recursal/Fanatic-Fandom huggingface dataset:
Bullet Proof Vest (Slang)

A street term often used to describe a soft armor vest designed to stop pistol threats. Attempts were later made to eliminate this slag and the misconceptions it produces by using the phrase “bullet resistant vest”. The phrase bullet proof vest is often associated with such misconceptions as the ability to stop any bullet, that the user can be shot and continue completely unphased, and that the vest can be shot an unlimited amount of times without any ill-effect.
Assault Rifle (Small Arms)

A type of small arms weapon capable of being fired in fully-automatic or a selectable semi/fully-automatic modes.

[line-art/photo of selector switch]

In popular media semi-automatic sporting rifles are frequently misrepresented as assault rifles due to their visual similarities and various political agendas.
Fangmora Eel

**Fangmora Eels** are serpentine creatures famed for their swiftness, aggressive tenacity and razor-sharp teeth. The Akhelian Guard ride them into battle. Akhelian Morrsarr Guards are armed with volt-spears and galv-shields, channeling the powerful electrical energies of their Fangmora mounts into the tips of their spears, releasing the charge as a lethal short-range bolt. Akhelian Ishlaen Guards, on the other hand, wield helsabres, and harness the bioelectricity of the Fangmoras into their galv-shields to turn aside enemy blows with their arcing energy fields.

## Source

* *Battletome: Idoneth Deepkin*
* *Games Workshop - Akhelian Morrsarr Guard*
* *Games Workshop - Akhelian Ishlaen Guard*
Freeguilds

The **Freeguilds** serve as the militia-based military forces of the Cities of Sigmar settled throughout the Mortal Realms.

Over time, the settlements of Sigmar have become the nexus points of entire nations. Though it took decades of back-breaking labour and no small amount of creation magic to achieve it, the rise of these cities has heralded a new era, and each has grown to earn its own proud heraldry and military history.

The rowing well-criers, minstrels and skalds of Sigmar's realm claim the cities prospered due to their Azyrite benefactors, but the truth is more complex -- the new settlements have drawn on local resources wherever they can. In some places the ruins of ancient cities have been reclaimed and built anew, those structures still sound used as foundations or inspirational monuments whilst those unsafe regions are broken down into raw materials and repurposed. In other areas, the scattered tribes that could be saved from the hordes of Chaos have been bought, filthy and starving, into the city limits to found shanty towns, in places doubling the population even before they start their families anew

The Freeguilds recruit from every stratum of society -- when the city is under attack, military aristocrats from the inner districts and low-born officers command stalwart professional soldiers, ex-criminals and even armed militia, their common humanity uniting them against the horrors they must face. Over time, these melanges of races and creeds have intermingled, forming new alliances and factions thirsty to prove themselves or to avenge their predecessors. An army or garrison from a Sigmarite city may include a dozen different kinds of footsoldiers, knightly orders, beast riders, proves militia and city guard, all with their own uniforms, traditions and rivalries. Some go to war in resplendent plate armour, others have not even a pair of boots to call their own, but they are rich in spirit one and all. When their hard-won way of life is threatened, they put aside their differences, fighting as under the steely gaze of a Freeguild general.

## Sources

* *Warhammer Age of Sigmar Core Book* (2nd Edition), pg. 141

 Aelven Factions
Dorghar

**Dorghar** is Archaon's Daemonic mount, his massive winged form swollen upon the souls of his vanquished foes. Such is the fell sorcery coursing through Dorghar's blood that the foes he consumes never truly die -- instead, their souls are trapped within his gut and their tormented faces mark his hide.

During Archaon's long war across the Realm of Chaos, each of the Dark Gods sent a daemonic champion to slay him. As Archaon crushed each challenger in turn, Dorghar drank the soul from its shattered carcass.

With each draught of malefic power he underwent horrific transformations, sprouting monstrous heads twisted into the likenesses of those he had slain. Only Slaanesh, in his mysterious absence, failed to send a champion.
Akhelian Morrsarr Guard

**Morrsarr Guard** are armed with voltspears and galv-shields. These Akhelians channel the powerful electrical energies of their Fangmora mounts into the tips of their spears, gathering a charge that can be released, at need, as a lethal short-ranged bolt.[1a]

In addition to the crackling forces they wield, Morrsarr Guard are particularly dangerous on the charge. Their lowered voltspears can easily punch through heavy armour when striking with the momentum provided by the speeding Fangmoras. A common tactic of Akhelian Kings is to pin a foe in place with Namarti Thralls before ordering Morrsarr Guard to charge the enemy from the flank, rear or even overhead to deliver the killing blow. Some of the Idoneth's war stories tell of formations of Morrsarr Guard so large that the brightness of their combined biovoltaic blasts left the entire enemy army blinded and reeling.[1b]

Akhelian Guard, both Morrsarr and Ishlaen, are typically led in battle by a Lochian Prince. These individuals are veteran soul-raiders who have demonstrated an ability to lead, and are clear candidates for Kingship in the eyes of the military council.[1c]

## Source

* 1 Battletome: Idoneth Deepkin.

	+ 1a Pg. 45
	+ 1b Pg. 45
	+ 1c Pg. 45
	+ 1d Pg. 134
* 2 Games Workshop - Akhelian Morrsarr Guard.
* 3 Akhelian Morrsarr Guard Warscroll.
Free Men

In the fair city of Sigmaron in Azyr, the Realm of Heavens, the **"Free Men,"** also known as the the "**free peoples of humanity**", gather.

In Azyr and in the other Cities of Sigmar established across the Mortal Realms during the Age of Sigmar they preserve the cultural traditions and heraldry from civilisations of men that flourished during the Age of Myth that were ground beneath the weight of unceasing strife across the Mortal Realms during the Age of Chaos.

The clamour of their warlike souls fills the heavens and the new settlements of the realms, united in Sigmar's name.

Though some of these lost tribes were driven from their homelands during the Age of Chaos, and others cast adrift on the tides of time, every soul amongst them dreams of wreaking bloody revenge upon the forces of Chaos.

## Sources

* Games Workshop - Warscrolls Compendium: Bretonnia (PDF).
* Games Workshop - Warscrolls Compendium: The Empire (PDF).
Auric Runesons

Flaming blood flows through the veins of the **Auric** **Runesons**,

   making them bold and fearless in battle. They are the Runefather’s potential successors, and each is eager to prove his worth before his peers. Armed with devastating ancestral weapons, the Runesons seek out mighty foes to slay in the name of Grimnir.[1a]

## Overview

Filled with reckless enthusiasm, the Runesons hurl themselves into the fray. Hot-headed, the Runesons are the heirs to their lodge, and should they live long enough, they might earn the right to carry the mantle of Runefather. However, this is far from certain. Runesons must prove worthy of their fathers with daring feats of arms, the heads of exotic beasts and trophies torn from the lifeless grip of Chaos lords.[1a]

Thus do Runesons lead from the front, where they seek out the most furious fighting and most powerful foes. It is not uncommon to see them at the spear-tip of a charge or as the first to breach a gate or wall. Competition between Runesons can be intense. Though it is rare for brother to turn upon brother, they will constantly try to outdo each other. Many are the times when rival Runesons have hacked their way through the press of battle, yelling out their tally of kills to each other even as they slay their enemies.[1a]

Runesons are also well known as lone hunters, riding out atop their Magmadroths, wyrmslayer javelins in hand, to bring back the head of a mighty beast. Places such as the abandoned Vosforge and the Obsidian Vaults are filled with the skulls of gargants and dragons, gathered by hundreds of generations of brave Runesons to impress their fathers.[1a]

The wild and competitive nature of Runesons means that a wise Runefather sires many such progeny throughout his time as patriarch. The greatest Runefathers, like Hursgar of the Greyfyrd, have had many sons over their long lives. Dozens have been lost to war and misadventure, but dozens more remain ready to take up Hursgar’s mantle when he dies. Yet only one of these will be chosen by the Runefather upon his death, with the blessing of the Runemaster. For the others, they are left with the choice of remaining to serve their brother, knowing they may never earn the right to lead the lodge, or setting out on their own. So it is that the death of the Runefather is often a time of fracturing within a lodge, and a time of new beginnings, as Runesons and their followers set out into the realms to found their own lodges.[1a]

## Known Auric Runesons

* **Hursgum** - Runeson of the Greyfyrd lodge.[1]
* **Yaen** - Runeson of the Vostarg lodge.[1]

## Wargear

Some Runesons wield an Ancestral War-axe, while others prefer Wyrmslayer Javelins. They also carry Fyresteel Throwing Axes.[1b]

## Sources

* 1 *Order Battletome: Fyreslayers*.

	+ 1a pg. 26
	+ 1b pg. 105
Magic

**Magic** is a supernatural force that Witches, Wizards, and possibly other magical creatures have the ability to use in *Every Witch Way* & *Talia In the Kitchen*. It manifests as a blast of colorful light or smoke from the user's hands. Most of magic's history is still a mystery but it is assumed it has been around for an extremely long time.

## Different Types of Spells Used

Witches often use magic to cast Spells, whether it is for good or bad purposes. It is assumed that magic does not have any limitations and that you can do anything with a spell as long as you can come up with the words. Although magic doesn't just manifest as spells, they also can manifest as Powers. The known powers are:

* **Telekinesis**- The power to move things with the mind.
* **Teleportation**- The power to teleport yourself from one destination to another.
* **Atmokinesis**- The power to control and manipulate the weather.
* **Conjuration**- The power to conjure something out of mid air.
* **Cloning**- The power to make another copy of yourself.
* **Force Field**- Used to protect yourself from spells.
* **Mind control**- The power to control someone.
* **Photokinesis**- The power to levitate an object in midair.
* **Portal Creation**- Only Kanays are able to make portals which lead to different places in the magic realm.
* **Pyrokinesis**- The power to control and manipulate fire.
* **Remote viewing**- The power to observe from a certain view.
* **Shapeshifting**- The power to change your form from one shape to another.
* **Spell Casting**- Most wizards and witches can cast spells on certain things or even humans.
* **Transformation**- The power to transform and object or person into something else.
* **Voice Imitation**- The power to imitate another persons voice.
* **Energy Blast**- The power to create fireballs and bursts of energy.
* **Remote Teleportation**- The power to teleport others from one place to another.
* **Time Freeze**- The power to freeze time in an instant.
* **Elemental Control**- The power to control the elements. Such as wind rain snow etc.

### **Witches/Wizards**

* Emma Alonso
* Maddie Van Pelt
* Jax Novoa
* Agamemnon
* Ramona
* Desdemona
* Lily (guardian)
* The Principal (former)
* Ursula Van Pelt (guardian)

### Read more

* **Spell Casting**
* **Remote viewing**
* **Transformation**
Chaos Warriors

The horn-helmed killers known as **Chaos Warriors** are legion. Every realm save Azyr echoes to the tread of their ironshod feet and the clangour of the battle they bring. These men have cast everything aside in exchange for eternal warand the promise of power. Some may find the glory they seek, but for most there is only blood, violence and cruel fate.[1a]

## Wargear

A unit of Chaos Warriors has 10 or more members. Some units wield either Chaos Hand Weapons or Halberd sand carry Chaos Runeshields. Some units eschew defence, hefting double-handed Chaos Greatblades or entering battle with a Chaos Hand Weapon in each hand. Anyone in this unit may be Standard Bearers. The leader of this unit is the Aspiring Champion. Anyone in this unit can be Hornblowers.[1a]

## Source

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

	+ 1a pg. 249
Sporting Rifle (Small Arms)

A type of small arms weapon generally fed from a box magazine and capable of being fired in single shot or semi-automatic. Sporting rifles are by far the most popular weapon's found in the United States. Consisting of bolt action rifles through the widely popular AR-15 rifles, they are chambered in everything from .177cal to larger than 50BMG and serve a variety of purposes from general ranching duties to large game hunting and 3Gun sports.
In popular media semi-automatic sporting rifles are frequently misrepresented as assault rifles or machine guns due to some visual similarities and various political agendas.
Fly Food

**Fly Food** is the sixteenth episode of Season 1B in *Talia In the Kitchen* or the thirty-sixth episode in Season 1.

## Plot

Julie and Rocky help Talia get more spices in preperation for her fight against Jayden. Later, Talia makes Debbie the head sous chef of Lola's, as Frenchie messes with Jayden and Michael, and Tyson and Talia make up. With help from Dolores, Talia prepares for the spice battle.

## Cast

* Maria Quezada as Talia Parra
* Liam Obergfoll as Tyson Fuccinelli
* Joshua Hoffman as Rudy Rosales
* Gail Soltys as Debbie Fuccinelli
* Miguel Luciano as Federico Fuccinelli
* Galilea La Salvia as Julie Parra
* Ellis Ann Jackson as Valerie Landry
* Jeanette Lehr as Dolores Parra
* Ethan Estrada as Rocky Palroso
* Will Wilson as Jayden Grubb
* Cooper Rowe as Michael Grubb

## Gallery

*The image gallery for **Fly Food** may be viewed here.*
Chaos Marauder Horsemen

Cunning are the **Chaos Marauder Horsemen**, and skilled with javelin, axe and flail. Many hail from horse-tribes thatpound the wastes of the Mortal Realms. Their command over the ill-tempered steeds they ride is such they can hurl theirdeadly throwing weapons as they charge, run down their foes, and dart back out for another volley with shocking speed.[1a]

## Wargear

A unit of Chaos Marauder Horsemen has 5 or more members. Many units of Marauder Horsemen are armed with Barbarian Axes, but some prefer to wield Barbarian Flails instead. Some units instead carry Marauder Javelins which they can hurl at the foe and use as spears in close combat. Many units also carry Darkwood Shields. They ride swift Chaos Steeds, which strike at the enemy with their Flailing Hooves. The leader of this unit is the Horsemaster. Anyone in this unit may be Icon Bearers. Anyone in this unit can be Hornblowers.[1a]

## Source

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

	+ 1a pg. 255
Celestial Warbringers

The Celestial Warbringers are a force like no other in Sigmar’s Stormhosts, for they have the ability to foresee the manner of their own deaths. Such god-given foresight makes for brave warriors and gifted seers, and their might at arms is matched by their prowess in storm magic

For the battle seers of the Celestial Warbringers, there is no greater joy than righteous conflict. This Stormhost is tight-knit, for each of its number hails from the same mystical tribe – a clan of bold warriors who claim to have foresight of their own unique doom

Laughing as they plunge into battle, the fearlessness and audacity of the Warbringers has persisted even after their reforging. Though they can be dismissive of outsiders, their bonds of brotherhood make them lively companions at a feast. To a man who truly believes his final death will come another day, no foe is too daunting.

The Celestial Warbringers were the first Stormhost of the Second Striking to be founded. They have more Sacrosanct Chambers than most of Sigmar’s Stormhosts, for they seek to make the most use of the celestial portents. At the command of their spiritual leader, the grand seer known as the Golden Patriarch, their Lord-Ordinators garrison a great many Warscryer Citadels across the lands. Of late, this Stormhost has sought not only to scry its own fate, but that of entire nations, the better to save them from the twin scourges of Chaos and Death. The Celestial Warbringers are sometimes known as Sigmar’s Spear – named for the blinding lightning that carries them to war, and is said to presage each strike. Those of weak will who see these streaks of light are already half-beaten by fear when the Celestial Warbringers launch their assault.
Fish Perfect

**Fish Perfect** is the fifteenth episode of Season 1B in *Talia In the Kitchen* or the thirty-fifth episode in Season 1.

## Plot

Dolores delivers the news and challenging of the Spice Master fight to Jayden and Michael, while later, Talia, Valarie, Dolores, Julie and Rocky provide food to Vinnie and his family. Meanwhile, Debbie, Frenchie, Tyson and Rudy have a beach day in Fuccinelli's, which gets Tyson's mind off Jayden and Talia. Talia plans to do a donation program in Lola's, as Vinnie's mother then gets a job. While Jayden refuses to battle Talia, she realizes the reason for her gift and decides to battle him.

## Cast

* Maria Quezada as Talia Parra
* Liam Obergfoll as Tyson Fuccinelli
* Joshua Hoffman as Rudy Rosales
* Gail Soltys as Debbie Fuccinelli
* Miguel Luciano as Federico Fuccinelli
* Galilea La Salvia as Julie Parra
* Ellis Ann Jackson as Valerie Landry
* Jeanette Lehr as Dolores Parra

## Trivia

* Frenchie, Debbie, Rudy and Tyson have a beach day until Debbie and Frenchie start fighting.

## Gallery

*The image gallery for **Fish Perfect** may be viewed here.*
Exalted Hero of Chaos

Many are the champions of Chaos on the road to damnation. Most will earn only death or damnation, but there are those whose bravery and skill at arms sees them exalted in the eyes of the Ruinous Powers. Those are the **Exalted Heroes of Chaos** Carnage is left in the wake of these glory-hungry axemen as they seek out the truly heroic and the monstrous to further prove their might.[1a]

## Wargear

An Exalted Hero of Chaos can unleash a rain of blows upon his enemies with his pair of Chaos Death-axes. He also carries a Thrice-damned Dagger that is used to carve the still-beating heart from defeated foes.[1a]

## Source

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

	+ 1a pg. 246
Battletome: Legions of Nagash

A dread figure casts its shadow across the battlefield, a skeletal giant clad in osseous armour and wielding a skull-tipped staff that casts a sickening glow across the earth. A nimbus of shrieking spirits swirls around this nightmarish form. The avatar of undeath gestures with a fleshless hand, and the ground beneath it erupts as hordes of skeletons burst from shallow graves, falling upon their new master’s foes with rusted blades swinging. Nagash, the Great Necromancer, surveys the carnage with cold approval. Even as his enemies are torn apart, they rise again, slaughtering those they fought beside mere moments earlier. Such is the will of Nagash, and such is the fate he desires for all living things.

In the 120-page hardback Battletome: Legions of Nagash, you’ll find:

- The Lord of Undeath: a description of Nagash’s place in the grand scheme of the mortal realms, the undead creatures that serve him and an overview of the plans he has – elimination of all life and the expansion of his empire;

- The Missing Souls: previously, an uneasy alliance – or at least a mutual respect – existed between Nagash and the God-King Sigmar; in this section, learn how that alliance fell apart;

- The Realm of Death: a description of Shyish, a realm of endings and underworlds uncountable, and Nagash’s domain;

- The Legions of Nagash: an overview of Nagash’s armies, and how Mortarchs are employed to lead them into grim battle;

- A Legacy of Darkness: a timeline covering Nagash’s exploits dating back to theAge of Myth, with key events and battles leading to the present time;

- Detailed background on the forces available to Nagash, including his Mortarchs, Soulblight Vampires, Nighthaunt Spirits, The Deathrattle Legions, Deathmages, and Deadwalkers;

- A showcase of beautifully-painted Citadel miniatures, with an example army;

- Painting your Legion: expert painting advice including stage by stage examples of painting bone, zombie flesh, rusted blades and banners, with special effects including adding gore, grime and dirt to your miniatures.

### Rules

All the rules you need in order to get your Legions of Nagash army ready for the gaming table are here:

- 33 Warscrolls, covering every miniature in the Legions of Nagash faction;

- 6 sets of Allegiance Abilities – the Grand Host of Nagash, Legion of Sacrament, Legion of Blood, Legion of Night, Soulblight, and Death – each with their own unique Artefacts of Power, Command Traits, Battle Traits, and Command Ability;

- 2 different Lores of the Dead – Lore of the Deathmages, and Lore of the Vampires;

- 2 Battleplans, each featuring guidance on army compositions, objectives, specific Command Abilities for both sides, set-up and victory conditions;

- Rules for setting up a Legions of Nagash warband for a Path to Glory campaign, including a Champion Rewards Table, Monster Followers Rewards Table, Followers Rewards Table, and Path to Glory warband roster;

- Pitched Battle Profiles for every unit and miniature featured in this Battletome.

## Source

* Games Workshop - Battletome: Legions of Nagash.
Battletome: Flesh-eater Courts

Battletome: Flesh-eater Courts is the comprehensive guide to collecting and fielding the cannibalistic monstrosities of the Flesh-eater Courts. In thrall to a deep delusion, these unwitting servants of Death believe themselves to be noble knights and warriors – instead, they are savage, degenerate killers.

In this 88-page hardback battletome, you’ll learn the history of the Flesh-eater Courts in the Mortal Realms , from their long-lost origins as noble courts, through to their hard-fought battles in the Soul Wars, all illustrated with dark and sumptuous art. You’ll discover how their strange society operates – a vile pastiche of mannered courtly life with a distinctly macabre twist. The battletome goes on to cover just how the Flesh-eater Courts go to war, showcased by several themed warscroll battalions and all the warscrolls needed to field an army of cannibals on the tabletop – from the serried, scrabbling ranks of the Crypt Ghouls to towering monstrosities like the Royal Zombie Dragon.

You’ll be able to customise your Flesh-eater Courts army with a host of allegiance abilities, including rules for different Grand Courts, which allow you to dedicate your mordants to one of the legendary Flesh-eater Court kingdoms.

Battletome: Flesh-eater Courts lets you customise your champions with a selection of sinister artefacts, as well as a blood-drenched spell lore that allows you to enhance the dark strength of your units. The included Path to Glory rules and bespoke missions are perfect for learning your army’s rules, while for collectors, a showcase of beautifully painted miniatures, alternative colour schemes and painting tips are fantastic for inspiring your own army.

## Contents

- 13 warscrolls, 3 Endless Spell warscrolls and a warscroll for the Charnel Throne terrain piece.

- 9 warscroll battalions that reward themed armies with special rules

- The Lore of Madness – a special set of spells for Flesh-eater Courts Wizards

- Background, allegiance abilities, command traits and artefacts of power for each of the following Grand Courts: Morgaunt, Hollowmourne, Blisterskin, and Gristlegore

- A gallery of beautifully painted Citadel miniatures to inspire your own work

- Pitched Battle profiles for all units

## Source

* Games Workshop - Battletome: Flesh-eater Courts.
Chaos Knights

Those whose path to glory sees them gifted with great iron-shod destriers band together into groups of **Chaos Knights**.These warrior elite have a fell reputation, and rightly so, for they ride as a wall of blades and spiked armour to crash through the enemy ranks in an explosion of torn flesh. Even brave men quail before the charge of these fell cavaliers.[1a]

## Wargear

A unit of Chaos Knights has 5 or more members. Some units wield Ensorcelled Weapons, while others bear Chaos Glaives. In either case, they carry Chaos Runeshields. They ride War Steeds which slay the enemy with great sweeps of their Roughshod Hooves. Anyone in this unit may be Standard Bearers. The leader of this unit is the Doom Knight. Anyone in this unit can be Hornblowers.[1a]

## Source

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

	+ 1a pg. 250
Greyfyrd

Mercenary wanderers, the **Greyfyrd** lodge travel the realms in

   search of precious ur-gold to smelt within their forges. From the heart of their great magmahold Gateswold, where portals to many realms lurk beneath megalithic obstinite mountains, the Greyfyrds embark on crusades into the far reaches of the Mortal Realms. In many realms the lodge are much sought-after as mercenaries, and their warriors have changed the fates of the Ninefold Kingdoms of Obsidia, the Gloom tribes of Shyish and the Neolantic Bloodlands among uncounted others.[1a][1b]

Generations of war have given rise to many legendary heroes among the Greyfyrds. Among them stands the Grimwrath Berzerker Braegrom, Blessed of Grimnir. The flames of battle shimmering off the blade of his fyrestorm greataxe, Braegrom is a terror on the battlefield as he carves a path of red ruin through his foes. To the rest of his lodge, Braegrom is a pure expression of their warrior god, a portion of Grimnir’s spirit given flesh and sent to the Mortal Realms to wage war.[1a][1b]

## Appearance

The distinctive silver sheen of his Vulkite Berzerker’s fyresteel axes contrasts with the ur-gold they wears. Their bladed slingshields are typical of duardin ingenuity in war. Fyreslayers commonly wear stylised images of their ancestors to venerate them. Fyreslayers never wear boots, so that they might be closer to the fragments of Grimnir that still lie imprisoned in the earth. Greyfyrd helm crests are predominantly black, with white stripes for variation. Each smoulders with an inner fire.[1c]

Battlesmith Argrum’s twinned helmcrests not only reveal his high station but also mark him out as a veteran of many battles. Grimnir’s fiery visage features heavily upon Runemaster Paerum’s weaponry, from his sacred brazier to his ceremonial runic iron. Runesmiter Augorn’s armour has been crafted to appear as though the roaring flames of the forge-temple are rising from it. Grimwrath Berzerker Braegrom is aliving legend within his magmahold, many the deeds wrought with his axe. Runefather Hursgar-Grimnir wears runes of battle in his beard, cast from spent ur-gold taken from the fallen. Runeson Hursgum favours ur-goldrunes of speed in his legs to hastenhim to the thick of the fight.[1d]

## Known members of the Greyfyrd lodge

* **Argrum:** Battlesmith.[1d]
* **Paerum:** Auric Runemaster.[1d]
* **Augorn:** Auric Runesmiter.[1d]
* **Braegrom:** Grimwrath Berzerker and the Blessed of Grimnir.[1d]
* **Hursgar-Grimnir:** Auric Runefather.[1d]
* **Hursgum:** Auric Runeson.[1d]

## Sources

* 1 *Order Battletome: Fyreslayers*.

	+ 1a pg. 21
	+ 1b pg. 41
	+ 1c pg. 42
	+ 1d pg. 43
Allopex

**Allopexes** are legendary predators of the deep oceans. Attracted to blood, they feed upon anything they can fit into their large jaws. The mouth of an Allopex is lined with serrated triangular teeth, razor-edged saws which can bite man-sized holes in prey. The Idoneth Deepkin ride them into battle, attaching blades to their fins and harpoon-launchers on their backs. Isharann Soulscryers use Allopex teeth as finger-claws for defence.

## Source

* *Battletome: Idoneth Deepkin*
* *Games Workshop - Akhelian Allopex*
* *Games Workshop - Isharann Soulscryer*
Bonegrinder Mega-Gargants

Gargants whose sheer size, stupidity and propensity for drunken, ill-tempered violence makes others of their kind seem positively mundane by comparison, Bonegrinder Giants are walking catastrophes capable of levelling an entire town without breaking a sweat - assuming they can stay on their feet long enough.

Most carry colossal clubs of one sort or another with which to smash aside foes, and can also deliver a brutal kick capable of toppling a fortress wall when riled, which is most of the time! Bonegrinder Giants are also fond of pulling up boulders out of the earth and hurling them at anything moving (though an uprooted tree or screaming horse is just as handy as a missile).

Bonegrinder Gargants are a type of Aleguzzler Gargants, larger, more stupid and more propense for drunken ill-tempered violence than others of their kind, making them seem positively serene by comparison.

Their coming is heralded by earth-shaking footsteps and such is their size a single step can cover an astonishing distance. They can attack with their thundering stomps, but also take great joy on jumping up and down on their victims with their massive feet and turning them into paste.

If they feel like taking a light snack during battle, they will grab a foe and take a bite with their cavernous mouths, usually biting their heads off. Should they be slain or fall over they will likely take out everyone in their path.
Chaos Battletome: Skaven Pestilens

The **Chaos Battletome: Skaven Pestilens** is a full color, 88-page hardback book which contains extensive background on the diseased children of the Horned Rat, including stories of their search for the Thirteen Great Plagues, the Churches of Contagion, and a bestiary featuring information on every monster, character unit and war machine in the army; two Battleplans, new rules and scenarios demonstrating the chaotic and virulent nature of the Clans Pestilens in battle; Warscrolls and Warscroll Battalions containing rules to help you get the most out of your miniatures; a massive showcase of beautifully-painted Citadel miniatures; the full rules for *Warhammer: Age of Sigmar* - play right away![1]
Gorkamorka

**Gorkamorka** is the twin-headed Orruk god, actually an agglomeration of two separate gods who were originally a single being, the cunning and brutal **Gork**, and the brutal and cunning **Mork**.

The two gods are restored to a single entity whenever enough Greenskins gather in one place. Gorkamorka is the greatest of the idols worshipped by the Greenskins.

During the Age of Myth, he crashed across creation leaving mighty fist-prints in the land as he waged war on everything in his path, while hordes of Orruks followed him on his rampage of destruction.[1a]

## History

For as long as Orruks have plagued civilisation, the booming laughter and thunderous footsteps of Gorkamorka have resounded across the Mortal Realms. Gorkamorka is not one god but two, having long ago torn himself apart after a particularly spectacular falling out with himself. These two halves are known as Gork and Mork.

Both gods share many aspects of the other, Mork being brutally cunning, while Gork is more cunningly brutal in nature. Crude images are often found smeared on walls, ruins and caves depicting Gork (or maybe Mork) hammering enemies with his club or stomping them under his great unwashed feet.

When enough Orruks gather together the two gods merge once more into Gorkamorka, working as one. Ironjawz follow Gork and Mork equally, calling out to one or the other depending on which is most likely to help them beat their victims to death.[1a]

Before he ripped himself in two, Gorkamorka was the feral champion in Sigmar's pantheon of gods during the Age of Myth, the Pantheon of Order, and was often the first of the Incarnates to be loosed on the foe. To win the Orruk god's respect, Sigmar had to best him in contests of strength that raged all across the realms of Ghur and Azyr. [1a]

Orruks tell stories of this time, trying to outdo each other with tales of their god's many scraps and his rivalry with the Hammer God. One such story tells of when Sigmar and Gorkamorka had an eating contest, grabbing up great fistfuls of the realms and stuffing them into their mouths.[1a]

Sigmar ate a fiery mountain, so Gorkamorka drank an ocean. Sigmar inhaled the sky, his throat flickering with lightning, but Gorkamorka bested him by devouring the vast Kingdom of Thrun, and its people live in his belly to this day.

Another tale recounts how the gods arm-wrestled over the Vargorth Shardplains, the mighty contests shattering their glass peaks and creating two great lakes.

A tale told in Ghur says Gorkamorka took up Sigmar's great warhammer *Ghal Maraz* and knocked him clear across all Eight Realms, and the gods laughed afterwards at the devastation it had wrought. Even now, Ironjawz respect Sigmar's strength and know that his boys are always good for a fight.[1a]

## Sources

* 1 *Destruction Battletome: Ironjawz*

	+ 1a pg. 9
Dakkbad Grotkicker

**Dakkbad Grotkicker** is the Megaboss of the Ironsunz warclan, and one of the leaders of the armies of Ironjawz that follow Gordrakk.[1]

## Overview

Dakkbad is as cunning as a double-edged choppa. Part of Gordrakk’s Megafist, he is one of the Fist of Gork’s Megabosses. Dakkbad’s own warclan, the Ironsunz, are always at the forefront of Gordrakk’s growing Waaagh! where the fighting is toughest. Dakkbad has earned the name Grotkicker for his underhanded, even sneaky, plans. The Megaboss has been exerting his dominance over the other bosses in the Megafist, trying to prove he is the best orruk to stand at Gordrakk’s side. During his rise, he has maimed dozens of other bosses. His favoured tactic is to collect their fingers when he takes their boys, feeding the green digits to his Maw-krusha *Skullzcrakka*. Most recently, Dakkbad has been looking for the Megaboss Grugek, after Grugek made off with his favourite boss choppa. At least, Dakkbad thinks it was one of his; boss choppas have a habit of looking quite similar. Either way, he plans to have some ‘words’ with Grugek and get back that choppa – or carve a new one out of Grugek’s armour.[1b]

Dakkbad Grotkicker carries with him the skull of the legendary Chaos Lord Felgraen Hexflayer, so no one will ever forget just how hard he is. *Skullzcrakka* wears armour painted in similar colours to his master, and his red and black scale colouration mean he was probably reared in the trackless wilderness somewhere deep within fiery Aqshy.[1a]

## Source

* 1 Destruction Battletome: Ironjawz.

	+ 1a Pg. 34
	+ 1b Pg. 79
Dhurgan

When the time comes for the Vostarg lodge to march into battle, **Dhurgan** can always be found amongst the front lines. An Auric Runesmiter, Dhurgan chants the war songs of Grimnir, putting battle-fire in the hearts of all Fyreslayers close enough to hear or see him. Once immersed in the press of close combat, the spirit of his warrior-god fills his being, coursing through his veins like magma, igniting the brazier atop his latch-axe with a fierce fire that cannot be quelled till the last axe blow has fallen. Runes of ur-gold that have been seared into the lodge’s flesh glow with his every harsh dirge, filling the duardin warriors with the fierce might of their indomitable god. A personal favourite of both Runemaster Vaegor and of Runefather Bael-Grimnir, Dhurgan typically fights nearest the Runefather’s personal bodyguard, the Vosguard – the most skilled Hearthguard Berzerkers in the Vostarg lodge. When it can be roused from its magma chamber, Dhurgan rides his ancient Magmadroth, Skarung the Glowerwyrm, and together they have kept pace with the most powerful fighters in the lodge.[1a]

## Sources

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

	+ 1a pg. 74
Grand Alliance of Destruction

The **Grand Alliance of Destruction**, also known as the **forces of Destruction** or simply **Destruction**, is the collection of mortal armies and peoples of the Eight Realms who are akin in their culture and methods to natural disasters -- they rise up like a living hurricane, and their invasions tear through the Mortal Realms bringing mayhem and ruin.

They live for war, and for taking what they desire. Though intrinsically anarchic, armies of destruction most often have at their core tribes of the barbaric, savage humanoids known as Orruks, Grots or Ogors.

The Orruks are brutal, green-skinned humanoid warriors who are so belligerent that, if no enemy can be found, they will turn upon one another. Their smaller and sneakier cousins, the Grots, prefer craftier warfare, and are infamous for backstabbing and sneak-assaults.

The burly Ogors are driven only by gluttony, for though they devour everything in their path they are ever-hungry. Marching within these hordes are ravening beasts beyond count.

## **Factions**

 **Gloomspite Gitz** | Aleguzzler Gargants  Moonclan  Spiderfang  Troggherds  Warherds | Gloomspite Gitz: The fungoid followers of the Bad Moon came in many shapes, be they Moonclan or Spiderfang grots or the large and horrifying Troggoths or Gargants that accompany them.
Blood Warriors

Eyes wild with murderous fury behind the vision-slits of their helms, the **Blood Warriors** barge through the midst of combat. Their axes run red with the spilt gore of their foes, while their enemies’ attacks clang from the thick plates of their armour.[1a]

## Overview

Born from the red-raw horror of the most violent battles, Blood Warriors are relentless howling killers whose fury burns hot enough to shimmer the air. Only when a mortal has fought long and hard, and wrought such ruin upon his foes that he is blood-soaked from head to toe, does he become a Blood Warrior. The Blood God looks down upon the gore-drenched killer, triumphant over the corpses of countless foes, and is much pleased. Thus, he bestows his gifts upon them, and claims them as his own. Khorne’s dominion over the Mortal Realms is so great that any can fall to this Red Baptism, be they devoted worshipper of Khorne, simple tribesman or noble and pure-hearted knight. Even those who fought furiously against Khorne’s monstrous servants just hours before can find themselves suddenly transformed. Some say that the very blood shed by these chosen flows and congeals at that moment, scabbing into the thick, heavy plates of the Blood Warrior’s armour before becoming brass and iron. Others claim that, even after his Red Baptism, a Blood Warrior’s armour will continue to bleed when struck, as though it were a living part of his own body.[1a]

Whatever the case, from the moment of his choosing, the newly forged Blood Warrior becomes an unwavering servant of Khorne. His vision turns to angry shades of red, and will remain so for the rest of his days. A furious lust for battle grips him, such that he cannot know a moment of satisfaction unless he is butchering the foe in the Blood God’s name. Indeed, so great is the wrath of the Blood Warriors that even when mortally wounded they will continue to fight for long seconds afterward, hacking and hewing until the last spark of life leaves their broken bodies.[1a]

## Wargear

A unit of Blood Warriors has 5 or more members. Some units of Blood Warriors take to the battlefield with a Goreaxe in each hand, while others prefer to use a single Goreaxe so that they can also carry a Gorefist. 1 in every 10 may instead be armed with a Goreglaive.The leader of this unit is a Chaos Champion. Anyone in this unit may be Icon Bearers.[1b]

## Sources

* 1 *Chaos Battletome: Khorne Bloodbound*.

	+ 1a pg. 43
	+ 1b pg. 108
Boarboys

Skilled hunters, the **Boarboys** thunder across the land in search of monstrous prey, their primitive but wickedly sharp weapons piercing the hides of huge beasts and enemy soldiers alike. The Boarboys hit hard only to wheel away, leaving their foe reeling from the attack, before charging into combat once more.[2]

## Overview

Sharing a bond that goes back to the Age of Myth, Bonesplitterz and war boars can often be found barrelling into the ranks of the foe at high speed, eager to be the first amongst them to spill blood. Specialising in hit-and-run attacks, they never linger where the enemy can strike back – speed is of the essence. Their boars are fed on the bones of the most powerful beasts the Bonesplitterz can slay, although of course there is rather a lot of bickering and competition amongst their orruk riders over which monsters’ bones make for the most brutal mounts.[1]

## Wargear and abilities

Units of Boarboys have at least five warriors, led by a Boss. They are armed with either chompas or boar stikkas, carry bone shields, and ride upon war boars that gore their foes with their sharp tusks. Some of them may be Boar Thumpers or carry boar totems.[2]

## Miniatures

1/1
## Sources

* 1: *Games Workshop - Savage Boarboys*
* 2: *Savage Boarboys Warscroll*
Errant-questor

While the Knights-Questor are appointed tasks by Sigmar, the Errants-Questor come to their calling in different ways. The lone survivor of a retinue might desire vengeance for their lost comrades while they undergo the agony of Reforging. Others might receive a vision in which they see themselves defeating some monstrous foe, though none knows from whence these visions come.

Once their purpose is burning inside them like a brand, they fall into a fugue state, whereupon they are placed into a cell. Some will awake and return to their duty within their Stormhost, their yearning diminished. Others, however, awaken to find themselves clad in the armour of the Errant-Questor, a storm gladius strapped to their hip and a rune-etched greatblade lying before them. How these gifts are bestowed is a mystery, as none may enter the cell of an Errant presumptive. What is certain is that though Sigmar himself has never said as much, these individuals are believed to have the God-King’s tacit blessing, and are released to pursue their quest.
Endrinriggers

The word **Skyrigger** describes two different troop types

    equipped with back-mounted aether-endrins that grant the wearer the power of flight. **Endrinriggers** are members of the Endrineers Guild, and report to a ship's Captain as well as the fleet's Endrinmaster. They bear rapid-fire rivet guns and aethermatic saws for conducting airborne repairs, flying to wherever they are needed in order to patch up damage to a ship. In need, Endrinriggers can put their high-powered tools to deadly use, riddling the foe with red-hot rivets or slicing through armour, flesh and bone with their whirring sawblades.

In order to conserve fuel, **Skyriggers** often hook onto Arkanaut Ironclads or Frigates and trail behind the airships, detaching themselves and flying away as targets of opportunity arise.
Arkanaut Admiral

An **Arkanaut Admiral** is the leader of an airfleet of the Kharadron Overlords.[1]

## Overview

An Arkanaut Admiral is the leader of an airfleet. An Admiral does not have a ship of his own, as each ship has a Captain at the wheel, but will nominate one craft as his flagship. It takes success and tremendous profit for a duardin to catapult themselves into the upper echelons of the airfleets, and individuals that have done so are battle-scarred veterans that have seen countless wars, boarding actions and aerial bombardments. Whether ordering tactical manoeuvres, directing concentrated firepower or coordinating land and air forces, an Arkanaut Admiral is first and foremost a leader.[1a]

Yet Admirals do not earn their rank by issuing commands alone, nor do they lead from the rear. Using their high share of profits an Admiral can outfit themselves with thick plates of Arkanaut armour, and back-mounted generators that fuel an aethermatically powered sskalfhammer so that it impacts with enough force to crack boulders. A sidearm is standard, typically a multi-barrelled volley pistol.[1a]

The Kharadron Code states that an Admiral is entitled to a greater share of any profits generated by an expedition – wealth they usually put towards the procurement of the finest arms and armour. In order to avoid being voted out, however, an Admiral must never fail to lead their fleet to success – a charge that ensures they are the most driven members of an intrepid race.[1b]

## Wargear

An Arkanaut Admiral is armed with a skalfhammer and a volley pistol.[1b]

## Miniature

* 1st Edition.
1/2

## Sources

* 1 *Order Battletome: Kharadron Overlords*

	+ 1a pg 42
	+ 1b pg 135
* 2 Games Workshop - Arkanaut Admiral.
* 3 Arkanaut Admiral Warscroll.
Chosen

The **Chosen** are individuals so named because at least part of their great martial and magical power derives from having been selected to be direct agents of one or more deities of the Mortal Realms; each of the Chosen are a force to be reckoned with.

The Chosen are not gods, though they may appear as demigods, and truly, the distinction will certainly seem to be near-meaningless to any hapless mortal that has to stand against them.

Most famous of the Chosen is surely the Three-Eyed King, Archaon the Everchosen, supreme commander of the forces of Chaos. Empowered by all the Chaos Gods -- save the Great Horned Rat, whom he despises -- it was Archaon's actions that destroyed the World-That-Was and that later also brought the Mortal Realms to the very edge of defeat and destruction during the Age of Chaos. The coming of Sigmar's Tempest and Nagash's Necroquake may have stalled his plans, but Archaon remains the most dangerous threat in all the Mortal Realms.

Nagash's forces are led by his dread Chosen, the Mortarchs, immensely powerful Deathlords directly empowered by their Undying King. Each serves Nagash in their own way, performing whatever is requested of them, while otherwise ruling over portions of the god of death's vast empire in Shyish, the Realm of Death.

While each Mortarch is phenomenally dangerous, it is, perhaps, the spies of the ancient vampire lord Neferata, and Orpheon Katakros' legions of Ossiarch Bonereapers, that give Nagash's enemies the greatest concerns.

Within Azyr, the Celestial Realm, the Chosen known as the Six Smiths forge the weapons of the Stormcast Eternals as well as their very souls, as they oversee the foundries of the Sigmarabulum and every Reforging of a soul on the *Anvil of Apotheosis*. The Six Smiths are all heroic duardin scions of Grungni, the god of smiths, but much about them has been obscured.

Some would argue that the mortal heroes known as the Soulbound are themselves Chosen in the service of Order. However, were a lone Soulbound to stand against one of the true Chosen the terrifying disparity would swiftly become apparent.

## Sources

* *Warhammer Age of Sigmar Roleplay - Soulbound* (RPG), pg. 258