recursal/Fanatic-Fandom huggingface dataset:
Treelord Ancients

**Treelord Ancients** are the rulers of the sylvaneth enclaves.

    Amongst the sylvaneth, there are few qualities as respected as age and wisdom, and the Ancients possess both in great measure. It is for this reason that Alarielle entrusts them with the governance of her children, and it is to the credit of the Treelord Ancients that they have rarely steered their people wrong.[1a]

## Overview

The Ancients are also the foremost mystics of their people, gifted in the use of life magic. In battle, they send tangling masses of roots and thorns to tear enemies apart, they shield their allies with whirling barriers of windand twining vines, and even conjure up Wyldwoods from the realmroots far below. As they hurl their magics and lay about themselves with root and stave, the Ancients commit every detail to memory. Even in the direst of circumstances, the Ancients are able to keep some part of their minds serene, taking in every nuance of the events around them. They know the face and name of every spirit that follows them into battle, and weave into their memories every aspect and echo of their enemies. They do this to better preserve their recollections within their lamentiri, so that they can be passed to later generations. Those memories can also be recalled at will with absolute clarity, allowing Ancients access to centuries of strategic insight.[1a][1b]

## Wargear

A Treelord Ancient is armed with Massive Impaling Talons, and can also attack with devastating Sweeping Blows, or from afar with its Doom Tendril Staff.[1c]

## Source

* 1 *Order Battletome: Sylvaneth*.

	+ 1a pg.44
	+ 1b pg.45
	+ 1c pg.135
Sons of Mallus

### The Sons of Mallus: The Shade-Shrouded

 Were forge-struck under the zenith of the caliginous span of Dharroth, the Dark Moon. Their tempers are as black as their lustrous armour.

## Known organization

### Crusade chambers

* Warrior Chamber **‘Bronze Claws'** (Lamentations 36) - Lord-Commander Gaius Greel
* Warrior Chamber **‘Iron Bulls'** (Lamentations 36) - Lord-Commander Gaius Greel
* Warrior Chamber **'Iron-Sides'** (Lamentations 37) - Lord-Commander Gaius Greel

## Known members of the Sons of Mallus

* **Lord-Celestants** - **Gaius Greel** - Lord-Commander of the: Iron-Sides, Iron Bulls, and the Bronze Claws - Commander of the City of Secrets (Lamentations 37);
* **Lord-Relictors** -
* **Prosecutors**
* **Retributors**
* **Judicators**
* **Liberators** - Sora - Liberator-Prime in the Iron-Sides, Guardian of the City of Secrets (Lamentations 36);

## Source

* 1 *White Dwarf Magazine: March 2017*
* 2 Eight Lamentations: Spear of Shadow, by Josh Reynolds
Ripperdactyl Riders

**Ripperdactyl Riders** wield their spears with deadly skill, but it is their mounts that enemies quickly learn to fear. The Ripperdactyls themselves are vicious in the extreme – feral winged beasts possessed of voracious appetites, which tear their prey to shreds with razor-sharp beaks and talons.[1a]

## **Overview**

Ripperdactyls descend upon the battlefield in a flock of skyborne death. In their instinctive urge to feed, they snatch up enemy warriors, piercing their flesh with wickedly sharp beaks and ripping out their steaming innards in bloody strands.[1a]

Perched upon their backs, brave skinks thrust moonstone spears as their speeding mounts swoop over the heads of the foe, each well-placed stab punching a hapless victim from its feet in a spray of gore. However, it is the Ripperdactyls that inflict the most damage on the enemy – the ragged and bloody evidence of their predatory fury is sent tumbling to the ground amid a storm of beating wings and flashing claws.[1a]

Whereas the Terradon Riders usually rely upon their speed to carry them past the foe while they loose their arcane payloads, Ripperdactyl Riders plunge directly into the heart of combat. Here, amid the screams of the dying and the stench of freshly spilled blood, are the beasts in their element, snapping and clawing at anything within reach. While the enemy quail in the face of the Ripperdactyls’ frenzy, the skink riders thrust their spears, piercing hearts and throats.[1a]

Such is the savage ferocity of the Ripperdactyls that they can quickly become difficult to direct in battle. To focus the beasts’ wrath, the Slann will sometimes conjure blot toads – noisome amphibians whose pungent scent is a powerful lure to the Ripperdactyls.[1a]

At the command of the slann the diminutive creatures crawl forth among the ranks of the enemy, often moving unnoticed between armored boots and locked shields. The seraphon’s foes seldom realize that the toads’ presence heralds a storm of savagery that will spell their doom.[1a]

## **Wargear**

A unit of Ripperdactyl Riders is armed with Moonstone War-spears and carry Star-bucklers, while their mounts attack with Slashing Claws and Vicious Beaks.[1b]

## Sources

* 1 *Order Battletome: Seraphon*.

	+ 1a Pg. 41
	+ 1b Pg. 124
Kharadron Code

The **Kharadon Code** is the set of rules and guidelines of the Kharadron Overlords. The code focuses on profit instead of honour, meaning the Kharadron Overlords only go to war if there is great profit to be made and little loss of life.

The different sky-ports are more or less loyal to the Code, with some willing to bend it to their purposes and other rejecting any attempts to change it.

## Sources

* *Kharadron Overlords: Developers*
* *Order Battletome: Kharadron Overlords*
Gryph-hound

Many Lord-Castellants march to war with a bonded **Gryph-hound** by their side. These incredibly loyal companions are alert guardians with eyes so keen they can penetrate any mystic veil or see through any illusion. A Gryph-hound will defend its chosen master with a fierce beak and razor-sharp claws. The Lord-Castellants too are staunch protectors – all Stormhosts maintain their own fortresses, star-scraping architectural marvels in which they house their warriors and weapons. Each Lord-Castellant is a Master of the Tower, and watches over his section of the stronghold with a noble Gryph-hound ever at his heel.[1a]

## Wargear

A unit of Gryph-hounds can have any number of members. They savage their foe with their razor-sharp beaks and claws.[1b]

## Sources

* 1 *Order Battletome: Stormcast Eternals*.

	+ 1a pg. 30
	+ 1b pg. 123
Lord-Castellants

**Lord-Castellants** are the Guardians of Gateways, Keepers of Keys, and Bearers of the Warding Luminous. Each is an officer, part of the auxiliary command within a Stormhost’s main chambers. Lord-Castellants are masters of defensive warfare and are often tasked with holding vital ground.[1a]

## Overview

Striding the battle line, a Lord-Castellant is an indomitable force, a walking bulwark. His mere presence emboldens the fighting spirit of his battle brethren. When the powers of his warding lantern are unleashed, a mystic effect washes out with golden rays. Sigmarite plate glows as barriers of arcane protection enshroud it. Nearby Stormcast Eternals are heartened, while wounds and rents in body and armour alike are healed.[1a]

Only the most uncompromising of mortal leaders are chosen to become Lord-Castellants. Their natural tenacity is enhanced by their Reforging, creating leaders as unyielding as sigmarite. When an aspirant proves worthy of this rank, they are ceremoniously given a halberd and the sacred warding lantern. They are sent alone from Sigmaron on a final proving quest into the eternal winterlands of Azyr, the towering Boralis mountain range. There, each must prove himself by entering the madness-inducing mists that hangs over those peaks. Amidst hunting Gryph-hound packs and howling beasts he confronts the greatest fears of his former life. Only those who return from that quest can assume their new duties. These masters of defensive warfare are charged with guarding the Stormhosts’ fortresses, though they are also often called upon to anchor battle lines upon the field of war.[1a]

## Known Lord-Castellants

* **Lorrus Grymn** - Lord-Castellant of the Hallowed Knights.[2c]
* **Thostos Bladestorm** - Lord-Castellant of the Celestial Vindicators.[2a]
* **Andricus Stoneheart** - Lord-Castellant of the Hammers of Sigmar.[2b]
* **Kanlaus** - Lord-Castellant of the Celestial Vindicators.[2]
* **Solarius Skygazer** - Lord-Casellant of the Knights of the Aurora.

## Wargear

A Lord-Castellant is armed with a Castellant’s Halberd and carries a Warding Lantern.[1b]

## Sources

* 1 *Order Battletome: Stormcast Eternals*.

	+ 1a pg. 30
	+ 1b pg. 118

* 2 *The Realmgate Wars: Quest for Ghal Maraz*.

	+ 2a pg. 23
	+ 2b pg. 27
	+ 2c pg. 63
Skink

**Skinks** bombard their foes from all directions with crackling volleys of celestial energy and meteor-like projectiles. Even as their opponents try to bring them to battle, the diminutive Seraphon slip away into the shadows, ready to appear without warning once more and bring death to their enemies.

## **Description**

Nimble and clever, skinks are the skirmishers of the Seraphon armies. In battle they form swarms of warriors that move quickly around the enemy’s flanks, ducking in and out of terrain whilst peppering the foe with meteoric javelins and arcane darts. In greater numbers they grow deadlier still, the light of their weapons burning brighter as they are fueled by the collective celestial essence of the skinks.

Standing but chest-high to most men, skinks are nonetheless dangerous fighters, and are easily a match for their mortal counterparts. Chirping and clicking in their alien language, these intelligent creatures excel at coordinated attacks – by working in perfect unison with one another, their cohorts strike at the enemy’s weak spots or overwhelm unprepared targets.

Skinks temper the Saurus’ battle-fury with a hunter’s patience, for where their larger cousins might try and smash their way through an obstacle or foe the skinks will often seek a more cunning path to victory. In battle, this makes skinks tricky foes, as they seek out hidden pitfalls and aspects of the battlefield they can turn to their advantage, striking at their enemies from an unexpected quarter.

Some skinks, such as the Chameleon Skinks, possess curious abilities that allow them to fulfil specialized roles in battle. Superlative hunters and assassins, these Seraphon mimic their surroundings as they stalk their prey. Even keen-eyed enemies see only slowly moving shadows as they search for their mysterious attackers. Too late they realize they are being watched, as dozens of glinting eyes appear in the darkness and the air is filled with the whispers of celestite blowpipes.

Chameleon Skinks exist within the shadows where the burning light of Azyr does not always reach. Here, they relentlessly hunt the followers of the Dark Gods as invisible instruments of the Slann’s will. The enchanted star-venom these skinks use to coat their darts is particularly lethal to the Daemons of Chaos, whose unnatural flesh bursts into celestial flames upon contact with the strange substance.

## **Units**

* **Skink Warriors**
* **Terradon Riders**
* **Ripperdactyl Riders**
* **Chameleon Skinks**

## **Commanders**

* **Skink Priest**
* **Skink Chief**
* **Alpha** - Unit leader

## **Known Skinks**

* Tehenhauin
* Oxyotl
* Tetto'eko

## **Sources**

* *Order Battletome: Seraphon*.
* Warscrolls Compendium: Lizardmen*, p 17-20.*
Kratsik

The Glade of Horned Growths harbours many evils, but none so foul as the Brotherhood of the Red Boil. At their head comes the rabid Plague Priest **Kratsik**, whose toxic faith is founded on a ravenous hunger for power. By his command do the swarms of Clan Pestilens infest Rotwater Blight.[1a]

## Overview

The skaven are a conniving and endlessly selfish race, for whom betrayal comes as naturally as drawing breath. Typically, they offer fealty or worship only so long as it benefits them, and they are always convinced of their ability to manipulate or double-cross those they serve. It is thus extremely rare to find true believers amid the heaving masses of skavendom. Still, Plague Priest Kratsik is amongst their number.[1a]

When the Horned Rat ascended to join the monstrous pantheon of the Chaos gods, his Verminlords were dispatched on missions of conquest.[1a]

Many a seer or warlord was undone as he attempted to wrest power from the rat-daemons, and many were punished for their temerity. It is in the nature of skavenkind to attempt to outwit their betters; even the Horned Rat himself has struck an uneasy bargain with Nurgle, an alliance born in plague and festering pox. Skaven agents would join the hunt for Alarielle; should they find her, Nurgle would gift them the choicest plagues and a Jade Kingdom in which to enjoy them.[1a]

Amongst these chosen minions is Kratsik of Clan Pestilens. Watched over by the Corruptor Vermalanx, the Plague Priest’s faith has proved fanatical. His violent excesses have seen many armies brought low by disease.[1a]

This is not to say that the Plague Priest lacks the cunning to manipulate his rivals. Indeed, in his fervour to prove himself the most faithful of the Horned Rat’s servants, Kratsik has engineered the demise of countless Chaos champions and skaven warleaders. However, he recognises that manipulating a god is beyond even him. Instead, Kratsik screeches his deity’s praise all the louder, that the Horned Rat might favour him with his festering bounty.[1a]

## Sources

* 1 *The Realmgate Wars: Quest for Ghal Maraz*.

	+ 1a pg. 83
Pharakis

Sat astride his Dracoth, *Zakanxar*, **Lord Pharakis** cuts a noble and heroic figure. But behind his impassive helm, his eyes dance with cold lightning and his pale face is setin a permanent scowl. Pharakis was once the gentle high priest of Malleus Mount, though he has been reincarnated as the most unforgiving and merciless warrior in all the Knights Excelsior. He embodies the fervent belief of his Stormhost that no exceptions can be made in the cleansing of the Mortal Realms, for much has been tainted by Chaos, and even those who believe themselves pure might seethe with unseen corruption. Before his Reforging, the man who had been Pharasion the Kind saw his flock utterly torn apart by the fair-faced corruption spread by a hidden cult of Slaanesh, the Mirrored Smile. At the last, Pharasion’s most trusted advisors turned on him, still grinning, with blades in hand. Though he slew several with a silvered lectern, he fell to a blade in the back. It was a lesson he would carry with him beyond his Reforging – trust nothing but that wrought in sacred Azyr.[1a]

## Source

* 1 *The Realmgate Wars: Godbeasts.*

	+ 1a pg. 159
Knights of the Aurora

### The Knights of the Aurora: The Swift

 The **Knights of the Aurora** are a Stormhost of Stormcast Eternals belonging to the Later Strikings.[3a]

No Stormcast Eternals strike quicker than the Knights of the Aurora. As swift as the lightning that bears them, they are true masters of rapid assault.[1a][2a][3a][4b]

Their repeated reforging has made the Knights of the Aurora trail light in their wake when they charge into battle.[4a]

## Notable actions

During the Realmgate Wars, at the Living Portal in Ghyran, it was the Lord-Celestant of the Knights of the Aurora who cut down a Ravager-Lord and opened the Realmgate.[1b]

## Heraldry

The Knights of the Aurora wear silver sigmarite armours with golden trims, crests, and symbols, verdigris pauldrons and shields, and red leather pteruges. Their Chambers identify themselves with blue, purple or white plumes.[3a]

## Sources

* 1 Mighty Battles in an Age of Unending War (1st Edition)

	+ 1a pg. 15
	+ 1b pg. 78
* 2 Order Battletome: Stormcast Eternals (1st Edition, 2016)

	+ 2a pg. 60
* 3 Order Battletome: Stormcast Eternals (1st Edition, 2017)

	+ 3a pg. 66
* 4 Order Battletome: Stormcast Eternals (2nd Edition)

	+ 4a pg. 29
	+ 4b pg. 86
* 5 *White Dwarf Magazine: March 2017*
Protectors

They are the Masters of the Mystic Stormshield, the Guardian Paladins. With their martial skill and the arcane ability of their stormstrike glaives, **Protectors** lend aid to nearby retinues. Yet their abilities extend beyond defense, for these warriors are elite shock infantry, able to confront any foe.[1a]

## Overview

As they whirl, the stormstrike glaives of the Protectors weave patterns of celestial energies that shimmer and hang in briefly visible contrails behind the blurred blades. So powerful is this mystic aura that it forms a partial shield, a deflective force capable of blunting arrows and mystic bolts alike. In this way, Protectors earn their namesake, shielding the retinues behind them with their own armoured forms, as well as with the arcane veil woven by their glowing weapons.[1a]

Assembled from the ranks of Paladins, Protector retinues frequently spearhead an assault. The heavy shock infantry can not only clear a path with sweeping blows of their stormstrike glaives, but the storm-shield they weave before them can also offer protection to the formations that follow. It is for this reason that they are often the foremost of the Stormcast Eternals to stride forth from a lightning strike or Realmgate.[1a]

On the battlefield, Protectors frequently form a bodyguard around Lord-Celestants or Lord-Relictors, although it is not unheard of for them to perform the same function for any of the auxiliary command. These formations plunge fearlessly into combat, cleaving a bloody path for others to follow. During the Battle of Durek’s Drift in the highlands of Chamon, the skaven levelled all of their insidious weaponry at the two Hammers of Sigmar chambers that attempted to ascend the steep pathways. With faith in Sigmar, sturdy sigmarite armour, and several retinues of Protectors in the vanguard, the Stormcast Eternals advanced step after step. Straight into the teeth of that hellish firepower they went, enemy shots ricocheting everywhere. When they finally reached the battle line of their mangy foes, the Protectors led the victorious charge. Stormstrike glaives sliced holes into the swarms of ratmen, scything them down with every swing.[1a]

## Wargear

A unit of Protectors has 5 or more members. They are armed with Stormstrike Glaives. 2 in every 5 may instead be armed with a Starsoul Mace.The leader of this unit is the Protector-Prime.[1b]

## Sources

* 1 *Order Battletome: Stormcast Eternals*.

	+ 1a pg. 39
	+ 1b pg. 127
Ionus Cryptborn

If Vandus Hammerhand is the glory of lightning unbound, **Ionus Cryptborn** is the dark and brooding thunder that follows it. He carries the aspect of the grave with him, for he hails from Shyish, the Realm of Death. Even in Sigmar’s palace, there are few that rest easy alongside a Lord-Relictor, for it is said their souls are scarred by the claws of the Great Necromancer. Still, a bond of brotherhood exists between Ionus and his Lord-Celestant, for Vandus can see past Cryptborn’s grim and dolorous demeanour to the hero beneath. Though he speaks of it only to his fellow Lord-Relictors, Ionus was once Eonid ven Denst, a prince of the Amethyst Underworld. It was he that slew the many-skulled hydragor that wreaked havoc upon the courtiers of King Thanator’s manse, and he alone that had the courage to speak against Nagash during the Days of Shattered Bone. Well might Sigmar take such warriors for his own – with the power to summon and bind the storm at will, the man who became Ionus Cryptborn is a redoubtable foe indeed.

## Sources

* *Order Battletome: Stormcast Eternals*.
* *The Realmgate Wars: Quest for Ghal Maraz*.
	+ pg. 22

* *War Storm* (Anthology), by Nick Kyme.
Lord-Exorcist

The **Lord-Exorcist** is a master at channeling celestial energy to banish daemons and gheists. Even Nagash, in his towering arrogance, has been forced to take note of these figures, for they carry the light of Order, and are anathema to even the most hateful undead spectre. By slamming the heel of their ceremonial staves upon the ground, Lord-Exorcists can send out a wave of crackling null energy that will banish a soul from its body – and drive it far into the wilderness. The Lord-Exorcist also has purview over the lost souls of enemies, able to send them back to Azyr, where those who can be saved begin the long, arduous process of redemption.[1]

## Overview

The Lord-Exorcist is a master at channelling celestial energy to banish daemons and gheists. Even Nagash, in his towering arrogance, has been forced to take note of these figures, for they carry the light of Order, and are anathema to even the most hateful undead spectre.[2a]

Each of these dour and otherworldly figures was a holy man in his former life, able to perform miracles and rites of abjuration long before they came to the notice of Sigmar. Through the drawing of magical hexagrams or the wielding of spirit-fetishes - or even through the sheer force of their belief - they fought the enemies of Order wherever they were able. In the process, they caught Sigmar's eye. Since their reforging, the Lord-Exorcists' abilities have been magnified tenfold, and they can even abjure daemons with their carefully intoned phrases of power. By slamming the heel of their ceremonial staves upon the ground, Lord-Exorcists can send out a wave of crackling null energy that will banish a soul from its body - and drive it far into the wilderness.[2a]

The Lord-Exorcist also has purview over the lost souls that are released from their bodies upon the battlefield - not those of the Stormcasts themselves, but of the enemies they face. The rod of office carried by a Lord-Exorcist is known as a redemption stave. Atop it is a magical cache lined with celestium slate. Should a Lord-Exorcist find a soul that he believes could potentially be saved, he will open the gates of that cache and draw the spirit in. Once sealed inside, the soul is judged, thin wisps of ectoplasm rising from within. The strange scales atop the cache then weigh the soul to see if it is found wanting, or if it can be rehabilitated. Should the skull weight of the soul-scales sink low, the soul is banished forever into the aether. Should that weight rise, the soul is taken back to Azyr, where the long process of redemption can begin. It is a sad fact that, thus far, those souls that can truly be redeemed have numbered less than the total of Lord-Exorcists in all the Stormhosts.[2a]

## Wargear

A Lord‑Exorcist is armed with a Redemption Stave.[2b][3]

## Source

* 1 Games Workshop - Lord-Exorcist.
* 2 Order Battletome: Stormcast Eternals (2018).

	+ 2a pg. 65
	+ 2b pg. 170
* 3 Lord-Exorcist Warscroll.
Isharann Tidecaster

It is the **Tidecasters** who conjure the phantasmal sea that allows aelf and aquatic beast to move and breathe within the same space as if they were in their own natural environment. The powers of these Isharann are not solely concerned with manipulation of the elements, however. They are able to conjure spells from the repressed anguish of the Idoneth, the curse that echoes still from their ancestors' torture within Slaanesh. Such magics take the form of crushing waves of despair, black pits of hopelessness or raging maelstroms of horror that shatter the minds of the foe, leaving them wide open to attacks from the Namarti and Akhelians. So potent are these enchantments that some victims believe themselves to be trapped underwater, causing them to drown in their own fear and sorrow.[1a]

## Wargear

Isharann Tidecaster enter battle armed with Pelagic Staff.[3]

## Source

* 1 Battletome: Idoneth Deepkin.

	+ 1a Pg. 43
	+ 1b Pg. 130
* 2 Games Workshop - Isharann Tidecaster.
* 3 Isharann Tidecaster Warscroll.
Melusai

The dreaded **Melusai** are **Scathborn** who bear the lower bodies of great serpents. They are cruel, cold-blooded and eager to inflict pain – seemingly the ideal Khainites – and serve Morathi as the eliteground-assault troops of her war covens.

The Melusai were once the souls of aelves devoured by Slaanesh. Upon being freed from that hellish incarceration, their energies were portioned off to Morathi. There, in the dungeons beneath Hagg Nar, these souls were mixed with shadow magic and Morathi's own blood to be reborn, reshaped in the image of their creator. Each of the Melusai is imbued with magic and the utmost faith in their master, along with a scornful hatred of their former enslaver, Slaanesh. Melusai are allocated to each temple sect of the Daughters of Khaine, acting not only as elite guard formations, but also as clandestine eyes and ears for the High Oracle, informing upon those that question the order of things, or ask too closely about Morathi's goals. Because of their strange appearance, Melusai stay out of sight, either secreted inside the darkened temples of Khaine or disguised by illusion to appear as other aelves. Although it is rumoured that there might be additional forms, during open battle two kinds of Melusai are regularly seen amongst the war covens.

The are two types of Melusai:

* Blood Sisters
* Blood Stalkers
Slaughterpriests

Swollen with the power of Chaos, the **Slaughterpriest** looms over his Bloodbound brethren. Not only is this terrifying figure a mighty warrior in his own right, he is a favoured champion of Khorne who is able to call forth dark miracles by drinking the heartsblood of the foe.[1b]

## Overview

Slaughterpriests are the demagogues of Khorne’s wrathful will, dark prophets who receive gory visions of violence and death from their god. With a single, bellowed prayer these hulking priests can boil the blood in men’s veins, or whip their allies into a savage battle-frenzy. Most terrible of all is the Slaughterpriest’s ability to compel the unwilling to rush heedlessly into combat; his booming chant fills even the foe with a mindless rage, their fever building until once-stoic defenders abandon their barricades and battlements to dash, reckless and doomed, into the fury of the fray.[1b]

All of these powers stem from the Slaughterpriest’s ability to channel the wrathful might of Khorne. This he gains through drinking the blood of truly worthy foes, mixed with potent tinctures of warpstone dust and daemon gore. After a particularly brutal battle, a Slaughterpriest will drink deeply of this foul draught, and it is said that every drop that flows down his gullet swells the swirling moat that surrounds Khorne’s great Brass Citadel. Whatever the truth of this, the mixture’s effects upon the Slaughterpriest are immediate and horrifically pronounced.[1b]

As a side effect of drinking their hideous concoction, Slaughterpriests swell with grotesque slabs of muscle. Their bones harden and burst through their flesh. Their limbs stretch and thicken, until they loom over their flock, blessed with the strength of Khorne. Such are the priests of the Blood God, mighty warriors whose holy powers are bound to their prowess in battle. Those who make unworthy offerings to Khorne do not survive this transformation. Either they deform into monstrous Spawn, or else choke and drown as the vile brew they have imbibed boils them from the inside out.[1b]

## Known Slaughterpriests

* **Rakhan the Red.**[1a]
* **Kordrok.**[1c]
* **Marokh Skullsight.**[1d]

## Wargear

A Slaughterpriest is armed with a Bloodbathed Axe, a ritual cleaver the height of a lesser man.[15]

## Sources

* 1 *Chaos Battletome: Khorne Bloodbound*.

	+ 1a pg. 23
	+ 1b pg. 36
	+ 1c pg. 73
	+ 1d pg. 79
	+ 1e pg. 104
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Lantic Empire

The **Lantic Empire** was one of the great empires of the Mortal Realms. It was known for its technological advancement[1] and for being protected by the Gilded Steamgird.[2] During the Age of Chaos, it was destroyed by the forces of Chaos over a century.[1] The Lofnir lodge of the Fyreslayers made oaths with Chaos Lord Magorak to aid in the destruction, supplying a horde of Magmadroths to destroy the Gilded Steamgird.[2] The Flesh-eater Courts moved in after the destruction of the Lantic Empire and many Lantic warriors were turned into mordants.[3]

## Source

* 1: *Chaos Battletome: Everchosen*
* 2: *Order Battletome: Fyreslayers*
* 3: *Death Battletome: Flesh-eater Courts*
Vexos Thrond of Anvrok

**King Thrond** is the lord of the Silver Sea, master of the Gorebeast Menagerie and terror of the Hanging Valleys. After enslaving the beasts of the crucible’s rugged edge, Thrond and his army of monstrous chariots soon brought death to their rival tribes. When the Alchemist’s Moon waxes and the Silver Sea sets firm, Thrond leads hunting parties across its surface, running down all those who do not pay him tithe.[1a]

In the Age of Chaos, Tzeentch cast his malign influence over the people of Anvrok. It was Thrond that turned most readily to his worship. The jealous monarch had no intention of passing his crown to his son, and bartered away his soul in return for everlasting life. Thrond is slowly realising that this eternity will be spent as a puppet rather than a lord, and his anger at the Changer of the Ways grows with each day. Still, whilst he claims dominion over the Great Crucible, he can still salvage some pride – any who threaten his domain are met with the full measure of his wrath.[1a]

## Sources

* 1 *The Realmgate Wars: Quest for Ghal Maraz*.

	+ 1a pg. 115
Warscrolls Compendium: Lizardmen

**Warscrolls Compendium: Lizardmen** is a guide to using older Lizardmen miniatures in Warhammer Age of Sigmar.

## Release

Games Workshop released the Warscrolls Compendiums as a free download from the Games Workshop website as a PDF.

## Detail

The PDF describes how to use older Lizardmen models as Seraphon forces including Slann, Saurus, Skinks.
Terradon Riders

Swooping down from star-filled skies, **Terradon Riders** single out their prey with a hunter’s instincts. From the backs of their leathery-winged mounts, Skinks hurl blazing javelins and flaming sunleech bolas, causing havoc among the ranks of the foe.[1a]

## **Overview**

Terradon Riders circle and glide above the Seraphon armies, summoned by the Slann to bring death from above. These skilled aerial combatants make for peerless scouts, often relaying information to the cohorts who march beneath their all-seeing gaze.[1a]

Clutched in the claws of each Terradon are great chunks of meteoric rock, snatched from the heavens and carved with arcane sigils of destruction. These deadly missiles are cast earthward as the Terradons swoop past, detonating in crackling blasts of celestial magic and reducing knots of enemies to charred ruin.[1a]

Some Terradon Riders wield bolas made from sunleeches – curious creatures burning with celestial energies that are harvested from the comets of Azyr. Whirling these weapons around their heads, the skinks can fling the flaming worms across short distances. Those unfortunate enough to be entangled by a sunleech bolas are swiftly transformed into pillars of fire as the squealing creatures burst, spreading the hungry flames to those nearby.[1a]

Few warriors of the Mortal Realms are as fast as the Terradons Riders. Racing across the skies on shimmering trails of celestial energy, they protect the Slann from aerial attack, and strike at those foes who remain beyond the reach of their terrestrial kin. Because of their prodigious speed, Terradon Riders often act as the heralds of the Seraphon armies when the call of the Slann is heard, breaking away from sailing comets like embers shed by a fire, then plummeting into battle with blood-chilling screeches. Enemies gazing up at the sky barely have time to react before crackling projectiles begin to detonate with their ranks – a sure sign that the gaze of the Slann has fallen upon them and the wrath of the Seraphon is imminent.[1a]

## **Wargear**

Some units of Terradon Riders throw Starstrike Javelins, while others wield Sunleech Bolas. Their Terradon mounts make low dives to attack with their Razor-sharp Beaks. The leader of this unit is either an Alpha or a Master of the Skies. A Master of the Skies is armed with a Skyblade instead of its ranged weapon.[1b]

## **Sources**

* 1 *Order Battletome: Seraphon*.

	+ 1a Pg. 40
	+ 1b Pg. 122
Zephacleas

To lead one of the Warrior Chambers of the Astral Templars Sigmar chose **Zephacleas**, and anointed him Lord-Celestant. Fearless and bold, the Astral Templars were chosen from amongst the greatest of barbaric tribal champions. In mortal life, the Stormcast Eternal who would become Zephacleas was been a giant of a man, a brawling war-chieftain of his Ghurlands tribe. They led a primitive existence, fighting off orruks and Chaos traitors alike as they travelled a nomadic path through the dense forests of those savage kingdoms. Now reforged and renamed Zephacleas, the former barbarian dwells in Sigmaron, whose shining brilliance he had once worshipped from afar as the home of the gods. The Lord-Celestant continues to lead warriors to battle, as he once did. However, his fights are no longer merely for food or tribal survival, or to clear the woods of monsters, rather Zephacleas now fights for loftier goals: the Stormcast Eternals seek nothing less than to sweep clean the Mortal Realms of the taint of Chaos.

## Sources

* *Order Battletome: Stormcast Eternals*.
* pg. 26
The Endrineers Guild

The most mechanically inclined Kharadron are apprenticed to the **Endrineers Guild**.

    All sky-ports have guild run Endrineering Academies, the largest of which are the Great Coghalls of Barak-Zilfin. Those who demonstrate skill find profitable employment as artificers, metalcasters, forgekeepers or shipwrights, but only the very best and bravest are sent to work on the Arkanaut fleets themselves. There, they serve the ships as Endrinriggers or, should they survive long enough and accomplish full mech-mastery, as Endrinmasters. The guild is just as protective of its machines as the rites that keep them running.
Mournfangs

**Mournfangs** are savage, bullish beasts. Once one locks its jaws around something it seldom lets go, hanging on until either it or its prey is killed. Only a beast this stubborn and aggressive could have survived for so long as amount of the Beastclaw Raiders, andevery clan boasts large numbers of Mournfangs. Carrying their massive masters into the ranks of the enemy, the Mournfangs keep their eyes firmly fixed ahead. Notoriously shortsighted, they can only see clearly as far as the tips of their huge tusks. This only serves to infuriate the beasts, making them ever more aggressive and savage. It also makes them practically unstoppable on the charge, as the beasts are unable to see an obstacle until they are smashing their way through it. This kind of belligerence is highly prized by ogors, and Mournfang riders do nothing to slow the creatures’ stampedes.

It takes a lot to kill a Mournfang. Grievous stab wounds, shattered bones and torn flesh do little to slow the creature down. Only when bloodloss or organ failure catches up with it does the monster keel over, and eventhen not without taking a few more of its foes with it first. This tenacity also translates into the Mournfangs’ hardiness as mounts. The beasts can go for weeks without food while carrying a corpulent rider on their back. Far from making them weak, starvation only seems to stir up the creatures’ temper, and when at last prey is within their reach, they attack with rabid glee. Sometimes Beastclaws might resort to eating Mournfangs to survive if the clan falls upon lean times, though this is rare. Riders form close bonds with their fearsome mounts. To an ogor the snarling creature is as much a weapon as his club or pistol, and not to be discarded lightly.

## Whelping Pits

To ensure the clan’s Mournfangs are as savage as possible, ogors raise the creatures in bloody fighting pits. In frozen camps and the ruins of conquered kingdoms, the ogors diggaping holes and fill them with savage Mournfang pups. Animal carcasses, dead soldiers and screaming captives are all hurled into the pit, sparking a frenzied melee. The fights can goon for days, with ogors placing bets. The beasts are then left, sometimes for months, as the Alfrostun goes off on another raid, the ogors allowing starvation and cannibalism to weed out the weak. When only the strongest remain they are hauled out for inspection by the Frostlord. He offers each pup his hands, one filled with meat, the other empty. Those that bite at the empty hand are chosen for mounts in battle, the others are given to the hunters to go into the cookpots.

## Source

* Destruction Battletome: Beastclaw Raiders.
* pg. 39
Vanguard-Raptors

With keen and expert aim the **Vanguard-Raptors** hunt their quarry. Aided by the enigmatic Aetherwings, they loose lethal precision shots from vantage points unseen.

The Justicar Conclave of each Vanguard Auxiliary Chamber is wholly comprised of Vanguard-Raptors; cadres of reclusive marksmen who bring formidable ranged support to the battlefield. The Vanguard-Raptors are the first gust of the hurricane, raining death upon the enemy before the storm winds strike in full.

The Vanguard-Raptors are utterly focussed on their battlefield role, and have honed their skills through tireless campaigning. Yet for each warrior there lies a natural path. For some Vanguard-Raptors, the instinctive hunting mode is close and immediate, supporting their allies with rapid bursts of firepower. These warriors wield hurricane crossbows capable of delivering withering salvoes directly into enemy battle lines. Tipped with heavenly sigmarite, their bolts can punch through plate and bone alike, throwing the most disciplined ranks into disarray. For others the favourable strike is that which is well timed and unheralded, and for this role the fearsome longstrike crossbow is the perfect weapon. Poised in remote firing spots, Vanguard-Raptors so armed are easily capable of dispatching priority targets with a single ruinous bolt. So uncanny is their aim that some attribute their preternatural accuracy to the influence of the Aetherwings soaring high overhead.

Wherever a Vanguard-Raptor hunts, a noble Aetherwing is never far away, scouting deftly above the fray or swooping to defend the Stormcasts with beak and rapacious claw. The bond between these birds and the Vanguard-Raptors is truly fraternal, each respecting the other as a natural predator. In temperament too the parallels are great, for like the Vanguard-Raptors, Aetherwings are creatures apart, preferring to keep their own counsel. Their native haunts are the highest crags of the Sidereal Mountains in Azyr, and it is here too that the Vanguard-Raptors make their lodging, farthest of all the Rangers from the lights of Sigmar's greatest cities.

It is a rare thing indeed for Vanguard-Raptors to descend from their high eyries and walk the streets of Azyrheim, and when they do so they carry a distant and mysterious air. But never long do they tarry, as the nesting places of the Aetherwings must always be watched, for reasons no Vanguard-Raptor will tell.

## Gallery

*Longstrike Vanguard-Raptors with Aetherwings**Hurrycane Vanguard-Raptors with Aetherwings*
## Source

* Battletome: Stormcast Eternals (2017)
* pg 61
Xen'phantica

The slann know it is the endless dance of the stars that binds the Mortal Realms together, and it is the passage of these heavenly bodies that determines the destiny of all who live beneath their skies. Lord Xen’phantica is a master of setting these celestial spheres in motion. The war for Orb Infernia was a weapon in the great game, and even then it was but one of the many pieces the slann had in play. Like a warmaster born, **Lord Xen’phantica** moved his armies across the realms, sensing when and where they could do the most damage to his foes. Not long after the fourprinces claimed the sub-realm for the Dark Gods, Xen’phantica foresaw the role their armies might play in future wars, and set about a plan to turn their prize into a prison. By causing the God’s Eye to close and disrupting the daemons’ palaces with constant assaults, the slann kept Orb Infernia cut off from the rest of Aqshy, its daemon legions unaware of the centuries passing beyond their own petty conflicts.[1a]

## Source

* 1 *The Realmgate Wars: Godbeasts*.

	+ 1a pg. 65
Thundertusk

The **Thundertusk** is a primeval beast associated with the ice and cold. Beastclaw Ogors capture Thundertusks and ride them into battle. They can pound foes with crushing blows of its hooves and tusks, or shatter them with blasts of magical frost-wreathed ice.[1][2] Stardrakes are known to hunt them for food.[3]

## Sources

* 1: *Games Workshop - Thundertusk Beastriders*
* 2: *Thundertusk Beastriders Warscroll*
* 3: *Order Battletome: Stormcast Extremis*
Ur-gold

**Ur-gold** is the name the Fyreslayers give to the magical metal in which they believe resides the dispersed essence of their god Grimnir. This Duardin deity was shattered during the Age of Myth in his fight against Vulcatrix, and since then his worshippers search for ur-gold across the Mortal Realms - fighting either against those who have stolen it, or for those who promise to pay them with it. Another way of obtaining this precious, godly material seems to be through recycling the corpses of deceased Auric Runefathers

The Auric Runemaster of each lodge is able to smelt and mold

   this metal into magic runes, which are then applied by the Auric Runesmiters to the skin of the Fyreslayers to instill the energy of their god into them in battle.

## Sources

* *Games Workshop - Auric Runemaster*
* *White Dwarf Weekly* 103
* *Warhammer Age of Sigmar (Rulebook)*
* *The Realmgate Wars: Balance of Power*
	+ pg. 162
Terrorgheist

Beasts of doom and darkness, **Terrorgheists** blot out the sky as they fall upon their victims in a flurry of massive wings and dripping fangs. With a scream that cuts through warriors’ souls, these mighty creatures swoop into battle, often with blood-mad abhorrants clinging to their backs.[1]

## Overview

Nightmare creatures born of the oldest Shyish sorceries, Terrorgheists are undead monsters bound to the will of the abhorrant kings. Heaving carcasses of rotting muscle and cracked bone, these terrible beasts have a thirst for blood equal to that of their vampire masters. In battle, they soar over the press of combat, their otherworldly senses seeking great foes to slay. Especially large enemies are latched onto, the Terrorgheist sinking its fangs into warm flesh and drinking deep. The foul creatures strengthen visibly as they savour this dark feast, their ragged flesh regenerating and wounds disappearing, to the dismay of their enemies.[1a]

A Terrorgheist’s fangs are far from its deadliest weapon, and the beast’s scream is as unmistakable as it is devastating. A high-pitched wail, it cuts across the battlefield, shattering the minds of nearby prey. Those not slain outright are reduced to gibbering wrecks, howling as blood runs freely from their ears and eyes.[1a]

There are many tales about the origins of the Terrorgheists. Some say they were once the noble mounts of vampires, kept alive long after death by dark magic. Others believe they came to Shyish from Ulgu to feed on death itself, but were enslaved by Nagash and gifted to his vampire servants. All that is known for sure is that the last living Terrorgheists have long since vanished. Now they exist only as undead slaves, to be corrupted and controlled by those with the power to master them. They inhabit dark haunts throughout the realms, in towers and caves where they hang upside down in repose. Hundreds of monstrous bats are drawn to these places, the creatures burrowing inside the sleeping Terrorgheist. When the monster is slain, these lesser bats burst forth. If one of the bats is caught, it can be taken to the king and nourished with his blood and magic, until it grows into a new Terrorgheist.[1a]

## Wargear

A Terrorgheist wracks its foes with its Skeletal Claws and rips them in half with its Fanged Maw. Its piercing Death Shriek can freeze the life blood of those that hear it, killing them where they stand.[1b]

## Source

* 1 *Death Battletome: Flesh-eater Courts*.

	+ 1a pg. 32
	+ 1b pg. 89
The Aetherhe Aether-Khemists Guild

The **Aether-Khemists** are alchemic scientists. It is with their knowledge that even cloud-obscured aether-gold seams can be located and followed.

    Indeed, it is only by the genius of their guild's inventions that aether-gold can be siphoned from clouds and refined into a solid substance. The guild trains its members to use a wide range of gadgets, including analytic re-cogitators, heliotropic distillators and the God's Lung. Yet their methods are not solely experimental in nature, for an Aether-Khemist must also learn to grade the quality of aether-gold through the only means known - by smell. Aether-Khemists maintain guilds in all but the smallest of sky-ports, but Barak-Urbaz has by far the greatest number, and their members are renowned for their skill at wringing aether-gold from the air.
Winterleaf

Harsh and cold as a leafless bough, their heartwood is naught but ashes and sorrow. The spirits of **Winterleaf Glade** are fey and melancholy, given to fatalism and introspection. Once, they lived in the most beautiful sylvaneth enclaves among light and wonder. The destruction of those enclaves hit these clans hard; no matter how the War of Life went, to them, it was already lost. Now, the Winterleaf clans surround themselves with desolation, inhabiting blasted heaths, glacial ice-fields and empty ruins. They fight not for victory, but for revenge against Chaos, and will battle alongside any who help them in this.

## Known members of Winterleaf Glade

* Treelord Ancients - **The Old King**  - King of Winterleaf Glade (Order 25);
* Treelord -
* Branchwyches -
* Branchwraiths -
* Tree-Revenants -
* Kurnoth Hunters -

## Famous Battles

* **Ambush at Widowbite** - Atop Widowbite Crag, the root clans of Winterleaf Glade faced their doom. With fatalistic determination, the sylvaneth hurled back waves of frenzied skaven, but with each assault more Tree-Spirits fell. Just as all seemed lost, drycha Hamadreth burst from the caves at the mountain's feet leading a horde of Outcast, and fell upon the ratmen. Few skaven lived to tell of the horrific massacre that followed. (Order 19)

## Sources

* 1 *Order Battletome: Sylvaneth*.
* 5 How to Paint Citadel Miniatures - Sylvaneth