For the second in this series of Old World Almanacks, we wanted to delve more deeply into the lore surrounding the Marauder Tribes. Who are they? From where do they hail? How devoted to the Ruinous Powers are they? We ventured once more into the realms of the Old World developers in search of answers to these questions and more.

Rob: Beyond the civilised realms of Men, Dwarfs and Elves, the World of Legend grows cold and dark, and the corrupting influence of Chaos can be seen in everything, from the coarse and stunted vegetation to the twisted forms of the great beasts that roam the wilderness. These are the Shadowlands, named both for their perpetually darkened skies and for the shadow of Chaos that looms over them.
The Marauder Tribes is the name given to the many barbarian peoples that dwell within the Shadowlands. North of the Old World, they can be split into two broad factions, the Kurgan and the Norse, each of which is further divided into many tribes, ranging in size from a few hundred to tens of thousands.

JTY: The Kurgan live to the Old World’s east, north of Kislev and the Dark Lands, where tribes such as the Kul, the Dolgam and the Yusak roam the great steppes. To the west, in the cold and mountainous land known as Norsca, dwell Norse tribes such as the Sarl and Graeling. Further north, beyond the Sea of Chaos, where the Shadowlands meet the blasted landscape of the Chaos Wastes, live tribes such as the Kvelligs and Hastlings.
Although all tribes differ, the Marauder Tribes as a whole share many commonalities. All will raid and make war upon the civilised nations to the south, and all are worshipers of the Ruinous Powers, in whose names they spread war and destruction. But it should be noted that in the era in which Warhammer: the Old World is set, the power of Chaos – a power which constantly ebbs and flows – has grown weak, and the voices of the gods themselves have become faint.
Because of this, the worship of Chaos is not quite as one familiar with the setting might expect. Frenzied berserkers dedicated to Khorne, or plague knights of Nurgle, are not common sights. Instead, the Marauder Tribes worship Chaos Undivided, venerating the daemonic pantheon as a whole.

Yet the individual gods of Chaos, the greater powers, still persist, worshipped in cults throughout the Marauder Tribes. These cults, devoted to the Bloodied Hound, the Carrion Crow, the Slithering Serpent, and the Fell Raptor, are spread amongst the tribes, with some tribes wholly devoted to one, and others concealing numerous warrior lodges, each made up of members of a particular cult. These lodges are led by Shamans and Sorcerers, devotees of Chaos well versed in the nature of the Ruinous Powers and privy to many of the gods’ secrets, secrets which they spread amongst their followers. In this way, belief in the gods is kept alive in readiness for the day when the Chaos Gate at the top of the world opens once more and the gods return in all their glory to claim the World of Legend as their own.

Rob: Our goal here was to represent the greater powers of Chaos in a way that was appropriate for the Marauder Tribes, and for the World of Legend in this era. Long time fans might recognise some of these ideas from the 90s era Realm of Chaos supplement, and we laid some of the groundwork in Arcane Journal: Warriors of Chaos. With the launch of these new miniatures, we’ve taken these concepts and expanded upon them, weaving these beliefs and practices throughout the Marauder Tribes in a way that feels natural for such warlike barbarians.
Using the sheet of transfers that come with the new kits, which provide icons for all of the major Chaotic Cults, and the new rules for Chaos Marauders and Marauder Horsemen contained within Arcane Journal: the Razing of Westerland, you can represent these barbarous beliefs in your own armies. Whether you create an army of Marauders devoted to a single Chaotic Cult, or choose to have each unit be devoted to a different patron, we look forward to seeing your armies as they bring war and ruin to the nations of the Old World!

Thanks to Rob and JTY for these insights. If you’re eager to find out more about the new rules they mentioned, there’s no need to beseech the gods – just check back on Warhammer Community for the next Old World Almanack, where we’ll be taking a look at the rules in the new Arcane Journal.













