit and corpse of the recently deceased for Khaine, god of murder, rendering both immune to necromancy and sending the spirit screaming to Khaine's Dark Realm. It is said that those sent to Khaine sometimes return to do the bidding of his priests, although if this is true, it is a very rare event.[10b]
The Lore of Ursun allows for the prayers of a priest to draw an Ice Bear's spirit within the petitioner, granting them great strength, keen senses and enhanced survival skills, although they also become unsettling to others.[2f]
Other Types of Magic[]
The Lore of Ice, particularly the form taught to Ice Witches of noble blood, has spells to manipulate the great and regal ice spirits of the land of Kislev.[2e] Practitioners of Ice Magic may demand that winter spirits grant passage, allowing them to move without difficulty in frigid environments,[2d] and invite the cold spirits of old within themselves to take on a shrieking spirit form of their own.[2e]
Moon magic, also called the Lore of Yin, can be used to recall spirits who died in Grand Cathay's defence from the Underworld to serve again, if only briefly. The warrior-spirits travel back through the waters of the Dragon River before being made manifest back on mortal soil, gladly returning to serve the Moon Empress and her regent.[9]
Fey magic, also called the Lore of Athel Loren, allows Wood Elf Spellsingers to encourage the spirits of Athel Loren to make the forests shift and move.[25a]
By working themselves into a deep trance, Greenskin shamans can communicate with their gods and Orcish spirit creatures, sometimes meet ancient predecessors, or encounter other shamans who also happen to be wandering in the spirit-realm.[12a]
Slann mage-priests empower their own spirit-selves through the Geomantic Web.[7j] Whilst certain types of magic are inscrutable to them, they can easily formulate spells that have equivalent effects, summoning Elementals and dream spirits rather than Daemons and Undead.[39a]
The Lore of Slaanesh allows a caster to project their spirit into the Aethyr. Though they cannot physically interact with the world, they can still sense it as normal, and by the power of Slaanesh, mortal flesh can feel the caster's touch and be excited by it.[24b]
Minor elementals, and the more mindless sorts of nature spirits are sometimes summoned by spellcasters of many traditions, although these summons are temporal and soon dissipate back from whence they came. It is possible however to bind a minor spirit within a Power Stone, keeping them there indefinitely. Wizards often summon Minor Elementals for this task, but versions of this ritual are said to exist for other sorts of spirit.[7a]
Attitudes Towards Spirits[]
Imperial Attitudes[]
By far the majority of the rural peasantry in the Old World would not even think to question where magic comes from. They do not bother to think much how it works and why it is there any more than they ponder the force of gravity, wouldn't have much of a grasp or a care about what constituted a spell and how it was any different or any worse from the "country craft" of local healers or charm-makers, and would be as horrified by what they saw as sorcery or witchcraft as any Imperial citizen.[11d]
However, the more rural the area, the more hazy become the lines between superstition, arcane spellcraft, and religion. It is pretty common for rural Imperial communities to have a special relationship with the land and their environment, and it isn't uncommon for widely spread farms and villages to perceive making offerings or sacrifices to the spirits of land and nature as no different to ritual practices that seem innocent enough.[11d]
The spirits may include the gods, but also various minor entities, including Naiads and Dryads, as well as Faerie and other beings of folktales and local traditions referred to as "the Fay."[11d] Beings recognised as the Fay or Farie include various nature spirits and elemental beings of the natural world.[11b] These rituals and offerings are a combination of tradition, religion, petty spellcraft, and consorting with magical creatures that the better educated in Imperial society have carefully separated and compartmentalised over the centuries.[11d]
A commonly held belief across many of the Empire's provinces is that spirits live in cornfields, and that they are driven out or killed when the corn is harvested. So the last sheaf of the harvest is plaited and woven into the shape of a little man or woman and then decorated with ribbons. This is then regarded as a habitat or resting place of the spirit of the crop, or sometimes even the embodiment of the spirit of the grain itself. The farmers keep the straw doll safe over the winter months, and feed it to their cattle and horses, come the spring. Their belief is that feeding the straw doll to the animals guarantees fertile ground for their next year's harvest.[11d]
Kislevite Attitudes[]
The people of Kislev believe the gods are the greatest of all otherworldly entities, but also believe there are innumerable lesser, animistic spirits who embody many natural features of the landscape and who must also be appeased. The natures of such creatures reflect the minds of people they encounter, reinforcing the creature's innate character and giving rise to spiritual traditions particular to the culture of Kislev.[2b]
Throughout Kislev, it is considered right to honour such lesser spirits, for it is a mark of good manners and intelligence to do so. Neglect or disrespect of these spirits is seen as a display of low breeding and ignorance; furthermore, it is just plain unlucky! If a peasant stopped by a spring to drink, they would be wise to ask permission of the spirit that dwelled there first. Perhaps more than in most lands, Kislevites have a great many traditions, superstitions, oaths, and expressions that arise in respect to these spirits.[2b]
In addition to named types of spirits, there are countless others that go by many local names and have their own associated traditions. The origin of many of these has long been forgotten, but the superstitions arising from these spirits persist in many of the stanitsas of Kislev.[2b]
For example, in the village of Cherzta, it is traditional for the hetman to walk around his village naked for the entire first day of the harvest gathering, while in a number of communities along the River Lynsk, it is customary to walk backwards with an onion tied to one's head on days when a cormorant's cry is heard before breakfast. Though such traditions are probably meaningless and only serve to make the Kislevites look even quainter to their foreign neighbours, it would be a brave peasant who dared to ignore them.[2b]
The wise women of Kislev deal with the myriad of minor spirits who inhabit the steppes. Their witchsight lets them seek out the spirits who may be causing problems for a rota, which are typically spiteful and malicious, and deal with them. Sometimes that means trying to destroy or drive them away when a spirit is a major threat, but since this merely invites greater retribution they normally reach some agreement to appease the spirit which generally involves the villagers doing something strange and difficult or unpleasant. Spirits asking for something the village enjoys doing are incredibly rare. Odd rituals or bans applying to the whole village are common parts of the bargain, and sacrifices are not uncommon, though any spirit requesting a Human sacrifice would be marked for destruction.[2a]
Because of the closeness of the wise women of Kislev to that land's natural spirits, they can send them to plague their enemies. Thus, even those without personal magical power may have access to supernatural backing.[2a] Most Hag Witches are simply wise women with the ability to cast magic. The legendary Hag Mothers are the most powerful Hag Witches, known for their influence over the Ancient Widow's servant spirits. They rarely leave their haunted homes, rustic huts far from the communities they watch over, but a few wander Kislev, following wherever the spirits lead them and sharing their knowledge.[2c]
However, the spirits of Kislev are also capricious, sometimes take offence, and may retaliate.[2d] Most wise women dread the possibility of the spirits answering their call, for they demand the high price of the witch's youth for their compliance.[2c] Those who suffer a great loss -- such as the death of a husband or child -- may also be chosen by the Ancient Widow in addition to the wise women. They gain an intimate understanding of Kislev's tormented spirits and often live alone, grieving for their lost loved ones and stolen youth.[2c] Those the spirits favour, however, may over time have their ailing flesh nurtured, potentially allowing them to live on no matter their age.[2d]
Arabyan Attitudes[]
Elemental spirits of the desert -- djinn, efreets, genies and such-like spirits -- are worshipped by the superstitious people of Araby. It is commonly believed that the spirits must be appeased with prayers and small tokens of respect such as gifts of food and drink.[5a]
Arabyan spirits are so far removed and isolated from the source of magical power in the Northern Wastes that they generally rely upon the close presence of powerful magical artefacts to maintain their existence. They also sometimes cling to local areas where a vestige source of magical energy may be found, but in such cases their power is not usually great. Arabyan Magicians use their powers to control spirits and much of Arabyan magic is based upon creating and using forms of magical containment such as cages, boxes, or crystals to capture and enslave them.[5a]
Cathayan Attitudes[]
The Cathayan common people do venerate their ancestors and many small shrines to these spirits can be found in the people's homes, although this ancestor worship cannot in any way be considered an organised religion.[17]
Wood Elf Attitudes[]
To avoid their souls being consumed by the Chaos God Slaanesh on their deaths, the Wood Elves made a pact with the spirits of the magical forest of Athel Loren that extends far beyond their mortal bodies. When a Wood Elf perishes, the forest they have tended for so long absorbs their spirit and keeps it safe from thirsting Slaanesh. The final result of this transubstantiation can vary wildly, but most Asrai souls immediately lose all sense of identity, and meld with the forest.[22a]
Some Wood Elf spirits wander the paths they walked in life, hidden from the gaze of all but the most magically attuned, carrying messages and warnings to those who can hear their words. Others, driven by an undying need to protect their woodland home, take root in deadwood hulks, animating the barren timbers into the battle-forms known as Tree Kin. Some Wood Elves even believe that they have encountered loved ones reborn in the form of wild animals or as mischievous spite-creatures that flit between the boughs.[22a]
Dwarfen Attitudes[]
Dwarfs believe that the spirits of the Ancestors watch over them, guide their actions, judge their achievements and determine if they have led worthy lives. The lesser Ancestor God Gazul established the tradition of venerating ancestors, living and dead, and his symbol, a stylized cave entrance, represents entry to the Underearth, where the spirits of the ancestors reside.[13a]
Lizardmen Attitudes[]
So strong is the consciousness of the Slann mage-priests of the Lizardmen that they are able to hold their spirits in the mortal world after death, and influence the world through their arcane powers, as well as communicate with their living Slann brethren and appear to the Skink Priests in visions and dreams. So strong are the spirits of the Slann of the First Spawning that thousands of years after their death they can still affect the world around them, manipulating the Winds of Magic and advising the younger Slann.[20a]
Nakai the Wanderer is a revered Kroxigor Ancient regarded by the Skink Priests as a powerful jungle-spirit made manifest. His magical blade is a strange weapon spirit often claimed to be a manifestation of Quetzl, the Old One worshipped as a war god by the Lizardmen.[18a][19]
Vampiric Attitudes[]
"You cannot deny that our ways are efficient. Often I find that after killing and draining one of your kind, I can bring his body back as a Zombie and set his Spirit to haunting or spooking too."
- —Constantine von Carstein[8a]
The force of will that keeps a spirit present in the mortal world means that summoning and controlling them is far from simple. Vampires prefer to use them as guards, luring them to specific locations where they will happily slaughter any trespassers. A powerful Spectre can protect an entire castle from intruders for millennia and thank their master for the constant supply of new souls.[3b]
Warriors of Chaos Attitudes[]
"Even as they dream down the long ages, their spirits wander, learning much of the world. When they finally rise at the thunder's call, they are often amazingly well informed of current events before being told. My fourth tutor, a being I honour before all others save one, was a Shaggoth named Tirsoknaia. He told me that his people hold their dreams to be their reality and regard the brief years they are forced to stay awake as their dreams. They are capable of committing horrifying deeds and legendary feats without hesitation as they go about our world, for the rest of us are deemed to be mere figments of their imagination."
- —Dr. Athren Abolas, Facilitator of Change, on Dragon Ogres[1a]
The Northmen, in addition to worshipping the major Chaos Gods, incorporate various other lesser spirits into their religious traditions, including various Daemons, fallen Chaos Champions, and revered ancestors.[23a]
Spirit Variants[]
Aethyric Spirits and Familiars[]
Most wizards of the Imperial Colleges of Magic magically fashion their familiars, though there is debate over what this means. Some take a physical object and summon what they call an Aethyric Spirit directly into it, thereby bringing it to life. For example, it is fashionable amongst Gold Wizards to buy or commission a mechanical bird, into which they draw an Aethyric Spirit.[7i]
Other wizards shape a familiar from their own imagination, literally fashioning a form through magic. A Grey Guardian's familiar might look like a wisp of fog. Whether the resulting familiar is an Aethyric Spirit inhabiting a thought-form created by the wizard, or a unique, spontaneously created entity is a matter of vigorous debate and angry bickering.[7i]
Daemons[]
Daemons are spirit entities,[7a] the darkest desires and nightmares of the mortal races given form. Born from the power of magic and the essences of the Chaos Gods, and composed entirely of magical energies that are corrupted by the deepest and darkest emotions of all mortal creatures, they are the product of the misery and pain which engulfs the lands of the mortal world and periodically spill forth from the dark wound within reality that lies in the Chaos Wastes.[15a]
Elementals[]
Elementals are powerful and wild spirits born of high concentrations of magical energy.[7h] A strange aspect of colour magic is known as "Elementalism," and is based on the four primary elements of earth, wind, fire, and water.[16]
Nature Spirits[]
The term "nature spirit" is used loosely by citizens of the Empire to describe any mysterious woodland creature they might chance upon. Wizards of the Orders of Magic and Elves understand that nature spirits are distinct from elementals and other aethyric manifestations. Every single tree and rock of the Known World hosts a minor spirit that can awaken under the right conditions. Druids and Wood Elf wizards commune with these dormant spirits. Nature spirits have existed longer than the Elves, though their origins remain unknown even to denizens of the Laurelorn.[7h]
Nature spirits such as Dryads, Naiads, and Spites thrive in regions of constant magical saturation. The powerful Treemen dwell in forests that have remained saturated for centuries. Elder nature spirits can appear in a variety of different forms, ranging from Unicorns and Great Stags to giant toads, serpents, and bizarre humanoid beings. Though many nature spirits might appear incorporeal, they are living entities that can be slain.[7h]
Undead Spirits[]
"Creepy horrid things. At least you can fight Zombies or Ghouls and such. Something about spirits just sets my teeth on edge."
- —Stemahr Holst, Imperial soldier[8a]
"It's the silence, the implacable silence, that scares me most of all. I don't really like fighting any of the Undead, it has to be said -- give me the honest savagery of a Greenskin invasion or the naked greed and cruelty of a Chaos raid any day. Ghosts and Spectres, though...they're too much of a reminder of what might be my fate someday. Zombies or Skeletons, they're not quite so bad because I don't think of them as still being the person they once were, even if it's an old comrade -- it's just his body wandering about there, forced into motion by the Vampire that's animating him. But spirits are, well, they're spirits, aren't they? The real thing, the real person, unable to rest; a tormented soul that wants to leave this world and go to...wherever it's supposed to go. With Sigmar maybe. I don't know I'm not a priest. I just know that I don't want to die somewhere where a damned necromancer or something can stop my spirit from going to...wherever. You know. Damn it, I need a drink."
- —Captain Schultz, mercenary captain[8a]
The dead do not rest easy in the Old World. The various spirits of the dead often return to haunt the lands of the living. Some seek only release from their tormented condition of half-life, while others hate the living with such passion that they give themselves over to evil. Many spirits are unable to stray far from their place of death, though the precise distance they can wander is enormously varied, depending on such factors as the willpower of the spirit when alive, the number of years since its death, and how determined it is to achieve its release from its Undead state.[1c]
Ghosts and Poltergeists are minor spirits of the dead, whose anger and power quickly fade.[3a] Why some of the dead become Ghosts and others Poltergeists is a subject of debate.[1c] The Spectre and the Banshee, however, are creatures of a far purer force. They are cursed by their own crimes in life, be they murder, defilement, or the violation of a sworn stricture or solemn vow, and their punishment is their imprisonment between the immortal and mortal realms, eternally chastised by their own guilt. This torment soon drives them mad, and they lash out at the living with incoherent rage. The Spectre can draw away the life force of a Human with a touch, whilst the Banshee can do the same with a scream. Those who survive such attacks are rarely sane afterwards.[3a]
To even behold the more powerful Undead spirits can be enough to scare a mortal to death. As spirits, they are all also invisible to the naked eye and immune to mundane weapons. They can pass through all physical barriers and fly across the land at incredible speeds. They can thus single-handedly devastate any mortal armies who have not already fled in terror.[3b]
It should be noted that certain corporeal Undead, including Zombies, Skeletons, and Nightmares, have no spirits of their own and are simply the magically-animated physical bodies of the dead.[1f]
Notable Spirit Types[]
A[]
- Ancestor Spirit - Whilst all families have ancestors that are said to figuratively haunt the living, in some extreme cases this is literally true, with spirits (as well as Ghosts and other Undead) visiting the living members. This can come in many forms, the most blatant being an appearance in the form of a Ghost, but also including a simple voice on the wind or in the head of the haunted. Some mortal descendants gain the attention of one of their ancestors and are haunted by their spirit, entities that do their best to help but are also quick to chastise and berate should the living act in a matter that shames the family.[10a]
- Apparition - Aparitions are spirits similar to Daemons that foretell significant events and always appear in the aftermath of magical happenings. Chaos and its minions are reflections of the psyches and nightmares of mortals, taking shape by feeding on fear and misgiving and becoming the very thing mortals loathe. Apparitions are formed from these same emotions, but are defined by the common myths and legends that have circulated amongst spellcasters. With each legend or sighting, spellcasters unconsciously look for these things, casting out their witchsight to see if they are being watched by the Daemons who lurk in the shadow of every spell they cast. Hence, they are both real and unreal, manifestations of expectations, of the pervasive terror of what lies beyond the veil of reality.[24a]
- Arcane Phoenix - Arcane Phoenixes are creatures of spirit and fire, living embodiments of the destructive and purging will of Aqshy. A nimbus of flame that constantly surrounds them betrays their otherworldly heritage.[1a] In the lore of the Asur of Ulthuan, Arcane Phoenixes are the companions of the creator god Asuryan the Creator, harbingers of woe and bearers of hope in equal measure, drawn from Asuryan's side when the Winds of Magic howl through the world of mortals in mighty storms. The High Elves are forewarned of the coming of these magical tempests by the sudden manifestation of Arcane Phoenixes in the skies above their island home. To them they are a disturbing omen; a symbol of destruction soon to come as well as the hope of rebirth, that strife will once again be visited upon them, but also that those that survive will be stronger than before.[29b]
B[]
- Banshee - After the death of a murderess or other woman who has committed particularly evil crimes, it often comes to pass that her shade lingers on to torment the living. It is said that a Banshee's howl means the death of any who hear it. Banshees are often followed by the ineffectual spirits of the men they slew when alive, which appear in the form of glowing skulls and faces just as agonised as the Banshee herself.[1d]
C[]
- Crow-men - The Onyx Crow-men are a form of Feng Shi Bo -- familiars conjured from the Elemental Winds of Yin by shadow-weavers of the Moon Empress. They can sail by catching the Elemental Winds on their wings, their coming bids Humans to sleep deeply, and their passing brings bad dreams and dulls the silver of the moon. They see in the four shades of the Yin Elemental Winds, those of Amber, Iron, Amethyst, and Azure. Their other senses are preternaturally attuned to secrets and lies, and they are drawn to evil sorcerers like magpies to silver. They report on the state of the Celestial Empire to the Moon Empress, who is the only one they ultimately answer to, and who in turn informs the Dragon Emperor. They are not born, can not die, and feel neither compassion nor fear.[9][28a]
D[]
- Derelich - Dereliches are evil and hostile (but neither Undead nor Daemonic) spirits quite common in Aquitaine that inhabit abandoned buildings or parts of buildings. A Derelich can manifest in a large number of spirits, up to twenty-four in most cases, each of which can take the form of any living creature, playing a role in the charade of the building and playing a role in the attack. These fragments can leave the building, but they cannot go very far. They try to lure people into their clutches by making the building appear inhabited and welcoming and, once the poor victim is within their grasp, then kill them. Somehow the deaths of their victims provides them sustenance. [26a]
- Djinn - Djinn are ancient, highly-magical elemental spirits that reside in the deep deserts of Araby and the Land of the Dead. They are creatures born of the elements and may assume many different forms.[27a]
- Domovoi - The Domovoi, or "kindly grandfather," in the Kislevarin tongue, is the most common of all Kislevite spirits, a well-meaning, though thoroughly mischievous, spirit that can take the appearance of an old, withered peasant with a long, grey beard or even a cat or a mouse. In houses, inns, and taverns where bread and a small bowl of milk are occasionally left out for the Domovoi, it invisibly helps with small domestic duties such as cooking and cleaning. However, if the Domovoi feels neglected or if the household is lazy, it is known to mess up farmyards, tangle needlework, and spread animal manure on the door of the house. One cautionary folk tale of Kislev tells of a man who tried to rid his house of the Domovoi only to be suffocated by it in his sleep, so it is a rare Kislevite household that would deliberately set out to annoy a Domovoi. However it is treated, a Domovoi is frequently a mischief maker, and peasants and nobles alike are often woken from their slumbers by an invisible tickler or by the noise of mysterious knocking or thrown plates and pans.[2b]
- Dryad - Dryads are beautiful, but dangerous, nature spirits that inhabit the ancient forest of Athel Loren, and possibly others in the Old World. They are natural shapeshifters and typically appear as beautiful Elf or Human women, though their skin often has an inhuman green or brown sheen to it. When fighting, they transform into the personification of the forest's vengeance and turn into terrible, snarling beings seemingly made of wood. They take on the aspects of various types of trees, but cannot hold the same aspect for long. They are elusive opponents, mercurial in their actions and difficult to read, known to sincerely compliment a foe on a particularly telling blow, only to take their head off moments later.[1e]
E[]
- Elemental Incarnate - Elemental Incarnates are manifestations of limited sentience, beings formed from the purest and most destructive essence of one of the Winds of Magic bound to the shape of spirit creatures.[7h]
- Elemental Bear - Elemental Bears are brutal forces of nature composed of rock and ice imbued with the spirit of Kislev's land and brought into sentience by the faith and devotion of Kislev's people.[7h][9]
F[]
- Fenbeast - Fenbeasts are not spirits themselves, but large sorcerous constructs inhabited by a spirit and assembled from material gathered from marshes and swamps where many have died in battle. The inhabiting spirit can be put to rest, but it is difficult; the spirit is said to continually seek revenge against the living and so kills unabated unless their creator wills otherwise.[1b]
- Frostfiend - Frostfiends are bat-winged monstrosities, spirits invisible amongst the blizzards in which they fly due to their white fur. They tend to shriek with bloodlust when their heat-sensitive eyes detect their next meal, a warning which has saved many from being eviscerated by their razor-sharp claws. Still many others remain rooted to the spot, for to face a Frostfiend is to face the terrifying fury of the blizzard itself. They make their home in the snows of the far north, and some scholars believe they are a part of those snows, as the Treemen of Athel Loren are with their forest.[2g]
G[]
- Ghost - Ghosts are the most commonly seen Undead incorporeal spirit. They arise when the circumstances surrounding a person's death cause some part of his or her soul to remain near the place of death. The most common reason is that the person was not buried properly -- either not in consecrated ground, without the correct funerary rites, or both. Sometimes a Ghost arises because a person died with some great task unfulfilled, or was murdered by a killer who is still at large. Unless somehow coerced by powerful evil forces, Ghosts are not usually malevolent. Some may be mischievous and enjoy scaring the living. Most, however, wish only to be released from their tormented Undead existence. A Ghost may seek to enlist the aid of the living to perform this release; perhaps by ensuring its body is reburied on consecrated ground, or by bringing its murderer to justice.[1c]
- Glimmers - Glimmers are spirits of Kislev that steal the images of those they encounter, living or dead, and then enter their lives. They prefer the dead because they thrive on strong emotion, and it removes the possibility of being exposed by the original. Those who have their image stolen suffer no adverse effects, and Glimmers are not inherently malicious. They simply wish to inhabit their host's image as long as possible, and some will do anything to ensure that. The sun gives away their nature as shimmering reflections, and they vanish at dawn to avoid this.[2g]
- Grey Men - Grey Men are mysterious swamp spirits made of ooze and swamp debris that hold a peculiar place in the Bretonnian Dukedom of Mousillon's folklore. They have acquired reputations as defenders of its wild and abandoned places, keeping even greater horrors from infesting them, and there are even a few tales, which no one really believes, where they usher Questing Knights towards hidden pools where the Lady of the Lake manifests. But for every tale where they escort a lost peasant back to their village or protect the year's swamp harvest, another has them tearing errant commoners apart or punishing trespassers into their sacred swamps. Their interactions with peasants go beyond simply living in the same land, but their motives are unknowable and their methods obscure. They also have a habit filling the veins of those who come near with stagnant swamp water and afflicting their hearts with the decay and chill of the marsh.[30a]
H[]
- Hawks of Miska - The icy Hawks of Miska are frozen spirits of fear, hatred, and dread, that can be summoned by Ice Witches by calling upon spirit pacts sealed by the first Gospodar khan-queens.[2e]
K[]
- Keylpi - Keylpi are a form of water sprite known to the Asur. Mostly playful, these capricious beings initially appear as a froth of white water bubbling where the placid waters of the river meet the sea. Only upon drawing nearer do onlookers see the suggestion of white horses with flowing manes cavorting in the depths of the bubbling water, and hear whinnying neighs of amusement in the surrounding foam. Moving alongside ships, these ghostly horses of shimmering light gallop beneath the surface, their manes flowing with the current, their tails a fan of white bubbles behind them. They have a dangerous, supernatural allure, compelling mortals with an almost irresistible urge to ride them. They are equal parts likely to grant an exhilarating ride as to drag would-be riders to their deaths, and even horses such as the Elven Steeds of Ellyrion are known to be enchanted by such a siren call.[31a]
L[]
- Leshii - While most spirits in Kislev are generally benign, there are those that actively seek to do harm, such as the Leshii, a spirit of haunted forests and malicious desires. Often resembling a peasant without a belt (a sure giveaway to all but the most dull-witted), the Leshii can also appear to its victim as someone they know, a beast, or a lost domestic animal. Frequently, it tries to lead gullible victims towards dangerous places, such as cliffs, swamps, or the lair of a dangerous monster. The Leshii is known to hide woodcutters' axes just when a vicious bear or wolf is approaching, so it is customary for woodcutters to carry a spare knife (known as a "Leshii blade") for just such occasions. Particularly comely girls are often forbidden to walk alone near forests for fear that a Leshii might carry them off to an unknown but doubtless unpleasant fate.[2b]
M[]
- Maelithii - According to legend, the Maelithii are the Ghosts of Druchii that offended the Dark Mother and were consigned to haunt the earth until the end of time. They feed on the blood of the living and fear the touch of cold iron. [32a]
- Marshlight - Marshlights are ethereal creatures which take the form of glowing lights; they can appear to be lanterns, vaguely humanoid figures, or other crude shapes. They are dangerous not because of any physical damage they cause, but because of the compelling hypnotic effect by which they lead mesmerised individuals to their deaths. It is thought that they feed in some Vampiric way upon the ebbing life-forces of their victims.[33a]
- Mourngul - Mournguls are Undead born when the Winds of Magic are drawn to the souls of those who died in fear and despair during winter storms after engaging in cannibalism. Such is their desperation and malice that it lingers on after death, and the most destructive and insidious of the Winds are drawn to coil around their souls to taint and saturate them. Their spirits are then trapped within their reanimated cadavers, which are twisted by the magic and their own rage into inhuman proportions to become a terrifying mockery of life, a being of unnatural hunger and malice personified. These souls are condemned to an eternity of insatiable hunger for living flesh, and no matter how many they devour, they can never know relief from the madness of the hunger within them. They are something neither dead nor alive, Ghost nor Revenant -- a thing of shadows and icy fogs that radiates a deathly chill and seems to waver like an evil mirage even in the daylight.[34a]
N[]
- Naiad - Naiads are beautiful and elusive nature spirits that inhabit some rivers of the Old World. Like Dryads, they are natural shapeshifters, and can assume a terrible war-form. They usually appear as slender elfin women with pale, blue-tinged flesh, have white or blue hair and eyes, and always seem to be wet. Naiads prefer seclusion, and ferociously defend their territory from perceived threats. They are inscrutable creatures, with deep passions that are quick to rise without warning.[35a]
P[]
- Polevoi/Poludnitsa - When working in the fields, Kislevite peasants often ask for the blessing of the Polevoi and the Poludnitsa, spirits of nature said to bestow fertility on the soil of farms that honour them. Similarly, it is considered good luck to offer these spirits a little grain from the harvest to ensure they do not become angry and render the soil barren.[2b]
- Poltergeist - Poltergeists are one of the more mischievous types of spirits, similar to Ghosts, but they love to frighten mortals and play tricks on them. Generally they seek to frighten the living by tossing objects about and making a nuisance of themselves.[1c]
R[]
- Rephallim - Rephallim are invisible Wraith-creatures and most feared servants of the Elven goddess Ereth Khial, who steals away Elven souls to the Elven underworld or Mirai and keeps them imprisoned there. Worshippers of Ereth Khial perform vile ceremonies entreating their goddess to send the wicked Rephallim to snatch away important High Elf counsellors, military leaders, and mages. They summon the avatars of Ereth Khial with dark rites and set them upon their foes using talismans unique to each victim -- effigies made using the target's hair or blood, or treasured items stolen from the prey's home.[36a]
- Rogue Idol - Rogue Idols of Gork or Mork are the embodiment of the spirit of the Greenskins' Waaagh! itself, gigantic stone and scrap effigies built in the shape of the Greenskin gods. When Greenskin tribes gather together to form a huge Waaagh!, the idols they build can grow to immense proportions, as if one of them have come to witness the carnage their Boyz are about to unleash. Such is the erratic nature of these monsters and the fickle power that animates them that although created by the powers of Orc Shamans, their control over them is tenuous at best, and they often rampage where they will, collapsing when the magic that animates them withers, only to reassemble themselves again as the Winds of Magic gather once more to storm force, sometimes years or even centuries later. At such times, often the only way to stop an idol is for a powerful wizard to control it, but without a battle in which it can release its fury, their dominance over the creature is at best quite unpredictable.[29a]
- Ryzhnyi Khoziain - The Ryzhnyi Khoziain is one of the most feared spirits of Kislev, for no folk tale dares describe it other than as an evil, winged spirit that howls across the steppe on the darkest, coldest nights. None who have seen the Ryzhnyi Khoziain have lived to tell of it, and chilling tales persist of riders discovering entire villages vanished overnight, no trace remaining of its inhabitants or livestock. Unlike many other Kislevite spirits, there appears to be no way for mortals to placate the Ryzhnyi Khoziain, and all peasants can do when they hear its mournful howling is close their eyes and pray to the gods that it will pass them by.[2b]
S[]
- Spectre - Spectres are in many ways the malevolent counterparts of Ghosts and they seldom wish the living any good. The majority of Spectres remain trapped in the mortal world due to being the victims of a horrible curse or by being an oath-breaker or other form of traitor to a cause. They are angry beings, full of malice for the living and despair at their own state. A few Spectres may make common cause with the living in the hopes of relieving their condition and gaining freedom in death at last. The majority, though, have been driven mad, evil, or both by their years of torment and the knowledge that they helped bring it upon themselves. They attack the living out of pure malice, and unlike most spirits, a Spectre can injure an opponent with its touch alone.[1c]
- Spirit Hosts - Armies of spirits known as "Spirit Hosts" are sometimes raised for war by powerful Vampires and certain, particularly evil necromancers. These are made up of a mixture of Ghosts and Spectres. Spectres are particularly favoured for this task, since they can inflict significant damage on the enemy, but most Spirit Hosts are rounded out by a fair number of Ghosts. Although Ghosts cannot harm the living directly, they are capable of forcing their enemies to flee in fear, and that can be almost as useful on the battlefield.[1c]
- Spite - Spites, called "Sprites" by some, are a kind of nature spirit that exists to protect forests and are considered a myth by most due to the fact they dissolve shortly after death. Their natural form is a glowing light, but they prefer to appear as winged figures or wooden people covered in thorns. Sometimes they appear to be riding animals or constructs, but these are just part of the Spites' shapeshifting ability. There are as many different kinds of Spite as there are trees in the wood, each kind having different abilities and favoured shapes. If treated well, Spites can be friendly, if mischievous, but they are just as likely to be murderous and, appropriately, spiteful, if the mood takes them. They are the essence of capriciousness, and only Elves and wizards have any real hope of dealing with them.[35b]
- Syreen - Syreens are ghostly, ethereal Undead horrors that haunt the most cursed corners of the oceans. They are like the Tomb Banshees of the Old World -- tortured souls of evil female sorcerers who fear crossing the void to face whatever punishment awaits them for their malevolence. Their howls can turn even the bravest men stark white, spearing their souls like a lance through the heart and causing them to die of shock.[9]
T[]
- Tree Kin - Tree Kin are the animated hulks of deadwood formed into a monstrous parody of an Elf. They are implacable, fearing neither pain nor death, for their bodies can no longer feel sensation and the spirit that drives it is already long dead. At their heart resides the soul of a dead Wood Elf though only the strongest and most driven souls retain enough individuality to become such a creature. Those souls that become Tree Kin are unable to completely abandon their grip on their former lives, and they forge themselves a new body out of dead timber so that they might continue to defend in death that which they loved in life, even though they are seldom aware of the importance that those places and people held to the mortal being they once were. They are the vengeance of a magical forest given form, pure of purpose, existing only to kill those who harm the woods.[38a]
- Treeman - The most powerful of Athel Loren's nature spirits are able to entwine their essence with that of a living tree, moulding it to their will. It is not a decision taken lightly, for spirit and tree become irrevocably merged, and only death can sever the connection. From that moment on, the will of the spirit shapes and drives the tree, using knotted bark and gnarled branches to serve where an insubstantial spirit form cannot. Thus is a Treeman born. They are revered by Wood Elf and forest-creature alike, and are often infested with lesser spirits living amongst their branches, roots, and hollows.[38a] Indeed, there are those who believe the Treemen "are" Athel Loren.[1c] For their part, the Treemen cherish all lesser creatures -- they have a warmth of character wholly at odds with that of the Dryads,[38a] but to stand against the wrath of a Treeman is to face the fury of nature unleashed.[1c]
U[]
- Uleishi - Uleishi are magical creatures that keep to Saphery. They appear as tiny, thin-limbed creatures of glowing light dancing to an unheard tune, weaving in and out of crops, their every footstep leaving an imprint where a budding shoot of fresh corn pushes its way clear of the ground. Believed to be a side-effect of the spells used in creating the White Tower of Hoeth, the Uleishi tend the crops and ensure the harvest is bountiful. Mostly harmless, they love mischief, and it is common for them to steal into a house and bang pots or mess the place up if they are not happy with the care the crops are receiving. Though it's probable that the mages of Saphery could get rid of them, it is said that if the Uleishi were ever to leave Ulthuan, then its fate is sealed. No one knows what they would do or wants to take the chance of finding out if they ever stop.[37a]
V[]
- Vazila - All Kislevite magical traditions have variations of a spell called Vazila, which contacts the spirits of the same name which guard over horses and immediately warn the spellcaster if anyone tries to steal their mount.[2d]
- Vodianoi - The Vodianoi is a particularly evil and dangerous Kislevite water spirit who entices people to the edge of rivers or pools and drowns them for its own vulgar enjoyment. It often appears as a naked old man with a long beard and green hair who sits at a river's edge and begs for help (a plight most Kislevites could not ignore), but in the north of Kislev, there are more outlandish tales of it appearing as a creature that is half-fish, half-Human and drips with slime -- though how such a repulsive creature is able to entice people to approach it is never explained. This spirit may also be linked to the Rusalka, which is said to be the spirit of a drowned maiden that is angry at her untimely death and seeks to drown passers-by to present to the underworld in exchange for her own life.[2b]
W[]
- Wraith - The Wraith is an Undead spirit even more powerful than the Spectre or Banshee. It too is driven to violence and insanity, but its rage is far greater. They are the spirits of great necromancers who experimented with the blackest magic in order to acquire immortality -- and failed, leaving only an echo of their identity on the Winds of Dhar they manipulated. To come so close to their goal yet be denied drives them instantly insane and fills them with an unimaginable hatred for the living, whose souls they take great pleasure in draining away. They carry ethereal scythes and are often confused with images of the god of the dead Morr -- and they most certainly bring only death wherever they pass.[3a]
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