recursal/Fanatic-Fandom huggingface dataset:
Skaarac the Bloodborn

A creature of endless hate and unstoppable savagery, **Skaarac *the Bloodborn*** is a beast of venerated legend among the devoted of Khorne. He is said by some to be a fallen Daemon, others claim he is no more than a mindless beast of prodigious power while some claim he is a rogue experiment of the terrible arts of the Zharr, and others yet name him as the oldest and most powerful of the Khorgoraths; a murderous plaything mutilated into being by Khorne’s own hand. Regardless, Skaarac has rampaged across the battlefields of the Mortal Realms for uncounted ages, and countless lives have been ended by his savagery, and yet it is not enough. For not even death has ended his slaughter, for he has been slain before by mighty warlords and the champions of the gods, but it is said that as the Realms turn, from some gore-soaked charnel pit, drawn from Khorne’s side by the drums of war, he always rises once again, unstoppable.[1][2]

## Wargear

In combat he slashes apart his enemies with the brutal blades embedded into his arms and tramples their broken bodies beneath his hooves. Those who would flee beyond his reach, he can destroy by vomiting forth a torrent of unhallowed blood as hot as molten iron. Should Skaarac’s mortal form be slain, it perishes in a welter of scalding blood and blazing soul-fire.[2]

## Miniature

* Forge World.
1/1
## Sources

* 1 Forge World - Skaarac the Bloodborn, Great Khorgorath of Khorne.

* 2 Warscroll of Skaarac.
Sigmarite (metal)

**Sigmarite** is a magical, living metal used by the God-King Sigmar in the creation of the armour and weapons of the Stormcast Eternals.

Each weapon forged of sigmarite has a fraction of the might of the Realm of Azyr; every blow struck unleashes the power of a thunderclap, the flight of every sigmarite-tipped arrow echoes the fury of lightning.

Sigmarite is mined from Mallus, the surviving core of the World-That-Was that now hangs above the God-King's palace city of Sigmaron in Azyr.

## Sources

* *Order Battletome: Stormcast Eternals*
* *Warhammer: Age of Sigmar Primer*
Realm Lords

The **Realm Lords** are the mortal and daemonic generals of Archaon's vast armies. Under their pitiless gaze, countless Chaos forces wage a never-ending war upon any that dare offer resistance to the domination of the Dark Gods.

At the centre of the Varanspire, the Realm Lords gather before the Everchosen's empty throne to lay their triumphs and trophies. Under the gaze of his sorcerers, mortal and daemon lords bow in the throne's shadow, paying obeisance to it as they would the Everchosen himself.

## Known Realm Lords

* **Urglash** - A Daemon Prince of Nurgle

## Sources

\*1: *Warhammer Age of Sigmar: Everchosen (Battletome)*
Khailebron

The **Khailebron** has learned well the arts of concealment, stealth and obfuscation. Those who worship at the temples of Khailebron revere the assassin and the unseen killer, and strive to be masters of ambushes and sudden strikes. As a consequence, they are often tasked by Morathi to travel the realms on missions to deliver lethal messages on behalf of the High Oracle, to both enemies and erstwhile allies.

Khailebron's war covens maintain a public facade of performing troupes of blade dancers and graceful pitfighters, but the sect's true rituals are kept well hidden from prying eyes. They arrive in battle shrouded by rolling banks of mist, and revel in misdirection and illusion. Just when the enemy thinks they see the true threat, another attack strikes unlooked for to rip the heart out of their army.

## Sources

* Battletome: Daughters of Khaine
* pg 18
* pg 59
Rygorn-Grimnir

**Rygorn-Grimnir**’s father said he was mad to seek out the Wyrd-Engine, warning only ash and death lay within its heart. Casting aside the grumbled admonition of his lodge elders, the then-Runeson set out with a loyal band of followers. Rygorn was sure if he could find the mythical walking continent, he would find ur-gold in its heart – Grimnir himself had revealed this to the duardin in a dream. As the fates would have it, Rygorn found the great machine, and established his lodge within its belly.[1a]

Rygorn-Grimnir’s people have found incredible wealth in the depths of the Wyrd-Engine, but it has been a hard road. The Wyrd-Engine is a deadly place, and filled with enemies. No fewer than twelve of Rygorn’s sons have been lost in the long war against the skaven. These tragedies are as nothing, though, compared to the loss of the duardin dead – and their ur-gold runes – in the collapsed tunnels. Expeditions to reclaim them have found no trace of the bodies, to the fury of the Runefather.[1a]

## Source

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

	+ 1a pg. 65
Marellus Lionheart

A stalwart champion of the Leonus tribe, the mortal that would be reforged as **Marellus Lionheart** had never before lost a personal combat. Many times he had stood before the hulking fiends of the invading Bloodcall Horde, felling foes larger than himself. Looking down from on high, Sigmar recognised a hero of mankind, yet the God-King had knew how such a tale would end. It was only a matter of time before the mortal’s luck would expire, and he would be pitted against a warrior gifted with more unnatural power than even the greatest of humanity’s fighters could confront and live. So did a bolt split the skies, taking that champion, snatching him from battle. After his Reforging, he was renamed Marellus Lionheart, a Retributor of the Hammers of Sigmar. It was in the Gladitorium battles that Marellus won the title of Retributor-Prime, for he wielded a lightning hammer with a deftness that belied the colossal weight of its impact. With steadfast courage Marellus led his retinue to greatness in battle, splattering foes with every strike.[1a]

## Sources

* 1 *Order Battletome: Stormcast Eternals*.

	+ 1a pg.37
Knights-Incantor

The **Knight-Incantor** is a gifted stormcaller, able to summon hurricane winds and gales of mystical energy. Those who ignite a Knight-Incantor’s wrath soon find themselves battling against a living tempest.[1]

## Overview

The Knight-Incantor is a gifted stormcaller, able to summon hurricane winds and gales of mystical energy from the firmament to smite those who cannot be slain by conventional weapons. Those who ignite a Knight-Incantor's wrath soon find themselves battling against a living tempest.[2a]

The Knights-Incantor of the Sacrosanct Chambers are second only to the Lord-Arcanums in rank, and these mages often lead brotherhoods in the absence of the chamber's commander. With their rods of office, the Knights-Incantor can channel the energy of the storm into a raging hurricane, or send crackling bolts of arcane power to smite those who would defy Sigmar's will. Many carry scrolls imbued with potent void magic, relics able to dispel the hostile emanations or baleful spells of the fiends they face in battle. But of all their powers, it is the Knight-Incantor's ability to call down the storm with their voice that is their foremost tool.[2a]

When attending the Anvil of the Apotheosis, the Knight-Incantor sings the music of the spheres, voice splitting, overlapping and winding into several celestial melodies the better to calm and reorient the souls that undergo the transformation into a Stormcast Eternal. That voice can also be used as a powerful weapon. With a rising chant, the Knight-Incantor draws in motes of magic, marshalling celestial power from a zephyr into a howling gale that blasts their enemies across the battlefield. With a cry of exultation, the storm-mage sets loose a shock of lightning, or summons a downpour of freezing hail to douse the fires of anarchy.[2a]

Such is the Knight-Incantors' power over the arcane they can even sing a refrain that draws spiritual energy toward them, which they capture in a vial carried at the waist. In times of great need the Knight-Incantor can hurl one of these spirit flasks into the midst of the foe, there to shatter with a thunderous explosion that sets loose a frenzied storm-spirit. Those nearby are ravaged by wild celestial energies - be they friend or foe.[2a]

## Wargear

A Knight-Incantor are armed with an Incantor’s Staff,[2b] and carry a Voidstorm Scroll and Spirit Flasks.[1]

## Source

* 1 Knight-Incantor Warscroll.
* 2 Order Battletome: Stormcast Eternals (2018).

	+ 2a pg. 68
	+ 2b pg. 173
* 3 Design Insights: The Sacrosanct Chamber.
Lotann

Gifted with the spirit-sight and keen analytical minds, the Soul Wardens keep a tally of the souls interred within the chorrileums, tending to them and calculating how many are needed for certain tasks. Ordinarily they do not accompany the phalanxes to war, but there is one exception - **Lotann** of the Ionrach. Holding the title **Warden of the Soul Ledgers**, Lotann marches alongside the armies of every enclave, scribing down all in his catalogue of souls, listing every spirit captured in a raid, as well as those lost or overlooked. Such is Lotann's obsessive commitment to his duty, his willpower stains the ethersea, a presence that inspires the Idoneth, particularly the Namarti, to fight with heightened zeal. Though by no means a renowned warrior, in self defence Lotann has been known to stab foes with his bone quill. A much greater threat to foes is his multi-limbed, highly intelligent Ochtar familiar, who aids him in his counting whilst keeping enemies at a safe distance with a serrated blade and spiked cudgel.

## Source

* Battletome: Idoneth Deepkin
* Pg 43
* Pg 132
* Lotann, Warden of the Soul Ledgers - on the Games Workshop site
Lord of Plagues

The **Lord of Plagues** wears the blank helm of Nurgle’s executioners, the monstrous frame beneath a horrible spectacle of bulging flesh and torn-open guts. Even to stand near this champion is a death sentence, for the grisly blessings that swathe him are so powerful they can poison a man at a dozen paces.[1a]

## Wargear

A Lord of Plagues wields a Plague-ridden Great Blade.[1a]

## Source

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

	+ 1a pg. 217
Grots

**Grots** are a lesser race of Greenskins, generally subordinate to Orruks or Ogors. They prefer craftier warfare, and are infamous for backstabbing and sneak-assaults.[1] Though they are not much use for fighting, some Ironjawz keep grots about for tasks such as sorting through scrap piles and dragging loot about, or to throw them into the gruntasty, which is always good for a laugh.[2]

## Sources

* 1: *Compendium: Orcs & Goblins (PDF)*
* 2: *Destruction Battletome: Ironjawz*
* 3: Faction Focus: Grots.
Plague Censer Bearers

**Plague Censer Bearers** are the most deranged and devoted practitioners of their unhinged faith. Wielding fuming flails, these hallucinating lunatics scamper madly into battle and cause untold damage before meeting their end.[1a]

## Overview

The billowing, jaundiced fog that rolls from the censers of the Plague Censer Bearers is inimical to all life. Before battle, each large brasscenser is carefully filled with noxious concoctions of the Plague Priests’ own devising. Whether it be pussoaked incense of pallid rotshade, the disease-bloated hearts of butchered plague-riddled corpses, thrice-cursed ashes from a victim of a Great Plague, or some other fell concoction, the end result is the same. Infused with warpstone oils and set alight, the contents of the censers belch fumesthat blister flesh, corrode metal, and cause organs and joints to swell with rancid fluids.[1a]

Plague Monks are significantly more resistant to these noxious fumes than other, less corrupt forms of life, but even they will eventually dissolve and die amid the smog. It is for this reason that only the most deludedor unfortunate amongst the teeming ranks of the Clans Pestilens find themselves wielding plague censers. Some, those with rotgrubs in their brains or frothblight flowing through their arteries, see becoming a Plague Censer Bearer as a true blessing. Tosuch beings, the noxious fug from the plague censers only intensifies their already feverish hallucinations and strengthens their convictions that the Second Great Withering is underway.[1a]

For the majority there is some reticence, at least until the plague fumes cloud their minds and drive them into an insensible killing frenzy. Such unfortunates are likely to be selected by the Plague Priests from amongst those up-and-coming brethren who mightsoon become rivals. Set upon by gang sof their peers, these luckless Plague Monks are knocked unconscious, only to wake upon the battlefield with plague censers already chained to their paws. Others are captives and slaves from other clans, swaddled in filth-caked robes and given a choice between wielding the censer or being used as raw ingredients for the vile brew inside it.[1a]

However they came to be, once the fumes take hold and the battle is at hand, the Plague Censer Bearers become whirling, slavering dervishes.They charge into the enemy lines with no thought for their own safety, ignoring whistling bolts or coruscating blasts of magic as they scurry madly across the battlefield to bludgeon and kill with their horrific weapons.[1a]

## Wargear

A unit of Plague Censer Bearers wield Plague Censers – spiked metal balls filled with billowing, noxious filth that are attached to lengths of rusty chain. The frenzied monksflail these foul weapons around with arabid fervour, breaking bones, rupturing organs and infecting those nearby with virulent contagions.[1b]

## Source

* 1 *Chaos Battletome: Skaven Pestilens*.

	+ 1a pg. 29
	+ 1a pg. 73
Namarti

The **Namarti** are the largest and lowliest caste in the society of the Idoneth Deepkin, born with withering souls. Namarti must sustain themselves on the stolen souls of others – where the Daughters of Khaine might raid for sport or to give praise to their god, for the Namarti, it’s a matter of life and death.

Lacking eyes, Namarti are hardly encumbered by their blindness and harness their other senses to do their work as menials and builders for the Idoneth Deepkin.

How do the Namarti fight despite being blind? Thanks to a lifetime of specialised training, they can detect minute vibrations in the ethersea – the mystical phenomenon that accompanies the Idoneth Deepkin into battle – and detect their foes just as well as any aelf that could see.

## Overwiew

The Namarti are the lowest and most populous caste in Idoneth Deepkin society. Theirs is a life of toil and warfare, for they form the bulk of the Idoneth's armies as well as serving as the labourers that build the ever-growing undersea empires of the enclaves.

Those Idoneth Deepkin born with withering souls are labelled by the Soulscryers as Namarti. In as much as the word can be understood by other races, Namarti means both blessed and damned. Only if they receive a new soul will they survive beyond infancy, but even if they do the Namarti are still doomed, cursed to live a shortened life in which they are treated as second-class citizens. If they do not fall in battle or lose their life to a deep-sea creature attack, a typical Namarti aelf lives no more than three to four decades, a paltry length of time by aelf standards, and less than a quarter of the normal lifespan enjoyed by the Akhelians and Isharann.

Even for those that cannot see the light of a creature's soul, the Namarti are marked. Each wears an iron collar and bears a half-soul rune upon their forehead, features necessitated by the eldritch process in which stolen souls are transferred into them. Many Namarti bear markings or scarification from rituals performed during iron collar fittings, clear demarcations of their indentured status. Yet by far the most chilling aspect of the Namarti is their lack of eyes, and the flesh that covers their eye sockets. In the deep places, however, sight is seldom useful, and other senses are developed.

Aside from these key differences, the Namarti are aelves like their kin in the higher castes. As youths their time is fully occupied learning to see without eyes, and so they are not offered high levels of martial training or allowed access to the temples of learning as are the nobility. When they are able, more Namarti learn trades or are put to work as labourers. Only the most physically able Namarti are given military instruction under Akhelian guidance, and these are divided into two main troops types within the phalanxes.

## Source

* Battletome: Idoneth Deepkin.
* Who are the Namarti?.
Pustulix Vilerot

Like a canker upon reality, **Pustulix Vilerot** spreads corruption to everything he touches. This eldritch being is surrounded at all times by shifting, clawing tendrils of noxious green mist, and wherever he goes the scratching and gnawing of a million rats haunt the edge of hearing.[1a]

Pustulix is a being with a singular obsession, and he has spent the lives of entire Clans Pestilens in its pursuit. The Verminlord is convinced that the Great Horned Rat must discard all of his other aspects, that he must become the Great Corruptor in his entirety in order to unify the other wayward clans beneath a single, rotting banner. It is Pustulix’s belief that the withering of all Azyr – orchestrated by himself of course – would be sufficient to bring about this radical change. He seeks to introduce the Great Plagues to Azyr itself, and to watch the heavens rot. Such is Pustulix’s vision, and it is one he pursues with relentless hunger.[1a]

## Source

* 1 *Chaos Battletome: Skaven Pestilens*.

	+ 1a pg. 26
Khinerai

Shrieking harridans of the skies, the **Khinerai Harpies** descend from the clouds upon membranous pinions. They are the winged Children of Morathi, her vengeance given flight, and nowhere on the battlefield is safe from their vicious, swooping attacks.

Similar to their kin the Melusai, the **Khinerai Harpie**s are the twisted offspring of daemon-tainted aelf soul, Morathi's blood and magics, and vengeance itself. All Khinerai are formed in Hagg Nar, where their broods can be found upon the soaring Ashspires. At each shade solstice, the ritual of Gristead takes place, and Morathi chooses flocks to send to each temple-sect across the Mortal Realms.

The are two types of Khinerai

* Khinerai Heartrenders

* Khinerai Lifetakers
Hagg Nar

**Hagg Nar** lies deep in the Umbral Veil, the darkest region of the Shadowlands. The first of the Daughters of Khaine temples, it was built atop the Helleflux, a geyser of shadow magic that spews shrouding mists. The greatest icons of their cult are here, including the Svartlepit and the master cauldron, the Mathcoir. None perform the blood rituals with as much authority as do the Daughters of the First Temple, as those from Hagg Nar are known amongst their kind. They worship Khaine in all his guises, and control several lesser temples in Ulgu as well as smaller shrines in many of the Cities of Sigmar. Always ready to convert blood into tribute, there are no war covens more likely to march with a Cauldron of Blood than those from Hagg Nar.

## Sources

* Battletome: Daughters of Khaine
* pg 16
* pg 56
Skarr Bloodwrath

**Skarr Bloodwrath** is one of Khorne's most favoured, an immortal berserker who is endlessly reborn from the spilt lifeblood of those he slays. Nothing slows Skarr's killing frenzy for even a moment, and few thoughts remain within his mind that are not of death or destruction.[1a]

To face Skarr Bloodwrath is to stand against the unbridled rage of Khorne. Screaming with mindless fury, Bloodwrath hurls himself into battle like a wild beast. [1a]

His Bloodstorm Blades whirl around him in tight arcs, leaving crimson contrails of blood as they open throats, sever limbs and lop off heads like a razor-edged cyclone.[1a]

Foes rarely get close enough to land a blow on him without being sliced into a blizzard of wet viscera.[1a]

Even should Skarr be slain by sufficiently determined or devious foes, he will not stay dead. So long as Khorne's power flows through the Mortal Realms, Skarr Bloodwrath will always be reborn. Sometimes his return will be almost instantaneous, while on other occasions he has remained dead for years, even decades at a time. [1a]

There were several periods during the Age of Chaos when Bloodwrath faded into legend entirely. Yet whenever great enough slaughter is perpetrated by the worshippers of Khorne, wherever blood flows in lakes and rivers, there Skarr rises once again. [1a]

Blood begins to bubble and steam, churning like the surface of a gore-filled cauldron until Skarr rises, red and dripping, from its depths. The Khornate Slaughterpriests claim that the rebirth of Skarr Bloodwrath is a great sign of Khorne's favour, and certainly carnage on an epic scale follows Skarr wherever he goes.[1a]

Bloodwrath is not a warlord in any traditional sense. He has no interest in strategy or conquest, only murder. Despite this, vast hordes of Bloodbound are drawn to Skarr like carrion to a corpse. Wrathmongers, in particular, collect around him, their combined violence summoning a roaring, bloody hurricane that lashes the foe with its elemental ferocity.

Though Skarr Bloodwrath's psychotic belligerence inevitably leads his followers to a violent end, the destruction they cause first is the stuff of dark legend. Bloodwrath is a horror story made real, a figure of terror in every realm, and many believe his rampage will never truly end unless Khorne himself falls from power.[1a]

## Wargear

Skarr Bloodwrath is armed with the *Bloodstorm Blades*.[1b]

## Sources

* 1 *Chaos Battletome: Khorne Bloodbound*.

	+ 1a pg. 34
	+ 1b pg. 101
Rotfang

Amongst the upper echelons of Clan Morbidus, the name of **Rotfang** is infamous. Fanatically devoted to the Great Horned Rat, Rotfang is as driven, heartless and self-interested as skaven come. A master of plague brewing, he has slain entire conclaves of his rivals using concoctions so appallingly potent that they have overcome even the immunity of his fellow Plague Priests. Rotfang is always quick to screech that such weakness proves the unworthiness of the slain, usually while still standing footclaws-deep in their rancid remains. Rotfang has used his position to requisition a significant portion of his clan’s martial strength, leading a Virulent Procession into the heart of the Sorrowoods of Ghyran. Rumour has it that he seeks one of the Libers Pestilent. Rotfang’s rivals hope to seize the unholy tome for themselves once he has secured it, but the Archchanter of Pustulance knows something about this Liber Pestilent that they do not...[1a]

## Source

* 1 *Chaos Battletome: Skaven Pestilens*.

	+ 1a pg. 12
Melusai Blood Stalkers

The **Blood Stalkers** are Morathi's elite archers, a venomous guard who rain death from afar. Each bears a heartseeker bow, a weapon carved from the wood of the sentient ashdusk tree. The arrows loosed by such bows are blessed by Hag Queens, and imbued with the same enchantments as those that guide Morathi's own spear, Heartrender. With uncanny accuracy, these missiles streak across the battlefield to pierce their targets through the heart. In close combat, Blood Stalkers wield scianlar, long daggers forged to absorb the energies released when the bearer cuts the vital organs from the corpses of their victims after battle. Though it may seem so to their less monstrous sisters, these are no gory offerings to Khaine, but tributes destined to strengthen the Melusai's true master, Morathi.

## Sources

* Battletome: Daughters of Khaine
Fauns

Fauns are a race of Fae who have become known for their ability to survive outside of Tempest, their generally friendly demeanor, intelligence, navigational skills, and involvement in the *Epic of Hadral*. Fauns are the only race of Fae who willingly take to sea with human ships, and serve many pirate vessels within Tempest as navigators of excellent renown. They are much more willing to work with pirates and explorers than with the colonial settlements of the outer rim, which causes the race to be often portrayed as outlaws and brutish monsters on the mainlands of the nations who battle for control of the islands.

Fauns stand about four feet tall. They are humanoid, with goat-like horns, eyes, legs, and tails. Their appearance is surprisingly consistent across Tempest, the only major variation being subraces that have the qualities of sheep, bison, or camels instead of goats. Fauns have their own language which can be learned by humans, and they are able to learn human languages, as well. While empires active in Tempest generally view them as subhuman, those who serve with fauns on ships or live on the inner rim islands and Vortex commonly treat them as equals.
Knights-Zephyros

The **Knights-Zephyros** are a host of Sigmar's Stormcast Eternals.

Where other Stormcast Eternals are a hammer, the **Knights-Zephyros** are a scalpel, pursuing the champions of Chaos with single-minded ferocity. While these warriors are assassins first and foremost, their way is not to blend with the shadows but to instead carve a bloody path to their unfortunate targets by brute force.

Often, the Knights-Zephros battle alongside the Vanguard Auxiliary Chambers, well suited to their fast paced methods of making war and capable of riding the winds-aetheric alongside the Vanguard-Palladors.

## History

During the Age of Myth, Sigmar battled many feral monsters and rapacious demigods, striking them down to protect his tribes. One such beast was Ulfdengnarl, the Great Wolf of the Howling Winds, and as the white-pelted beast died, Sigmar trapped its endless, baying cry in a crystal shard. It was this divine relic that the God-King employed during the creation of his first Knights-Zephyros.

Mortal killers and assassins of Chaos champions, these lone warriors were imbued with Ulfdengnarl's chilling cry as they passed through the flickering crucible of reforging. Those that survived were blessed with the Great Wolf's inhuman instincts, his gale-force swiftness and his single-minded gift for hunting prey.

Sigmar sent the first of his Knights-Zephyros to join the Vanguard Auxiliary Chambers, there to fight alongside the Rangers in the wildest and furthest flung war zones of the realms. The Knight-Zephyros' role is simple, and symbiotic with that of the warriors they fight alongside.

Each is assigned a singular target, a nemesis that is invariably the most powerful and influential enemy leader operating in that region. They use the Rangers' attack as cover to close with their target, following in the slipstream of their wind-shifting mounts and employing blistering speed to catch the victim unawares.

Fighting with whirling blades, leaping and dodging as fast as thought, the Knight-Zephyros rains blows down upon their victim. Their attack is relentless, savage, a hailstorm of perfectly-placed strikes that soon finds a chink in even the most skilled enemy's guard. Hacked and hewn, the victim falls, leaving their warriors leaderless and engulfed in a panic that the Rangers are quick to exploit with lethal efficiency.

## Wargear

Knights-Zephyros are armed with a pair of Tempest Axes and a Boltstorm Pistol.

## Sources

* Order Battletome: Stormcast Eternals (2nd Edition), pp. 67, 175
* Who is Neave Blacktalon?.
Morghast Archai

The **Morghast Archai** are skeletal giants armoured in the baroque plate of a bygone age. Torn from history to fight at the side of Nagash and his lieutenants, the Archai are the heralds of not only a painful death – for their long halberds can slice through the heaviest mail as if it were silk – but also an eternity of servitude bound as a necromantic thrall.[1a]

## Wargear

A unit of Morghast Archai has any number of members. They are armed with Spirit Halberds and wear Ebon-wrought Armour.[1a]

## Source

* 1 *The Realmgate Wars: Balance of Power*.

	+ 1a pg. 283
Prosecutors

**Prosecutors** are the warrior-heralds of Sigmar, and the message they bear is one of violence and retribution. Soaring upon blazing wings, they hurtle across the battlefield in a blur of shining sigmarite, hurling down celestial hammers or stormcall javelins before swooping to the attack.[1a]

## Overview

Gliding out of the storm come the Prosecutors, glowing like avenging angels. Their wings gleam in resplendent rays, like the brilliant light from some nearby star. As if from the tempest itself they summon weapons, hammers or javelins materialising in their outstretched hands. These lightning-wreathed weapons can be hurled down into the foe from range – never unarmed, the Prosecutors simply gesture and another weapon manifests in a blaze of light. A perfectly hurled stormcall javelin channels a thunderbolt, calling the strike onto itself. In combat, the weapons radiate a glowing nimbus of power.[1a]

Prosecutors are the most common of the Angelos retinues, and can be found in all three of the main Strike Chambers, making up a large portion of the Harbinger Chambers in particular. In battle, they use their speed and manoeuvrability to outflank the foe, hurling their deadly weapons and then plunging down to finish them.[1a]

Although they soar through the air, the Prosecutors work alongside those on the ground – wheeling above them in support or darting over them to launch their own lightning attacks. They are often at the tip of the celestial spearstrike, their vengeance inescapable.[1a]

## Known Prosecutors

* **Tegrus of the Sainted Eye** – Prosecutor-Prime of the Hallowed Knights.
* **Kyrus** – Prosecutor-Prime of the Hammers of Sigmar.

## Wargear

A unit of Prosecutors has 3 or more members. Some units are armed with a Celestial Hammer in each hand, while others go to battle armed with a single Celestial Hammer and carrying a Sigmarite Shield. 1 in every 3 may instead be armed with a Grandaxe, Grandblade or Grandhammer. They can also be armed with Stormcall Javelins and carry Sigmarite Shields. 1 in every 3 may wield a Stormsurge Trident in place of their Stormcall Javelins.[1b]

## Sources

* 1 *Order Battletome: Stormcast Eternals*.

	+ 1a pg. 41
	+ 1b pg. 129
	+ 1c pg. 130
Overlords of the Iron Dragon

**Overlords of the Iron Dragon** - is an novel by C L Werner. The novel is set to be released on November, 2017.

## Synopsis

Far above the highest mountain peaks, a new power has arisen. The duardin have developed new technology and weapons of war, and now they sail the skies in their amazing airships, seeking wealth and plunder. Brokrin Ullissonn, Captain of the Ang Drak, has a reputation for bad luck. Unless his fortune turns, and soon, he will lose his ship and his livelihood. When he and his crew discover the location of a source of aether-gold of unparalleled quality, the temptation is too strong to resist. No matter what dangers present themselves, the duardin desire wealth beyond all. But when Brokrinn realises what the true cost of the aether-gold will be, is it too late for him to save himself, his crew, and his ship?
Lord-Ordinator

> "*{{{1}}}*"
>
>
>
> —Anonymous

**Lord-Ordinators** are Stormcast Eternals, warrior-engineers that oversee the construction of new cities and fortifications such as Stormkeeps.[3a]

They work in tandem with the Dispossessed to create wonders unseen since the Age of Myth. They are also seers, observing the movements of the Heavens above  as they attempt to use mathematics, science and seer-craft to determine the future. As the Malign Portents began they were dispersed among the armies of Order so that they can help prepare them for what was to come.[3b]

## Overview

It is the immense intellect of the Lord-Ordinator that brings new innovations and stunning leaps of logic to the Stormhosts. Each day they find elegant solutions to seemingly insurmountable problems, devising complex blueprints for a better world and ensuring they are put into place, whatever it takes.These souls are recruited by Sigmar not for their skill at arms – though they are formidable indeed when wielding the astral hammers of their station – but for their raw genius.[1a]

The first duty of the Lord-Ordinator – that of arcane engineer – is an art form as much as a science. Overseeing the construction of every major keep, castle and fortress, the Lord-Ordinators plan the sacred buildings of Sigmar’s new civilisations from the ground up. In conjunction with the most expert masons of the Free Peoples, they will ensure that every design, cornerstone and sacred mosaic is in its right place, the better to channel the power of the stars above. Through careful ritual and the correct placement of holy scripture, the Lord-Ordinators sow the magic of Azyr into Sigmar’s defences. Should a person gifted with the witch-sight look upon a building raised by a Lord-Ordinator for long enough, they would see traces of glittering celestial magic outlining every lintel, line and junction. These structures are further bolstered by ensorcelled artillery pieces of sigmarite and blessed steel. Woe betide those that stray beneath the vigil of the Lord-Ordinator, for his eye is keen indeed, and his foes will likely end their days as mangled and blackened corpses.[1a]

The second duty – that of prophet – is even more complex. It is for them to set the future in motion according to Sigmar’s will. They must scry the stars, sift the omens and arrive at useful truths, all the while walking a line between visionary seer and rational mathematician. They are the masters of the orrery, the cosmograph, the arcanoscope and the divining needle, applying strict logic and taking leaps of faith as necessary to ensure abiding victory for the forces of Order.[1a]

## Known lord-ordinators

* **Vorrus Starstrike (Hammers of Sigmar).**[2a]
* **Mehga.**[2]

## Source

* 1 Order Battletome: Stormcast Eternals (2018).

	+ 1a pg. 83
	+ 1b pg. 186
* 2 Malign Portents (book).

	+ 2a Pg. 17
* 3 Malign Portents: Order’s Champion Revealed!.
Saurus Guard

Bone-helmed guardians of the Slann, the **Saurus Guard** are chosen from the largest and strongest of the Saurus. They are the scaled shield that protects the Seraphon’s ancient masters, and the snapping jaws that crush any who would dare raise weapons against them.[1a]

## **Overview**

Utterly loyal to their master, the Saurus Guard are the personal custodians of the Slann. Wearing thick skull-helms and wielding heavy celestite polearms, they close ranks around their lord in battle, forming a living wall of armored hides and snapping fangs.[1a]

Foes bold or mad enough to try and land a blow upon a Slann must first face the wrath of the Saurus Guard, and the long lives of the Starmasters are testament to the fact that few succeed. Even other Seraphon approach the Slann with care, as the Saurus Guard are remorseless in their protection of the ancient wizards.[1a]

The Saurus Guard are unique among the Seraphon in that their celestial forms are inextricably linked to a particular Slann, ensuring that they may only be summoned by a single Starmaster for as long as he endures. Often, during the long periods in which a Slann remains deep in contemplation, the Saurus Guard deal with his more mundane enemies, allowing their master to continue his meditations undisturbed.[1a]

For ages untold there have been many legends told of the Saurus Guard and their deeds, such as the Sundering of the Vale of Statues. During the battle the Slann Lumqu was spared only when his Saurus Guard formed a dome of shields overhead, their locked arms saving him from the descending foot of the Brazen Gargant.[1a]

The Obsidian War tells a similar tale. As Yanquala dueled the Twin-souled Sorcerer of Nizt, the Slann’s bodyguard defended his inert form. Five hundred seasons passed on the Splintered Plains as they fought off attacks, and generations of tribesmen were born and killed during that battle. When at last Yanquala emerged from his trance triumphant, he beheld a plain of bones around his guardians.[1a]

## **Wargear**

A unit of Saurus Guard wield heavy Celestite Polearms, and savage their foes with their Powerful Jaws and Stardrake Shields. The leader of this unit is the Alpha Guardian. Anyone in this unit may carry stardrake icons that pulse with the terrifying essence of a celestial predator. Anyone in this unit may carry wardrums.[1b]

## Sources

* 1 *Order Battletome: Seraphon*.

	+ 1a Pg. 31
	+ 1b Pg. 102
Kairos Fateweaver

**Kairos Fateweaver**, known to mortals as the "**Daemon Oracle**," has gazed upon aspects of the universe that even Tzeentch himself has never dared witness. In many ways that is Fateweaver’s entire reason for existence; he was flung by his master’s ineffable will into the Well of Eternity, where he learned dire truths that Tzeentch only draws upon in times of extreme need.

Since his passage through the well, no scheme has been hidden from Kairos’ two-headed gaze. His rightmost head sees the future; the infinite possibilities of tomorrow are his to unpick. The eyes of his left head gaze upon past, perceiving the entirety of history, uncoloured by perspective or bias.

Yet despite his cosmos-spanning prescience, Kairos is oblivious to rapid acts and evolutions that occur around him – the future does not unfold for him quickly enough to predict the ebb and flow of battle. Because of this, the Greater Daemon manipulates his pawns from a safe distance. Only in times of grave importance does he stoop to personally intervene, but when he does, the results are spectacular.

## Sources

* 1 *The Realmgate Wars: Quest for Ghal Maraz* (1st Edition), pg. 170
Order Battletome: Stormcast Eternals (1st Edition)

***Order Battletome: Stormcast Eternals (1st Edition)*** is a full colour, 152-page hardback book that contains the background story of the Stormcast Eternals, three Battleplans (instructions that allow you to fight battles based around their narrative, with special rules and layouts), Warscrolls for all the various Stormcast Eternal miniatures, colour schemes and photographies of the various Stormhosts, nine Warscroll Battalions (formations that give access to additional, powerful abilities), and the complete ruleset for *Warhammer: Age of Sigmar*.

## Sources

* *Order Battletome: Stormcast Eternals* (1st Edition).
Morghast Harbingers

The **Morghasts Harbingers** were angelic servants of benevolent death-gods before Nagash bound them to his service forever. Now they are the harbingers of living death, dread spectres of ancient bone and malevolent spirit that fall upon their master’s foes, hacking down rank after rank with blades that cut through both body and soul.[1a]

## Wargear

A unit of Morghast Harbingers has any number of members. Morghast Harbingers are armed with Spirit Swords.[1a]

## Source

* 1 *The Realmgate Wars: Balance of Power*.

	+ 1a pg. 282
Lord-Veritants

Recruited from those mortals whose antipathy towards the followers of the Dark Gods borders on dangerous obsession, the Lord-Veritants are ruthless seekers and purgators of the more insidious aspects of Chaos. Since the Stormcast Eternals first arrived in the Mortal Realms, the Lord-Veritants have stood with the warriors of the Redeemer Conclaves, banishing dark magics with the holy light of the God-King. Now, however, as the Stormhosts continue to drive the armies of the Ruinous Powers back and civilisations have begun to flourish once more, the skills of the Lord-Veritants are needed more than ever. Dangerous cults look to sink their claws into the fledgling populations of new settlements and the resurgent dynasties of ancient cities, weaving webs of lies and illusion to further the goals of their masters. As well as adding their physical might to the garrisons of these bastions of Order, the Lord-Veritants oversee the inevitable power struggles of their governments, ever vigilant for the influence of Chaos. Should a source of corruption be uncovered, the Lord-Veritants are brazen and merciless in its eradication, so much so that they have come to be regarded by many of the newly liberated peoples of the realms as fearful bringers of Sigmar’s justice.

More than once has a wrathful Lord-Veritant burst unheralded into a noble’s court or bustling senate house, hurling recriminations at some unseen foe before throwing open the shutters of their lantern. To the horror of those within, trusted allies shriek and recoil before the purifying light, exposed for the foul agents of the Dark Gods they truly are. Invisible daemonic entities are exposed, along with their teasing, foul, puppet-string tendrils burrowed in the minds of those with temporal power. Declaring the God-King’s judgement, the Lord-Veritant hacks down their quarry with zealous fervour, splattering terrified onlookers with tainted blood and reminding them of the fate that awaits any who would treat with Chaos.

On the field, the Lord-Veritants often accompany the firing lines of the Judicators, who share the ability to reveal hidden sources of corruption. Like the Lord-Castellants, the Lord-Veritants are usually followed by loyal Gryph-hounds, though they tend to favour those beasts possessed of a more aggressive temperament to aid them in their Chaos-hunting duties.
Scyla

Once a mighty champion in the service of the Blood God, the warrior known as **Scyla, the Talon of Khorne** was transformed into a monstrous Spawn by his patron’s dark gifts. All that remains of Scyla is the burning need to kill, and he has smashed a bloody path across the realms in his endless rampage; he is the Talon of Khorne.[1a]

## Overview

The very ground trembles as the great beast Scyla charges into battle. His roar is like a volcanic eruption, his rage its incandescent fires. A single blow from his boulder-like fists is enough to cave in a castle wall, or crush a fully armoured Stormcast Eternal like a tin flagon. Scyla never sleeps, never tires, never stops. His existence is an endless onslaught of death and destruction, fuelled by the fires of rage that Khorne set blazing in his soul.[1a]

None know who Scyla was before his monstrous transformation, nor what atrocities he wrought in the Blood God’s name to be so cruelly blessed. What is known is that, as the Age of Chaos dawned, Scyla was trapped, deep within the Crystal Labyrinth of Tzeentch. Long had the great beast raged at his incarceration, trammelled in a web of maddening illusions that seemed utterly inescapable. Yet as Khorne’s warriors swept across the Mortal Realms his power grew great, and the Blood God became aware of his servant’s predicament. Khorne roared with outrage to see Scyla trapped in Tzeentch’s web and, rising from his throne, hurled a great brass skull across the Realm of Chaos. Blazing with daemonfire, the huge missile span down to smash through the crystalline walls of Scyla’s impossible prison. Surrounded by spinning crystal shards, the bellowing Spawn was carried in the brass skull’s wake, plunging down through the rent it tore in reality and into the Mortal Realms. Scyla fell like a fiery meteor, plunging into the scrap-iron wastes of Swynedane with such force that a vast crater was blasted in the rusting plains. Scrapfist tribesmen gathered to stare at the glowing impact site in their midst. They were the first to die as Scyla rose, roaring furiously from the crater to begin his savage massacres anew. Since that day the great beast has fought countless foes across the Realms, often battling alongside the hordes of the Bloodbound. The arrival of Khorne’s favoured Spawn is seen by the Bloodbound as a mighty sign of their deity’s favour, and if a few of their own are claimed by the beast’s fury it is simply seen as yet another tribute to the Blood God for his manifold blessings.[1a]

## Wargear

Any who oppose him are either crushed by his Brutal Fists or torn apart by his snapping Serpentine Tail. The Brass Collar of Khorne embedded into Scyla’s neck allows him to unbind spells in the same manner as a wizard.[1b]

## Sources

* 1 *Chaos Battletome: Khorne Bloodbound*.

	+ 1a pg. 46
	+ 1b pg. 115
Hexwraiths

**Hexwraiths**, also known as **Reaper Knights**, are malevolent Undead cavalry composed of Nighthaunt wraiths. They serve in the armies of the Grand Alliance of Death under the control of Nagash, the god of death.

Hexwraiths are fell riders astride ghostly steeds. They charge forward illuminated by strange balefires, swinging their eerily glowing scythes in deadly arcs.

The Hexwraiths ride straight through their foes, turning blood to ice and snatching souls from screaming warriors. Once mortal knights both proud and cruel, these ethereal killers relive their glory by visiting pain and death upon the living.

A single swipe from a Hexwrath's Spectral Scythe can cut the cord between a soul and its body, allowing it to be claimed by the wielder. The flickering flames that surround Hexwraiths are the smouldering remnants of the spirit-stuff these dread ghostly cavalrymen have stolen during their rampages.

In the past, Hexwraiths rose to haunt battlefields, riding down mortals in order to claim their souls. The spectral riders were often recruited as shock elements into Nagash's undead legions, but since the Shyish necroquake it is in the Nighthaunt processions where the Hexwraiths are most often encountered. Striking hard and fast, they gallop over rivers and through walls to pursue the enemy, their cruel laughter echoing across the battlefield as their terrified foes attempt to flee in vain.

## Wargear

Each Hexwraith is armed with a Spectral Scythe. They ride atop Skeletal Steeds that attack with their hooves and teeth.

## Sources

* *Death Battletome: Nighthaunt* (2nd Edition), pp. 32, 84
* Hexwraiths Warscroll
* Games Workshop – Hexwraiths
Skeleton Warriors

The skeletal populace of the Deathrattle kingdoms go to war at their king’s command, arming themselves with pockmarked spears and blades, before mustering in perfect order beneath their deathless master’s banners. Such a host is truly chilling to witness; endless ranks of fleshless, grinning warriors, advancing in chilling synchronicity and utter silence to slaughter the living without pity or remorse.[1]
Knights-Vexillor

Crackling with lightning and blazing with celestial energies, the banners of the Stormcast Eternals are carried proudly into battle by **Knights-Vexillor**. Members of a chamber’s auxiliary command, these brave individuals have won the right to bear such an honoured icon of the Stormhosts.[1a]

## Overview

It had been many centuries since the powers of Chaos were truly challenged. Yet they – the gods themselves, their immortal daemons and the most powerful of their mortal minions – had not forgotten the foremost of their foes: Sigmar, the God-King. As the Stormcast Eternals strode forth out of thunder strikes, once more the hated symbols of their age-old enemy were brandished before them.[1a]

The banners proclaimed this new force to be an army of Sigmar, for they bore the once-familiar twin-tailed comet and hammer motifs. Yet these were not like the mundane standards of old, for they gleamed with barely contained celestial power. And the armoured figures that held the banners aloft were not mere men, but something far greater in stature. So were the Knights-Vexillor the heralds of Sigmar’s Storm.[1a]

Knights-Vexillor, the champions who bear aloft the banners of the Stormhost, lead gloriously from the front. Beneath their standards can be found the Stormhost’s finest, whether massed in attack formation or deployed in a defensive shield wall. Calling upon the power of his standard, a Knight-Vexillor can send forth hurricane-like tempest blasts or call down blazing stars to smite the foes.[1a]

Unlike nearly all positions within a Stormhost, the rank of Knight-Vexillor is not predetermined by Sigmar and the Reforging process. The honour of being promoted to Knight-Vexillor and carrying forth an empowered banner is earned in the Gladitorium. Entire chambers of Stormcast Eternals are pitted against each other. Although it is but mock combat, the competition is fierce, and the clash brutal. When at last a single warrior triumphs and claims the banner, he is struck by a bolt from Sigmar himself, a final charge of divine energy that courses into him and the banner alike.[1a]

## Known Knights-Vexilor

* **Vorticus Galespear** - Knight-Vexillor of the Hammers of Sigmar.[2a]
* **Eos Coruscate** - Knight-Vexillor of the Knights of the Aurora.

## Wargear

Some Knights-Vexillor carry a Meteoric Standard, while others carry a Pennant of the Stormbringer.[1b]

## Sources

* 1 *Order Battletome: Stormcast Eternals*.

	+ 1a pg.32
	+ 1b pg.120
* 2 *The Realmgate Wars: Quest for Ghal Maraz*.

	+ 2a pg. 27