Total War Warhammer Codexery

The Age of Myth

The dawn of the Old World where gods walked and monsters ruled.

The Age of Myth represents the primordial dawn of the Old World, a time when the veil between mortals and gods was thin and magic flowed freely across the land. It predates the founding of the Empire and is characterized by the dominance of ancient races like Dwarfs and Elves amidst a landscape teeming with monsters and raw magical energy. This era serves as the foundational backstory for many factions, explaining the origins of ancient grudges, lost cities, and the deep-seated fears that drive civilizations in the current timeline. It is a period where history blurs into legend, marking the transition from a world shaped by divine whim to one governed by mortal ambition.

Followed By
Age of Heroes
Key Event
The Coming of Chaos / The Great Incursion

Lore & Background

During this era, the world was not yet shaped by human civilization but by the whims of deities and ancient powers. Magic flowed freely from the Winds of Magic, shaping geography and life itself without the containment it faces today. The Dwarfs were already deep within their mountains, forging their first great holds, while the Elves, created by the Old Ones in the Old World, later migrated to Ulthuan after the polar gates collapsed. The gods walked openly among mortals, influencing fate through direct intervention rather than distant prayer. This proximity made life dangerous and unpredictable, as divine squabbles often resulted in cataclysms that reshaped continents. The Old World was a place of wonder and terror, where dragons ruled the skies and ancient beasts prowled the forests before humanity rose to challenge them. Eventually, the instability of this age reached its breaking point with the Coming of Chaos, also known as the Great Incursion. This event marked the departure of the Old Ones and the emergence of the Chaos Gods, while the Elven and Dwarf gods remained active in the world. The survivors of this era laid the groundwork for the Age of Heroes, setting the stage for Sigmar Heldenhammer to eventually unite the human tribes against the chaos that remained.

In Their Own Story

The elder spoke softly by the fire, his eyes reflecting the dancing flames as he recounted tales older than stone. He described a time when the sky burned green and giants walked among men, not as myths, but as neighbors who demanded tribute in blood or gold. A shadow passed over the camp, silencing the children instantly; they knew better than to speak of the old gods after dark. The wind howled through the valley like a dying breath, carrying whispers of an age that was dead, yet never truly gone.

Reader's Guide

The Age of Myth serves as the foundational backstory for the Old World, preceding the rise of human empires and the current conflicts seen in the games. During this time, the gods walked openly among mortals, influencing geography and fate through direct intervention rather than distant prayer. Ancient races such as the Dwarfs and Elves were already established powers, building their first cities while humanity remained scattered in tribal groups across the continents. Magic was more volatile then, leaking from the Realm of Chaos into the mortal world with less resistance. This instability eventually culminated in the Great Catastrophe, a cataclysmic event that shattered the old order and forced the gods to retreat from direct involvement. Following this disaster, the Age of Heroes began, setting the stage for Sigmar Heldenhammer to unite the human tribes. Understanding this era is crucial for fans because it explains why ancient ruins exist everywhere and why certain races hold grudges dating back millennia. The Dwarfs remember their lost glory before the War of the Beard, while Elves recall the fall of their first kingdoms in the Old World. These historical scars drive faction motivations in the modern timeline, making the Age of Myth more than just history; it is the root cause of the current war-torn reality players explore.

Did You Know?

Frequently Asked Questions

What is The Age of Myth in Total War: Warhammer?

It is the earliest chapter of Old World history, a primordial era right after the world was created when divine beings roamed freely and untamed magic saturated the land. Think of it as the 'before everything' period that sets the stage for every civilization players encounter later.

Which races were dominant during The Age of Myth?

Dwarfs and Elves held the most power in this era, while Humans existed only as scattered tribal groups. The rest of the landscape was overrun by monstrous creatures and raw, uncontrolled magical energy.

What event ended The Age of Myth?

The Great Catastrophe is the pivotal disaster that closed this era and transitioned the world into the Age of Heroes. It fundamentally reshaped the Old World and pushed the gods back from direct involvement in mortal affairs.

Where does The Age of Myth fit in Warhammer's overall timeline?

It comes immediately after the Creation of the World and is followed by the Age of Heroes, which eventually leads into the Age of Sigmar. It sits at the very beginning of recorded history, predating the Empire and all major human kingdoms.

Why does The Age of Myth matter for understanding the current game's story?

Many of the factions' deepest conflicts, lost cities, and ancient rivalries trace their roots back to this era. It explains why certain grudges feel so old and why some places are still haunted by primordial magic that never fully faded.

More in History & Mythos

Elsewhere in the Total War Warhammer universe

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