recursal/Fanatic-Fandom huggingface dataset:
Brodd

The massive gargant **King Brodd** came from the wilderness to lead the gargant tribes of the Sprawl, insisting that he crawled full-grown from the chasm known as Titansmawr. Those giant elders belligerent enough to challenge him had their brains bashed out in such spectacular displays of violence none have questioned his rule ever since. Brodd is exceptionally strong, even for a gargant – the skull he wears as a crown came from a moul dragon he killed with his bare hands. Wherever he goes, Brodd carries a huge granite pillar – both his symbol of rulership and his weapon in times of war. The stony artefact was a part of the old Behematian Temple that once crested Tor Crania, a monolithic structure toppled by cyclopean mutants long ago. Once his swamp-dwelling gargants have gathered in numbers enough to take revenge, Brodd intends to see the temple to his titanic father rebuilt, its mortar the ground bones of the same beastmen that dared tear it down.

## Source

* *The Realmgate Wars: Godbeasts.*
* 207
Battletome: Skaven

Chaos Battletome: Skaven  is your guide to the evil ratmen who gnaw at the very fabric of reality. Serving the Chaos  deity known as the Great Horned Rat, these sinister creatures seek to undermine the Mortal Realms, conquering with raw cunning, overwhelming numbers, and strange inventions.

In this 128-page hardback battletome, you'll learn about the history of the Skaven in the Mortal Realms – from their origins in Blight City to their role in the Soul Wars, all illustrated with stunning and evocative art. You'll also find lore on their many clans and the brutal inner workings of skaven society. The battletome goes on to cover how the skaventide goes to war, showcased by several warscroll battalions, and all the warscrolls needed to field a force of ratmen on the tabletop. You’ll be able to mix-and-match a variety of skaven clans to build a killer army to suit your tastes – slaying your enemies with endless hordes of Clanrats, blasting them apart with the terrible technology of the warp lighting-wielding Stormfiends, and unleashing vile monsters of arcane science like the Hell Pit Abominations. All are goaded into battle by the scheming, backstabbing members of the Masterclan!

Battletome: Skaven lets you customise the leaders of the skaven with a selection of warpstone-infused artefacts and cunning sorceries. Their spells come from the Lore of Ruin, a collection of sinister curses, and the Lore of Warpvolt Galvanism, arcane arts that enhance Skyre units and incinerate your foes. The book is also a great resource for collectors, packed with examples of different colour schemes to inspire your own projects, as well as painting tips. The section on Path to Glory rules and a pair of bespoke missions are great for organising and playing your first games with this insidious army.

## Contents

- Allegiance abilities for skaven, including a variety of battle traits – 6 separate types of artefacts of power and 6 types of command traits

- 2 spell lores – the Lore of Ruin (for use by Grey Seers) and Lore of Warpvolt Galvanism (for use by Clans Skryre Wizards)

- 2 battleplans

- Path to Glory rules for creating a skaven warband for Path to Glory, including Champion and Followers Rewards Tables

- 8 warscroll battalions

- 40 warscrolls, 3 endless spell warscrolls and a warscroll for the Gnawhole scenery piece.

- Pitched battle profiles for all units and Endless Spells featured in this battletome
Direbrand tribe

The **Direbrand Tribe** was a tribe of men who called Aqshy home during the Age of Chaos. They had angered the Blood God Khorne, who then sent champions to bring about the tribe's demise.

## Notable Direbrands

* **Vendell Blackfist** - Plucked from the final battle between the Direbrand Tribe and Khorgos Khul's Goretide by Sigmar to be brought to Azyr and Reforged into a Stormcast Eternal. Blackfist became the Lord-Celestant Vandus Hammerhand of the Hammers of Sigmar Stormhost.
Worlds Beyond

*Worlds Beyond* is a composite book made up of stories from various cultures about early travels into the Higher Realms. Compiled in -403 Reformed by scholars in Rigvar, the book took its title from the first story included in it, *To See A World Beyond*.

## Included Works

There are a total of six stories in Worlds Beyond, written over a span of 600 years. These are listed in the order they appear in the compilation.

1. *To See A World Beyond*: A detailed account of the first expedition into the Higher Realms, which set out from Herotia in -1235.
2. *Races Beyond*: A careful study on the creatures and other forms of life that inhabit the space between divine realms, published in -620.
3. *In Care of Shast*: A poem of praise written by a member of the Cult of Shast who claims to have spent some time living in the goddess' realm, originally published in -1073.
4. *Exile of the Great Court*: A surreal legend presumably written by Igbar the Mad, a wanderer in Hilsaf who claims to have found his way into the great void beyond the Higher Realms and looked upon the very face of the Banished. The scrawled tale was found among his belongings at his death in -1108.
5. *Spheres of the Firmament*: Records of an expedition from Marqun that set out to document the nature of the godly realms of the Firmament. The expedition returned and published their tale in -812.
6. *Magus Ascendant*: The tale of Magus, an Ysdræni adventurer who entered the Higher Realms alone in -927 and stole the knowledge of magic from Krophis.

## Fatebound

Portions of *Worlds Beyond* will appear in abridged form as lore between chapters of the webcomic, Fatebound.
Goretide

The ground shudders at the onset of the **Goretide**. This immense Warhorde dedicated to the Blood God Khorne is less a mighty army than it is an entire nation of bloody-minded killers, all bent on the utter annihilation of all in their path.

The Goretide have toppled mighty castles and sprawling cities, erecting baroque, spike-encrusted fortresses in their place. They have murdered great armies, exterminated thriving peoples and taken the heads of kings, heroes and saints beyond number.

All fear the coming of the Goretide, and the merest rumour of their approach is enough to send warriors fleeing in mortal terror.[1a]

Though innumerable champions swell the Goretide's ranks, the Warhorde's unstoppable impetus is the work of a single man. Their leader, Khorgos Khul, has forged the Goretide into one of the largest and most notorious Bloodbound Warhordes in the Mortal Realms.

It is his commands that drive the vast horde ever onward, and his words that have condemned entire civilisations to death beneath blood-stained axes.[1a]

## Known members of the Goretide

* **Mordax Slaughterthirst** - Exalted Deathbringer and second to Khorgos Khul himself, is clad in the blood red and brass of his Warhorde.
* **Lakshar Bloodspeaker** - Khorgos Khul’s chief Slaughterpriest. The priest’s flesh is marked with bloody warpaint to show his favour.
* **Threx Skullbrand** - Gorechosen Bloodsecrator and favoured of Khorne. The skulls of heroes adorn his chest armour.
* **Vekh the Flayer** - Gorechosen Bloodstoker. Vekh’s pale, bruised skin stands out against the dark red of his armour.

## Sources

* 1 *Chaos Battletome: Khorne Bloodbound*.

	+ 1a pg. 48
	+ 1b pg. 49
	+ 1c pg. 50
Bloodcrushers

The ground shakes with the onrushing fury of the **Bloodcrushers**. They stampede into their enemy’s midst and leave a trail of mangled bodies behind them. Those not crushed beneath the merciless weight of the Juggernauts are decapitated by the swinging hellblades of their riders.[1a][1b]

## Wargear

A unit of Bloodcrushers has 3 or more members. The Bloodletter riders wield deadly Hellblades, while their Juggernaut mounts trample the foe withtheir Brazen Hooves. The leader of this unit is the Bloodhunter. 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. 277
Ironbark

Never shall they bend, never shall they break. Like deepest root and strongest branch, they endure forevermore. From the earliest days, **Ironbark Glade** have had a strong presence in Chamon. The Ironbark clans are known for their tenacity and resilience, and are famous for weathering the most extreme of circumstances without complaint. The Noble Spirits of Ironbark excel at drawing up precious metals and ores with which to mould their weapons of war. This skill, coupled with a stubborn and taciturn demeanour, has bridged the gap between these sylvaneth and the duardin, and many strong alliances have been forged between them.[1a]

## Overview

### Clans of Ironbark Glade

* **Dar’noth.**[1b]
* **Phaelion** (Paint 22-23)

## Known members of Ironbark Glade

* Treelord Ancients - **The Archduke**  - Archduke of Ironbark Glade (Order 25);
* Treelord -
* Branchwyches -
* Branchwraiths -
* Tree-Revenants -
* Kurnoth Hunters -

## Famous Battles

* **Old Alliances** - Despite their malcontent, the clans of Dreadwood fought alongside those of Ironbark and Oakenbrow to turn back the Poxfang Tide. With the defeat of this scourge, a stretch of the Cascading Path was purified once more, opening new tributaries throughout the Jade Kingdoms. (Order 21)

## Source

* 1 *Order Battletome: Sylvaneth*.

	+ 1a pg.27
	+ 1b pg.38
* 5 How to Paint Citadel Miniatures - Sylvaneth
Set'tyra'ex

Though none but Archaon know it, the Gaunt Summoner known as the **Tongueless Lord** is bound by his true name, **Set'tyra'ex**, and is forbidden to speak. After his voice was stolen by Archaon, the sorcerer turned his wrath upon the Mortal Realms, taking from his victims what had been taken from him. He draws endless pleasure from seeing his enemies struck mute, and often during the Age of Chaos the Tongueless Lord stood before an unnaturally silent battlefield, the agony of the dying and the rage of their killers painted upon faces with mouths open in soundless screams. Archaon has even been known to turn Set'tyra'ex’s talents upon his own lords, ordering the wizard to steal their voices if he grows tired of their utterances. Then, should they continue to displease the Everchosen, the Gaunt Summoner calls upon his repertoire of mutating magic to warp their flesh, all in utter silence, save the deep rumble of Archaon’s cruel laughter.
Plague Priests

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> —Anonymous

**Plague Priests** are the fanatical leaders of the Churches of Contagion. Whole conclaves of these rancid beings rule over each of the Clans Pestilens, maintaining their tenuous grip on power through zealotry, cunning and outright violence.[1a]

## Overview

The Plague Priests of the Great Horned Rat are frothing lunatics, ranting preachers of the Withered Word andtrue believers in the Great Corruptor. These diseased fanatics are unusual in skaven terms for their propensity to lead from the front. They hack, claw and bite their way through their enemies while screeching prayers that conjure unholy miracles or blessings of foetid filth. Some Plague Priests fightin this seemingly courageous fashion because their sanity is so eroded that they do not recognise their own danger. Most simply seek to win the Horned Rat’s favour, and will gladly use their underlings as living shields at the first sign of real peril.[1a]

To the Plague Priests, the verminous god’s blessing is their main goal, for itis vital in their climb towards ever greater power. Even the smallest Clans Pestilens will be led by more than asingle Plague Priest, while the largest have hundreds, even thousands of these vile beings to drive their clawpacks intobattle and lead the devoted chitteringsof their congregations to the Great Corruptor. The internal hierarchies of these pustulant priesthoods are byzantine in the extreme, but all hinge around violence and fear.[1a]

The Plague Priests within any given clan vie constantly for dominance, and will resort to any act of bribery, coercion, violence or back-stabbing to rise above their rivals. One common tactic employed by the priests of Pestilens is inventing new and evermore-important-sounding titles for themselves. These names are tied to the priests’ duties within their church, and are ridiculously overblown; names such as the Most-blessed Master of the Chittering Chant or the Archsquealer of the Followers of the Furnace impres sdull minds – reason enough to tear the throat out of anyone foolish enough to laugh at them.[1a]

All Plague Priests have at least some ability in brewing the plagues and toxic concoctions that their clan uses against their foes in battle. The true masters of this art command heightened levels of fearful respect from their peers, using their great bubbling vats to create diseases and poxes so contagious and foul that they can devastate whole armies. It is these talented architects of death who attend the Foulrain Congregations in battle, working dark blessings upon the war machines to ensure their absolute lethality.[1a]

## Wargear

A Plague Priest can carry a Warpstone-tipped Staff and a censer filled with pestilent magic. Some also carries Plague Censer and a Plague Tome enchanted with foul sorcery.[1c][1d]

## Source

* 1 *Chaos Battletome: Skaven Pestilens*.

	+ 1a pg. 27
	+ 1d pg. 47
	+ 1c pg. 69
	+ 1d pg. 70
Carnosaurs

**Carnosaurs** are among the largest of the Seraphon’s celestial beasts. Their massive jaws are lined with teeth the size of swords and they can tear apart even the largest foes – their brutal strength is a match for almost any monster in the Mortal Realms.[1a]

The Carnosaur’s favored tactic is to pin its enemies under its taloned feet, holding them in place as it shreds them apart in a shower of gore. Once the mighty beast has tasted blood it becomes even more deadly. A blooded Carnosaur is a rampaging saurian horror, and its deafening roar alone is enough to send enemies fleeing for their lives.[1a]

## **Sources**

* 1 *Order Battletome: Seraphon*.

	+ 1a Pg. 32
Skragrott

**Skragrott** is the self-styled Loonking, the master of all subterranean grots and herald of the Everdank. His sinister presence upon the field of battle ensures the Gloomspite Gitz fight with greater spite and cunning than ever.[1c][2]

## History

No one alive knows about Skragrott's origins and anyone who might possess such knowledge "disappear." Thus, Skragrott first came to infamy when he emerged from beneath the cracked soil of Ayadah at the head of a massive Gloomspite horde.

On that momentous day the Bad Moon itself spoke to him while he slept. Its rumbling voice filled his mind, telling him of its approach. When he woke, Skragrott claims he was covered head to toe in squirming insects that scattered to leave him coated in slime. Fumbling at his head -- which was aching like a rotten tooth-- he was shocked to find a stiff fungal crown sprouting from his scalp, its roots digging deep into the very meat of his brain.

A skull-headed wand lay at Skragrott's right hand, and at his left was a regal staff topped with a living -- and incredibly rare -- Badloon Bossfungus.

Skragrott the Loonking is now the self-styled overlord of the Gloomspite Gitz. His sinister presence upon the field of battle ensures his fellow Grots fight with greater spite and cunning than ever.[1b][3]

## Wargear

Skragrott is armed with Da Moon Onna Stikk.[1b][2]

## Sources

* 1: Battletome: Gloomspite Gitz.

	+ 1a: pg. 24
	+ 1b: pg. 26
	+ 1c: pg. 75
* 2: Skragrott the Loonking Warscroll.
* 3: Games Workshop - Skragrott the Loonking.

## Videos

Something grot this way comes...Whispers of da Bad Moon
Brutes

A thickset brow and heavy iron armour frame the angry stare of an Orruk **Brute**, their mind filled only with violence. Filling out the guts of most Ironjawz warclans, these hulking Orruks form a mighty greenskin sledgehammer ready to shatter enemy formations and fortresses to screams of ‘Waaagh!’.[1a]

## Overview

Wrapped in iron armour crudely beaten over massive green muscles, Brutes are bigger and meaner than most other warriors of the realms. Brutes are the foot soldiers of the Ironjawz and the most numerous warriors to fight under the clenched fists of the Megabosses. What the Brutes can’t beat with violence, they beat with numbers, hacking down their opponents in seemingly endless waves of small-minded aggression. Even hardy creatures like Ogors, Troggoths or Gargants are not safe from the Orruks, and as the ancient Brute saying goes, ‘if smashing it ain’t working, get more boyz to smash it with’.[1a]

Ironjaw Brutes know they are the best Orruks because they get to do the most fighting. While the Megaboss might do all the pointing and choppa-waving, the Warchanters make some noise, Weirdnobs do all the green magic stuff, and Gore-gruntas think they are the best because they get to go faster, the Brutes are the ones that get things done. When a Megaboss wants to make sure something is smashed ‘good and proper’ he calls up his Brutefists. Brutes tend to like enemies that hide behind high walls, massive gates or in deep caves, because they don’t run away when the Ironjawz show up to give them akicking. There is also something small and spiteful in the mind of Brute that doesn’t like anything bigger than they are, be it a towering statue of Sigmar, a flaming Magmadroth or a particularly arrogant tree. In battle, which is to say all the time, Brutes seek out these ‘big’uns’. Inevitably, as one Brute spots something worth clobbering a dozen more will join in, not wanting to miss out on the chance to bring it down. More than one beast-riding lord has learned this the hard way, as mobs of Brutes will pile on such lofty warriors in a heaving mountain of green muscle and bad breath until their victim vanishes from sight, much to the horror of their brethren.[1a]

## Wargear

A unit of orruk Brutes has at least five warriors. Some units of Brutes are armed with two Brute Choppas, while others prefer to use double-handed Jagged Gore-hackas. In either case, 1 in every 5 warriors may instead be armed with a massive Gore-choppa.[1b]

The leader of this unit is a Brute Boss, armed with a Boss Choppa or a Boss Klaw and a Brute Smasha.[1b]

## Miniatures

* Brutes with brute choppas.
* Brutes with jagged iron-hackas.
1/2
## Sources

* 1 Destruction Battletome: Ironjawz.

	+ 1a Pg. 52
	+ 1b Pg. 115
* 2 Games Workshop - Brutes.

* 3 Brutes' Warscroll.
Ironweld Arsenals

The **Ironweld Arsenals** are the artillery sections of the militaries of the Cities of Sigmar, combining human and duardin innovation, creativity and technological accumen to produce potent artillery and other war machines that can aid the Freeguild militias of their home cities.

Acting in concert with the Freeguilds come the gunners, artillerists and engineers of the Ironweld Arsenals. The greatest duardin and human scientific minds have combined forces to create the most potent weapons of destruction they can devise, for the people of Sigmar's new world order in the Mortal Realms face a profusion of monsters, daemons and mutated Chaos-worshipping barbarians that cannot be defeated by sword and spear alone. This is a brotherhood united not by faith, but by ingenuity, capability, and science -- the industrialisation and innovation of mankind twinned with the artifice and expertise of the duardin makes for a potent combination.

The Ironweld Arsenal's artillerists man the walls of the largest of the Free Cities, their great cannons, mortars, volley guns and rocket batteries seeking out the largest of foes whenever dark hordes muster beyond the city limits. Each of their machineries of destruction is made to be man-portable, or at the least towable by beasts of burden. The famed artillery trains of the Ironweld Arsenals regularly take the field in support of the Freeguilds to blast apart daemon and monstrous predators alike.

## Sources

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

 Aelven Factions
Shadespire

Shadespire was once a city of wonder and magic, a mercantile metropolis rising from the unforgiving earth of the Realm of Death. Countless races dwelt within its walls, together creating artefacts of astonishing beauty and power. The city’s most treasured secret was the process of refining shadeglass, a miraculous substance that could store the spiritual essence of the dead for eternity. In this way, the ruling Katophranes of Shadespire lived on after death, their wisdom stored within the depths of ornate mirrors, flowing glass fountains, crystal looking‐stones and other marvels. This defiance enraged Nagash, Lord of Undeath, who sought to punish the occupants of the city for denying him his rightful tithe of souls.

Yet to simply destroy the city and drag its inhabitants to the Underworlds seemed to Nagash an insufficient punishment. Instead, the Great Necromancer wove a ritual that drew upon the mysterious powers of the city’s shadeglass constructions, siphoning away the light and glory of Shadespire and creating a twisted reflection of its former splendour. Shadespire was trapped halfway between Ulgu – Realm of Shadows – and Hysh – Realm of Light. Bound within this dark reflection, refracted between these two diametrically opposed realms, the souls of the fallen could never escape the Mirrored City and make the journey to the Underworlds. None within its walls would be granted the release of death. Nagash would forever deny them that gift.
Namarti Thralls

Like all aelves, **Namarti Thralls** possess a physical grace that to other races appears almost supernatural. The Thralls march to war for the Idoneth as the main body of infantry, and it is their task to screen their comrades, then to engage and hold the foe in place. This allows the swifter-moving Akhelians a chance to strike where they deem best. It is a grim prospect, for casualties are often high amongst the Namarti Thralls, but it is a duty they willingly accept. Although they often resent their lower-caste status, the Namarti realise that every successful raid secures more souls for their enclave. This resource is first used to ensure the survival of newborn Namarti, but the excess is used to replenish the diminishing souls of the adults. Such motivation is more than enough to ensure that the Namarti Thralls are caught up in the tides of war, ever eager to capture more spirit-stuff.

## Wargear

In battle the Namarti Thralls fight with an array of weapons known as lanmari - two-handed swords, great scythe-axes or polearms of intricate design. The weight and reach of such weapons are useful when driving off the enormous sea creatures that bedevil the Idoneth enclaves, while their broad blades are suited to scything through the teeming swarms of predatory fish that seek to prey upon the aelves.

## Source

* Battletome: Idoneth Deepkin.
* Pg 48
* Games Workshop - Namarti Thralls.
Stegadons

Mighty **Stegadons** loom above the cohorts, their earth-shaking tread keeping time with the beat of war-drums. Tethered to their armored hides are mystical engines of destruction crewed by cunning Skinks, which devastate masses of the foe with torrents of crackling missiles and solar flame.[1a]

## **Overview**

Herds of Stegadons are nigh unstoppable as they crash through the midst of battle, for each one is a living, bellowing war-engine. Enemy swords and spears merely glance from armored hides, shrugged off as a man might wade through a cloud of blood-flies. Only the most powerful weapons have a chance of stopping a Stegadon’s momentum, and often even these are repelled by its bone-crested head – sorcerous flame and solid shot alike scattering harmlessly on impact.[1a]

Such is the size and strength of the Stegadon that it easily carries a howdah filled with Skinks upon its broad back. These agile hunters operate enormous skystreak bows that send arrows of celestial light roaring across the battlefield, or great sunfire throwers which bathe the enemy in a torrent of raging flames. As these mighty weapons of destruction take their toll upon the foe, other skinks hurl down meteoric javelins, each crackling missile exploding among the ranks of the enemy below.[1a]

Stegadons are also well known for their monstrous stubbornness, and once one of the mighty beasts lowers its head and bulls into the enemy it will rarely if ever retreat, no matter the odds. To those Seraphon fighting nearby this is an inspiring sight, the warriors drawing strength from the mighty beast’s example and fighting all the harder.[1a]

When the need is great, a Slann may summon a Stegadon carrying a mysterious Engine of the Gods. Though often unpredictable in its effects, this wondrous device can summon raging celestial infernos and even restore the magical forms of the seraphon.[1a]

The Engine of the Gods’ most powerful attribute is stranger still: this arcane device has the ability to slow the passage of time itself. To the enemy, it appears as though the entire Seraphon host moves and attacks at lightning speed – even the gigantic Stegadons seem to run roughshod over their foes as though the beasts weighed no more than the darting skinks upon their backs.[1a]

## **Wargear**

A Stegadon impales enemies upon its Massive Horns and pounds them with its Crushing Stomps. From its howdah, the Stegadon’s skink crew hurl Meteoric Javelins that streak outwards in the form of shooting stars. The howdah also supports either a mighty Skystreak Bow or a set of Sunfire Throwers, and some Stegadons bear a Skink Alpha to battle, who directs nearby units from his lofty perch.[1b]

## Sources

* 1 *Order Battletome: Seraphon*.

	+ 1a Pg. 42
	+ 1b Pg. 126
Kroak

**Kroak** is a Slann. Little is known of Kroak's life, but he is now physically a long dead husk. After his death, he was mummified and placed on a magical palanquin. His spirit, and many others, still remain hovering around his corpse, protecting it from physical harm.

## Abilities

As a member of the Slann, Kroak has many magical powers, including the ability to call comets from space, attack enemies using surrounding spirits's spectral claws and see into the future.

## Sources

* *Order Battletome: Seraphon*.
* *Warscrolls Compendium: Lizardmen*, p3.
Pergus Brightshield

Before his Reforging, Lord-Celestant **Pergus Brightshield** was a mortal warrior of the Illumiad tribe. During the Age of Chaos, Pergus watched with growing rage as his brethren were slaughtered in their thousands. Many of Pergus’ warrior-brothers lost heart, their spirits crushed under the eternal malice of the Dark Gods, until they joined the ranks of the enemy or were slain. Others chose instead to flee, trading their honour for a few days of pitiful life running before the advancing hordes.[1]

When the first Blood Warriors stormed into Pergus’ village, he alone stood in their way. Under the gaze of his crystal gods he claimed many lives before, ultimately, he was dragged broken and bloody before the Blood Warriors’ monstrous leader. Locking eyes with the towering servant of Khorne, Pergus promised vengeance even as the axe fell. Far off in the heavens Sigmar heard the warrior’s prayer, and in a flicker of light claimed his soul, that Pergus might have the revenge he craved.[1]

In the opening engagements of the Realmgate Wars, Lord-Celestant Brightshield’s Strike Chamber enjoyed great victories in Aqshy and Chamon, breaking open the Bloodbrass Gates, cleansing the slave pits of Yar Deep, and casting down the Balefeyr Lighthouse that stood above the Goresoul shores. Recently, however, things have changed. Unpredictable and savage, the Ironjawz have confounded the Hammers of Sigmar in numerous engagements, striking where they are least expected. Thrice now has Brightshield faced the Ironjawz, and each time it has been a costly encounter. To make matters worse, the belligerent orruks now seek the Stormcasts out, as they have earned a reputation as worthy opponents. Brightshield has learnt much in his battles with the Ironjawz, and his Strike Chamber is now embarking on a long war across the Carcass Kingdoms of Ghur against the Ironjaw warclans. The Lord-Celestant warns his brothers that a great enemy is rising in the beastlands, one that may well eclipse the Dark Gods’ dominion.[2a]

## Sources

* 1 *Battletome: Chaos Dreadhold*.
* 2 *Destruction Battletome: Ironjawz*.

	+ 2a Pg. 96
Slaugoth Maggotfang

The sorcerer **Slaugoth Maggotfang** is usually a merry and jocular fellow, for he long ago made his peace with the bone-deep diseases that enable him to channel Nurgle’s power. However, since the intrusion of the Stormcast Eternals into what he sees as his master’s rightful domain, Slaugoth’s good humour has drained away. At the Rotfane, the sludge-walled keep the sorcerer used as his power base, Slaugoth fought against Gardus and the Lord-Relictor Morbus. The storm of filth he brought upon the invaders was thwarted by the power of Sigmar’s Tempest, and the Rotfane was torn down. Slaugoth escaped, seething with hatred. Before long he had allied with Ethrac Glott, a sorcerer of surpassing power. Together the twisted disciples of the Plague God have summoned Nurgle’s Deluge, an unholy monsoon so powerful it has breached the river gates of Athelwyrd and even contested Sigmar’s divine thunder for control of the skies. If Slaugoth has his way, the entire Hidden Vale will fill with noisome fluid, claimed forever in the name of Nurgle’s infinite putrescence.

## Sources

* *Realmgate Wars: Quest for Ghal Maraz*.
Order Battletome: Stormcast Extremis

The **Order Battletome: Stormcast Extremis** is a 88-page book which contains all the information and rules you need in order to field the Extremis Chamber, Azyr’s mightiest battlefield formations – their organisation, structure, tactics, heraldry and retinues. Included are: extensive background and information on the Extremis Chamber – who they are, how they organise themselves and how the take the fight to Chaos in the mortal realms - warscrolls for each and every member of the Stormcast Eternals Extremis Chamber, with rules for deployment; - four Warscroll Battalions, powerful detachments of heavenly warriors with their own special rules; - two linked Battleplans – scenarios designed to test the mightiest of Sigmar’s warriors in fierce combat with their own strategies and rules; - comprehensive information on organisation, colour schemes and markings of the various Stormhosts; - a stunning showcase of beautifully-painted Citadel miniatures, backed up by amazing artwork and fantastic stories from the mortal realms!
Cythai

The **Cythai** (or *the Awakened*) were the original race of Aelves created by Teclis. When they turned from his teachings, they scattered across the Mortal Realms, seeking sanctuary in the deep places beneath the waves. Over times, the Cythai were killed in battle, driven to madness or replaced by the Idoneth Deepkin, their modified descendants. The last surviving Cythai is Volturnos, High King of the Deep.

## Source

* *Battletome: Idoneth Deepkin*
* *Games Workshop - Volturnos, High King of the Deep*
Morbidex Twiceborn

**Morbidex Twiceborn** has always honoured his debts, and to the Nurglings of his master’s garden he owes a great deal indeed. Born in fire, the man who became the Lord of Nurglings was badly disfigured in his youth. Blaming flame-wreathed Tzeentch for his misfortune, he made it his life’s work to seek out the Architect of Fate’s arch-enemy, Grandfather Nurgle. In the end, it was Nurgle that found him. Whilst climbing a high peak that led into the Realm of Chaos, the young aspirant was buried alive under an avalanche of Nurglings. The daemon mites were of good humour, and posed Morbidex riddles in exchange for their help. For every quandary he got right, they squished him upwards, but for every wrong answer, they gifted him a physical attribute that echoed their own. Since his slimy rebirth amid that avalanche, Morbidex has become more powerful than ever. In Rotwater Blight he rides to battle once more on his pox maggoth Tripletongue, gaggles of faithful Nurglings swarming in his wake.[1a]

## Wargear

Morbidex is armed with the deadly *Fleshreaper* scythe and rides the belligerent maggoth Tripletongue, which snatches its victims up with its scabrous tongues or gores them with its monstrous claws.[1b]

## Miniature

1/1
## Sources

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

	+ 1a pg. 137
	+ 1b pg. 216
Liberators

At the core of the Stormhosts stand the **Liberators** – the armoured foot soldiers of Sigmar. In perfect lockstep they march out of lightning strikes, eager to begin their vengeful war against the forces of Chaos. Before their unified front, even the largest and most powerful of foes must fall.[1a]

## Overview

Liberators are the most common type of soldier amongst the Stormhosts. In mortal life each was a hero of mankind – a warrior chosen by Sigmar for their martial prowess, great strength or the steel within their souls. Blasted apart by lightnings, they are reforged anew, physically and spiritually blended with gifts from the gods and the God-King’s blessing. Now near bursting with celestial energies, these are the main strength of Sigmar’s new armies.[1a]

Every aspect of the Liberators is shaped by the needs of Sigmar’s war. Clad in armour of sigmarite, they are armed with a range of celestial-forged weapons. The battles of the Cleansing and incessant drilling developed the Liberator retinues from a collection of individuals into perfect fighting units. As one they now march, turn, and raise nigh impenetrable shield walls. After learning to fight as a unit, the Liberators train in larger formations.[1a]

All Stormcast Eternals are imbued with a portion of the God-King’s might, but some, like the Paladin conclaves, are so thundercharged with mystic power that other nearby Stormcast Eternals can draw upon and make use of their energies. As part of their training exercises, Liberators learn to channel this power, making their force even stronger than the sum of its component retinues.[1a]

During their training, natural leaders emerge. Sigmar himself summons these warriors before his almighty presence. They are further blessed with divine powers and sent back to serve as retinue-level leaders, known as Liberator-Primes.[1a]

When Sigmar unleashed his Stormhosts upon the Mortal Realms at last, Liberator retinues poured out of the lightning strikes. With warhammers they battered down the foe, with warblades they pierced them. Inexorably the Liberators march over those who oppose them. As one they are intent on laying low the tyrant, on breaking the dominion of the fiend, on casting down the oppressor. Each burns with the celestial fires that course alongside the blood in his veins. Each Liberator is eager to smite the foe and to reclaim the lands in the name of justice, Order, and their liege, almighty Sigmar.[1a]

## Wargear

Some units of Liberators are armed with a Warhammer in each hand, while others wield paired Warblades. Other units enter battle armed with a single Warhammer and carry Sigmarite Shields, and others still pair a Sigmarite Shield with a Warblade. In any case, 1 in every 5 may instead be armed with either a Grandhammer, or a Grandblade. The leader of this unit is the Liberator-Prime.[1b]

## Sources

* 1 *Order Battletome: Stormcast Eternals*.

	+ 1a pg. 35
	+ 1b pg. 125
Herdstone

Wherever the Beasts of Chaos roam, they erect enormous megaliths called **Herdstones**.

Wrought from the warp-infused substance of the realm in which they stand, Herdstones mark a beastherd’s territory and serve as the focal point for their anarchic bacchanals. A fusion of nature and Chaos, they spread a malign influence, crumbling the trappings of civilization to dust and inspiring the Beasts of Chaos to fight with increased, unfailing vigor.

Wrought from the Chaos-infused substance of the realms, Herdstones are the sites at which the Beasts of Chaos carry out their savage rituals. As the Greatfrays stampede further into civilized territories, they continue to erect Herdstones, from which the corruptive taint of the anarchic wilds bleeds freely into the land.[3]

## Source

* 1 Battletome: Beasts of Chaos.

	+ 1a Pg. 01
	+ 1b Pg. 01
* 2 Games Workshop - Herdstones.
* 3 Herdstones Warscroll.
Mighty Skullcrushers

Gore-spattered knights of Khorne, the **Mighty Skullcrushers** fall upon the enemy in a thunderous stampede. Foes vanish screaming beneath trampling brass hooves, even as the Skullcrushers hack about themselves with their heavy-bladed axes, claiming another skull with every strike.[1a]

## Overview

The ground shakes beneath the fury of the Mighty Skullcrushers as they charge into battle. Nigh unstoppable, these Juggernaut-mounted warriors can break down a castle gate with their impact, or stave in the front ranks of an enemy’s battle line like an axe-blade cleaving through rotten wood.[1a]

Any mounted warrior can become a Mighty Skullcrusher should he fight with sufficient brutality and success. In most cases, it is the Juggernaut that chooses its rider rather than the other way around. Drawn by the scent of spilled blood, and the distant rumble of pounding hooves, whole packs of Juggernauts smash their way out of the great brass stockade in the Realm of Khorne and barge through the veil of reality in search of a worthy rider. The chosen warrior, confronted by this steam-snorting mechanical monster, has but eight heartbeats to choose the worship of Khorne, or death. The slightest hesitation causes the Juggernaut to trample its prospective master into mangled offal. Yet should a warrior embrace Khorne’s blessings, he rides forth from the field as a Mighty Skullcrusher, an elite warrior of the Bloodbound whose devastating rampage leaves a trail of corpses strewn across the realms.[1a]

Mighty Skullcrushers were responsible for some of the bloodiest slaughters of the Age of Chaos. In the battle for Skurrowdirge, for example, it was the Mighty Skullcrushers of the Blackspikes that tore through the Ironarch Gallery. The daemon-mounted knights crushed hundreds of Slaaneshi Seekers to ruin with their charge and, even when utterly surrounded, destroyed the gallery’s central column and brought the roof down upon them rather than know defeat. Though every last Skullcrusher perished in the collapse, they slew hundreds of times their own number of Slaanesh worshippers in the name of Khorne.[1a]

## Wargear

A unit of Mighty Skullcrushers has 3 or more members. Some units of Mighty Skullcrushers take to the battlefield wielding Bloodglaives, while others clutch Ensorcelled Axes. They carry Brassclad Shields and ride Juggernauts, which trample the foe with their Brazen Hooves.The leader of this unit is a Skullhunter. He attacks with his Ensorcelled Axe or Bloodglaive. Anyone in this unit may be Standard Bearers. Anyone in this unit may be Hornblowers.[1b]

## Sources

* 1 *Chaos Battletome: Khorne Bloodbound*.

	+ 1a pg. 42
	+ 1b pg. 113
Neave Blacktalon

**Neave Blacktalon** is a mysterious figure, who speaks little of her exploits, motivated only by duty and a furious sense of justice. Swift as lightning and as utterly devastating, Neave Blacktalon is a single-minded hunter and slayer of the enemy's most powerful lords. Utilising the aetheirc tailwinds of her Ranger comrades to close the distance to their quarry, Blacktalon strikes before her victim even sees her coming, and hews them apart with a torrent of blows from the Whirlwind Axes.[1]

## History

Neave Blacktalon is a living weapon. Her blinding speed, preternatural senses and terrifying strength of will make her the nemesis of her prey. How long she has stalked Sigmar's enemies is unclear, for like many others, Neave's war began long before Sigmar officially acknowledged her existence. It seems likely that dozens of demagogues, despots and slavelords have felt the bite of the Whirlwind Axes, but of this Neave does not speak; her only concern is her duty to Sigmar, and the death of her next mark.[3a]

In battle, Neave is like a streak of golden light, hurtling into the enemy lines and attacking her victims with relentless ferocity. Effortlessly she scales high walls, vaults over enemy barricades and evades the most devious traps. Those who seek to bar Neave's path soon learn the depths of their mistake as she rips through their ranks in a gory blur. Corpses topple in her wake, heads and limbs lopped, blood jetting in arterial sprays. Her prey follows suit soon enough, for Neave's assault is blisteringly swift and aggressive, and neither parrying blade nor magical barrier can deny her. She is an instrument of Sigmar's will, and she will accept neither defeat nor death until her duty is done.[3a]

Neave fights most commonly alongside the Shadowhammers, the most decorated Vanguard Auxiliary Chamber of the Hammers of Sigmar. Their leader, Lord-Aquilor Danastus, pushes his warriors hard, and prides himself on their being amongst the most lethal of their kind. He has further trained his warriors in the specialist tactics of suppressive fire and close assault, allowing them to rapidly pick apart enemy forces. Fighting alongside Blacktalon, who is both champion and their talisman, the Shadowhammers have achieved victory against vast forces that should have been beyond their capabilities to overcome.[3a]

## Wargear

Neave Blacktalon is armed with the Whirlwind Axes and a Boltstorm Pistol.[3b]

## Gallery

Neave Blacktalon miniature.The Neave Blacktalon vs. Horticulous Slimux, the Grand Cultivator of Nurgle.
## Source

* 1 Who is Neave Blacktalon?.
* 2 Warhammer Age of Sigmar: Blightwar.
* 3 Order Battletome: Stormcast Eternals (2018).

	+ 3a pg 72
	+ 3b pg 160
* 4 Games-Workshop - Neave Blacktalon.
Set The World On Fire

**Set The World On Fire** is a song on the Soul Surfer Soundtrack. It's was written by Britt Nicole, Cindy Morgan and Jason Ingram and performed by Britt Nicole

## Lyrics

I wanna set the world on fire

Until it's burning bright for You

It's everything that I desire

Can I be the one You use?

[CHORUS]

I, I am small but

You, You are big enough

I, I am weak but

You, You are strong enough to

Take my dreams

Come and give them wings

Lord with You

Nothing I can not do

Nothing I cannot do

I wanna feed the hungry children

And reach across the farthest land

And tell the broken there is healing

And mercy in the Father's hands

[CHORUS]

Take my dreams

Come and give them wings

Lord with You

Nothing I cannot do

Nothing I cannot do

My hands my feet

My everything

My life, my love

Lord, use me

I wanna set the world on fire

I wanna set the world on fire, yeah

Take my dreams

Come and give them wings

Lord with You

Nothing I cannot do

Take my dreams

Come and give them wings

Lord with You

There's nothing I can't do

Nothing I can't do

I'm gonna set the world on fire

Set the world on fire
Kraken-eater Mega-Gargant

The most cunning, territorial, and greedy of the lot, these coastal raiders are also the most balanced. The Kraken-eater Mega-Gargant is a dedicated monster-muncher available to any Order or Destruction force.

## **Description**

Kraken-eaters are grabbing, greedy coastal raiders that are fiercely territorial. Unfortunately, they consider everything they can see to be their territory. They will fight with outraged indignation to take the spoils of war for their hoards.

## **See Also**

* Gatebreaker Mega-Gargant
* Warstomper Mega-Gargant
Seraphon Wargear

The weapons of the Seraphon. Seraphon weapons are forged from the glimmering star-metals and sun-stone of Azyr. Fashioned into the shape of spears, clubs and blades by skink weapon-crafters, they are as fragments of the heavens given potent form upon the Mortal Realms. In the hands of the seraphon the weapons’ celestial magic grows, drawing strength from the star warriors, who in turn wield them with deadly skill.

## Melee Weapons

* **Terradon's Razor Sharp Beak.**

* **Ripperdactyl's Slashing Claws.**

* **Ripperdactyl's Vicious Beak.**

* **Carnosaur’s Clawed Forelimbs** - Used by a Carnosaur to grip their prey.

* **Carnosaur’s Massive Jaws** - Used by a Carnosaur to rip apart their prey being held in their forelimbs. They are best suited devouring other monsters.

* **Ancient Spirits' Spectral Claws** - The weapons used by the spirits which surround Kroak. The claws are especially effective against the forces of Chaos and can damage multiple enemies.

* **Fearsome Jaw.**

* **Powerful Jaw.**

* **Spiked Tail.**

* **Fierce Bite.**

* **Corrosive Bite.**

* **Ornate Club.**

* **Moonstone Club.**

* **Star-stone Mace.**

* **Golden Sickle.**

* **Celestite Blade.**

* **Celestite Club.**

* **Celestite Greatblade.**

* **Celestite Polearm.**

* **Celestite Spear.**

* **Celestite Warblade.**

* **Celestite War-mace.**

* **Celestite War-pick.**

* **Celestite War-spear.**

* **Sunstone Spear** - A shimmering blade used by Kroq-Gar.

* **Suntooth Maul.**

* **Astromancer's Staff.**

* **Star-stone Staff.**

* **Azure Lightning** - A weapon found on the palanquins which carry Slann. The weapon manifests itself as immolating lightning which destroys nearby enemies.

* **Tide of Serpents.**

## Missile Weapons

* **Volley of Spikes.**

* **Golden Blowpipe of P'toohee.**

* **Meteoric Javelin.**

* **Sunbolt Gauntlet** - A weapon wielded by Kroq-Gar which projects bolts of fire.

* **Boltspitter.**

* **Blowpipe.**

* **Dartpipe** - Fires **envenomed darts**.

* **Stream of Fire.**

## Armour

* **Aeon Shield.**

* **Stardrake Shield.**

* **Cloak of Feathers.**

* **Star Buckler.**

## Equipment

* **Star-venom.**

* **Stardrake Icon.**

## Sources

* *Order Battletome: Seraphon*.
* Warscrolls Compendium: Lizardmen.
Squig Herd

**Herds of Cave Squigs** scamper into battle gnashing their huge fangs and sinking them into anything that comes near. Their tough little grot herders keep the squigs moving in the right direction, using pointy sticks and noisemakers to really rile them up.[1b][2]

## Wargear

A Squig Herd unit has any number of models, each armed with a Fang-filled Gob. 1 in every 6 models in this unit must be a Squig Herder model instead of a Cave Squig model. A Squig Herder is armed with a Squig Prodder instead of a Fang-filled Gob.[2][2]

## Source

* 1: Battletome: Gloomspite Gitz.

	+ 1a: pg 28
	+ 1b: pg 77
* 2: Squig Herd Warscroll.
* 3: Games Workshop - Squig Herd.
Guardian of Souls

A **Guardian of Souls** keeps vigil over the dead whilst driving those around them to the heights of malice. When one of these sorcerous spectres goes to war, hundreds of the living dead are drawn to their lantern’s.[1b]

## Overview

Each Guardian of Souls is a nexus of undead energy. Once, they were lesser Necromancers that used amethyst magic to further their own cause, yet their arcane knowledge was not enough to keep them alive. Nagash eventually claimed their souls, shaping them to better fit his needs. Now they use their spells not for their own ends, but to summon more Nighthaunts or restore spirits damaged in battle.[1a]

In addition to a deadly chill blade or heavy maul of judgement, Guardians of Souls bear either a nightmare lantern or a mortality glass. A nightmare lantern is a ghostly beacon lit by the Flame of Nagashizzar. The mind-chilling smoke they exude does not rise up to the heavens, but instead drifts down towards the field of battle. Nearby Nighthaunts are invigorated by the wafting vapours, and a Guardian of Souls can channel the lantern so that the cold fingers of smoke snake through the earth, beckoning spirits to rise out of their graves or chilling mortal foes to death. A Guardian with a mortality glass can slow time, making oncoming enemies feel as if trapped in a nightmare. The arcane spectre can also use sorcery to distort the hourglass, allowing nearby Nighthaunts to move with terrifying swiftness.[1a]

## Wargear

A Guardian of Souls is armed with a Chill Blade in one hand and carries a Nightmare Lantern in the other.[2]

## Source

* 1: Death Battletome: Nighthaunt.

	+ 1a: pg 28
	+ 1b: pg 77
* 2: Guardian of Souls Warscroll.
* 3: Games Workshop - Guardian of Souls.
Nurglings

Born from sickness and despair, **Nurglings** giggle and sport wherever the Lord of Decay’s power waxes strong. Individually they can deliver a nasty infectious bite, but are easily slain. When they gather together, however, they can bury their victims under slobbering heaps of rotund flesh.[1a]

## Wargear

Nurglings attack with their Tiny, Razor-sharp Teeth.[1a]

## Sources

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

	+ 1a pg. 220