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The 9th Age (T9A) is a community project created in response the controversial events of Warhammer: The End Times and Warhammer: Age of Sigmar in Warhammer Fantasy. Though the rules are designed to let you keep using your Warhammer armies, the setting takes place in an original world which, though originally filled with Expies of Warhammer factions, has also started to branch out into new content.

Currently factions include:

  • Beast Herds
  • Daemon Legions
  • Dread Elves
  • Dwarven Holds
  • Sonnsahl Empire
  • Highborn Elves
  • Infernal Dwarves
  • Kingdom of Equitaine
  • Ogre Khans
  • Orcs and Goblins
  • Saurian Ancients
  • Sylvan Elves
  • Undying Dynasties
  • Vampire Covenant
  • Vermin Swarm
  • Warriors of the Dark Gods

Find it here.


As The 9th Age is directly inspired by Warhammer, many of the tropes applicable to that setting are found here as well.

  • Captain Ersatz: Most of the factions are direct adaptations of Warhammer's main armies, down to the units, with the names changed to avoid copyright infringement.
  • Fantastic Racism: The feldraks have a bitter, murderous hatred of anything capable of flight.
  • Grey-and-Gray Morality: Enforced in the setting's lore. The creators of The 9th Age sought to avoid the levels of Grimdark seen in Games Workshop's titles, and so have tried to ensure that every faction - even ones that follow the setting's Dark Gods - have at least some redeeming qualities. Thus, the setting generally doesn't have "heroes" and "villains", just factions vying for power.
  • Lighter and Softer: Downplayed. Chaos is less of a world-ending threat than the Old World, but it's much easier for it to mount an offensive into the world, and it's far better at tempting people. The World Hymn puts this into perspective, since it is a long tale of how much the Dwarves have been screwed over by history...and it ends by pointing out they survived, and they might one day thrive again.
  • The Revolution Will Not Be Civilized: The Dread Elves are more properly known as the Republic of Dathen, which rejected their Highborn peers' monarchy in favor of a democratic government run by a popularly elected Senate and three Crimson Consuls. They are also gleeful imperialists and slavers who are even more snobby towards non-elves than Highborn are. (They don't qualify as a People's Republic of Tyranny, however, their actual electoral process is honest and they are sincerely meritocratic within actual elven society.)
  • Seven Deadly Sins: The Seven Dark Gods each embody a mortal sin in both its wicked and more sympathetic aspects:
    • Savar, the Fallen Star, embodies Pride; his warriors champion the glorification of one's own name, and the exalting of themselves above all others. He also embodies self-respect and the drive to both be better and live up to your own legend.
    • Cibaresh, the Tempter, embodies Lust; his followers hold the fulfillment of one's carnal desires as the highest good, unbound by morality or self-restraint. This includes toxic moral codes and oppression of one's gender identity.
    • Akoan the Devourer embodies Gluttony; those sworn to him see the world as a thing to consume, ultimately seeking to devour all existence and whiling away the intervening time by gorging themselves on all they see. He also provides acceptance of the deformed and satiation to the genuinely starving.
    • Kuulima, Lady of Flies, embodies Envy, couched in terms of resenting others' power, station and advantages for yourself. As well as self-respect and empathy for others in the same terrible situation - she's notable for owning the only hell known to punish sinners, tormenting those who spread discord among their own kin.
    • Sugulag, the Collector, embodies Greed; his warriors desire material wealth as both an end in itself and for the power granted by being able to tempt, bribe or purchase their way through life. He's also noted to be a highly generous master, as he values the "possessions" that are his worshipers.
    • Vanadra, the Adversary, embodies Wrath; she's particularly focused on swift, merciless vengeance against those who wrong you, acting as Judge, Jury, and Executioner against any perceived wrong. Which is why she so readily offers power, because frequently those wrongs are in fact real wrongs, and she does not broker with traitors or preempitve attacks.
    • Nukuja, the Keeper, embodies Sloth; her faithful are patient and slow to act, weighing their options, expending little effort and waiting things out as they develop. She's also noted to be the most benign and amicable Dark God for that reason, as she does not seek to spread misery, only make use of what exists, learn and adapt; her daemons are even known for giving out knowledge free of charge to any who speak with them, happy merely to have someone listen to their stories.
  • You Have Failed Me: The Dark Gods demand extreme obedience and constant successes from their Warriors; failure is punished extremely harshly, as the Dark Gods withdraw their favor and leave their former followers to be consumed and mutated by the powers their patron's favor once held in check.

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