recursal/Fanatic-Fandom huggingface dataset:
Highborn

Once, the aelf **Highborn** were mighty. They ruled, proud and regal, over glittering cities and wonders beyond count. All of that is gone now. In place of their lost lands the Highborn have only the endless war against Chaos. Though they defend enclaves throughout the Mortal Realms, the greatest concentration of Highborn dwells in Azyrheim. Here they fight for Sigmar’s alliance, raising militia armies to hold back the tides of darkness.

## Sources

* Games Workshop - Warscrolls Compendium: High Elves (PDF).
Lorrus Grymn

The only warrior ever to have fought Gardus to a standstill in the Gladitorium, **Grymn** is the rocky cliff upon which many a tide of blades has broken. His fellow Hallowed Knights claim that Grymn could wear down a daemon lord – not just with parrying blade and indomitable stamina, but with impromptu battlefield lectures on proper bladesmanship and correct footwork.[1a]

Despite the fact that he shows friendship only to his beloved Gryph-hound Tallon, Grymn is a valued asset in the ranks of the Hallowed Knights. Given orders to defend a fellow officer or a site of power, Grymn will give every iota of his attention to the task, barking orders until an impenetrable bulwark of shields and blades surrounds his charge. Now the Lord-Castellant’s stubbornness may well prove the difference between victory and defeat for his Stormhost, for with the loss of Gardus, it falls to Grymn to guide the Hallowed Knights through the treacherous lands of the Realm of Life in his stead.[1a]

## Sources

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

	+ 1a pg. 63
Grunta

Enormous, foul-tempered porcine beasts of a strength and fury that even orruks respect, **gruntas** trample down all but the biggest foe, devouring the remains and noisily smashing apart everything in their path – much to the vivid delight of the Ironjawz Gore-gruntas who bounce gleefully upon their somewhat interestingly-fragranced backs. Gruntas will cheerfully and greedily eat anything, including iron (the result of devouring people wearing it, more often than not.) This undigested metal is harvested by Orruks for use as weapons and armor, and called pig-iron. A well-timed charge of Gore-gruntas can easily smash apart an enemy army in a riot of stomping hooves, piercing tusks and unpleasant smells.
Neferata

**Neferata** is the **Mortarch of Blood** and the **Queen of Mysteries**, a vampiric empress who has cast a long shadow across the reaches of history. Subtle and quicksilver-fast, Neferata is as lethal a political adversary as she is a warrior. Many are the lords and princes she has claimed with her scarlet kiss. Nations fall at her whim and entire civilisations quake before her.[3] She is one of the Deathlords that serve Nagash in the Realm of Shyish.[2]

## Overview

Whether living or dead, all Nulahmia’s creatures bend to the will of **Neferata**. The **Mortarch of Blood** commands a level of adulation from her subjects that borders on worship. It is an adoration she does not return, for to Neferata all other beings are but tools through which to enact her will. She recognises her subjects’ devotion for the powerful weapon it is, and uses it as the cornerstone of Nulahmia’s deathless army. Rank upon rank of clattering skeletons and cold-eyed vampires march at their dread queen’s command, hundreds of thousands of dead men fighting with mindless determination. Rusted blades and grave-stained armour plate glint in the green-tinged halflight, while moaning spirits circle in search of prey. Here is a terrifying host of the living dead, a single dreaded blade for Neferata to wield.[1a]

## The Legions of Nulahmia

A lone Skeleton Warrior rarely equals its living foe in terms of brute strength or skill. However, the dead are only too plentiful, and when mustered in hordes they make for a fearsome enemy.[1b]

Even though the blades they wield are ancient and tarnished, and their parched bones are clad in only the most spartan of armour, this skeletal rank and file can be relentless and seemingly unstoppable. They represent a macabre, undying nightmare for any hindered by the corporeal weaknesses shared by those who remain but mere mortals.[1b]

## Wargear and abilities

She is armed with the treasures of old Lahmia: *Akmet-kar*, the Dagger of Jet whose cursed edge screams with the death agonies of innocents and saps the vitality and fighting spirit of its victims, leaving them at Neferata’s mercy; and *Aken-seth*, the Staff of Pain, whose enchantments add crippling agonies to any sorceries she wields. Neferata rides into battle upon the dread abyssal known as Nagadron, the Adevore, who happily gorges himself upon Neferata’s living enemies as eagerly as it does the souls of the dead.[2a][3]

Neferata is accompanied by a host of spirits that fight with spectral claws and daggers. She can fly, restore her strength by feasting on the souls of her slain enemies, turn her defeated foes into vampires under her thrall, and cast arcane bolts and mystic shield spells. Also, at her arcane command, tendrils of dark mist coil around Neferata’s minions, turning their corporeal forms as insubstantial as smoke.[2a][4]

## Gallery

Neferata Mortarch of Blood Deathlords Miniature.
## Source

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

	+ 1a pg. 113
	+ 1b pg. 116

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

	+ 1a pg. 287

* 3 Games Workshop - Neferata, Mortarch of Blood.

* 4 Neferata Warscroll.
Knights-Questor

Unlike the other officers of the Strike Chambers, the Knights-Questor bear no burden of command. It is not for them to marshal the chambers or lead them to war. Instead, each Knight-Questor carries a far greater weight – a quest bestowed upon them by Sigmar that often impels them to leave their comrades and strike out into the untamed realms, there to find the destiny for which they were chosen.

The geas which so rules them differs from knight to knight. Some will be tasked with the destruction of a particular foe, and will hunt them tirelessly across burning plains, uncharted seas and shattered mountains. Others might have far more esoteric tasks – they might bear a jewelled egg into the heights of the Skybite Mountains of Ghur and leave it atop a lonely peak, or deliver a cryptic message to a Swifthawk Agent outpost in Hysh, never knowing what purpose their quest served. Whatever their task, it rules each Knight-Questor completely. No Stormcast Eternal commander can order a Knight-Questor from their allotted path, though some might be sorely tempted to try, given their strength at arms. Theirs is a holy duty, and they are given free rein to pursue it by whatever means are necessary.

On completing their allotted quest, a Knight-Questor might be placed in a different position within the Stormhost, but more commonly they find themselves once more setting out into the Mortal Realms, the next command of the God-King ringing in their ear.
Saurus Knights

**Saurus Knights** ride vicious cold ones into battle – dread reptilian creatures that are almost immune to pain. The charge of a Saurus Knight cohort is terrible to behold, for both rider and mount are savage predators, each driven to ever greater acts of violence by the bestial ferocity of the other.[1a]

## **Overview**

As the spear tip of the constellations, Saurus Knights often lead the vanguard of Seraphon assaults within the Mortal Realms. Charging across the battlefield following the scent of their prey, both mount and warrior make a gore-soaked ruin of any who dare stand in their way, until their scaly hides are slick with the blood of their victims.[1a]

Swift and devastating in combat, Saurus Knights are summoned by the Slann as shock troops, smashing through wavering shield walls before circling round to tear at the foe’s flanks, or running enemy leaders to ground and ripping them limb from limb.[1a]

Cold ones are beasts akin to the Saurus themselves, though seemingly less evolved and more animalistic. Foul-tempered and vicious, they embody the brute strength of the Seraphon as well as their predatory nature. However, without the wit of the Skinks or the discipline of the Saurus, cold ones summoned by a Slann would swiftly revert to their baser instincts. Thus it falls to the Saurus to control the beasts and ride them to war, guiding them in the press of combat.[1a]

As creatures of Azyr, cold ones have an instinctual hatred for Chaos, and they eagerly rip apart daemonic flesh with their wickedly curved dewclaws and huge fangs. Even though the cold ones have no need for sustenance, they will still tear apart the bodies of their foes, chewing off chunks of meat whilst splattering those nearby with steaming gore and ichor.[1a]

For all the ferocity of the cold ones, however, it is their riders that the enemies of the Seraphon fear the most. Thundering into battle, the power of Azyr ignites their lances with celestial flame, and in the face of these bone-shattering charges enemy lines are left as nothing more than tangled masses of burning corpses.[1a]

## **Wargear**

A unit of Saurus Knights wield Celestite Blades, while others prefer Celestite Lances. All attack with their heavy Stardrake Shields and Powerful Jaws, while their Cold One mounts give a Vicious Bite. The leader of this unit is the Alpha Knight. Anyone in this unit may carry terrifying Stardrake icons. Anyone in this unit may carry wardrums.[1b]

## **Sources**

* 1 *Order Battletome: Seraphon*.

	+ 1a Pg. 35
	+ 1b Pg. 108
Skink Warriors

**Skinks Warriors** bombard their foes from all directions with crackling volleys of celestial energy and meteor-likeprojectiles. Even as their opponents try to bring them to battle, the diminutive seraphon slip away intothe shadows, ready to appear without warning once more and bring death to their enemies.[1a]

## Overview

Nimble and clever, skinks are the skirmishers of the seraphon armies. Inbattle they form swarms of warriors that move quickly around the enemy’s flanks, ducking in and out of terrain whilst peppering the foe with meteoric javelins and arcane darts. In greater numbers they grow deadlier still, the light of their weapons burning brighter as they are fuelled by the collective celestial essence of the skinks.[1a]

Standing but chest-high to most men, skinks are nonetheless dangerous fighters, and are easily a match for their mortal counterparts. Chirping and clicking in their alien language, these intelligent creatures excel at coordinated attacks – by working in perfect unison with one another, their cohorts strike at the enemy’s weak spots or overwhelm unprepared targets.[1a]

Skinks temper the saurus’ battle-fury with a hunter’s patience, for where their larger cousins might try and smash their way through an obstacle or foe the skinks will often seek a more cunning path to victory. In battle, this makes skinks tricky foes, as they seek out hidden pitfalls and aspects of the battlefield they can turn to their advantage, striking at their enemies from an unexpected quarter.[1a]

## Wargear

A unit of Skinks wield Meteoric Javelins and carry Star-bucklers. Others loose crackling projectiles from Boltspitters and either wield Moonstone Clubs or carry Star-bucklers, while some fight up close with Moonstone Clubs and Star-bucklers. The leader of this unit is the Alpha. A unit of Skink Handlers is equipped with a Goad-spear, which they use to encourage seraphon warbeasts to advance on the foe, or to jab at enemies who get too close.[1b][1c]

## Source

* 1 *Order Battletome: Seraphon*.

	+ 1a Pg. 37
	+ 1b Pg. 114
	+ 1b Pg. 118
Knights Excelsior

"Cables of chain lightning descend in great helical spirals to strike with thunderous force as the white-armoured warriors emerge at full charge. When the storm of their attack passes it leaves only smouldering ruin, for the Knights Excelsior are obliteration given form"

The Knights Excelsior bring to battle crackling chains of celestial lightnings. ‘For the Glory of Sigmar!’ is their motto. The battlegrounds in their wake are left scorched and smoking, scoured of all life so that the taint of Chaos is eradicated entirely.

They are a grim and uncompromising stormhost. Going to extremes to eliminate Chaos corruption even if some innocents die in the process. For them, the lives of the few are not worth the live of the many or the loss of one of sigmar's cities.

For the Knights Excelsior, only the utter destruction of the enemy is counted as victory. They are famed for their black and white morality. Indeed, it is said of them that they only see the people around them as either good – in which case they will work alongside them gladly – or evil, in which case they will kill them, whatever it takes. They can be trusted to wage their wars to the full, for they will allow nothing to tarnish Sigmar’s glory

The Knights Excelsior march to war in disciplined lockstep, an unbroken chain of gleaming white armour and blue shields. Their martial philosophy emphasises the regiment over the individual, and it is said by those that witness them in battle that they fight as one. It is not their extensive training in the Gladitorium that binds them so tightly, but the tenets of the Shining Lord, the first and most unwavering of their number. This ethos is so extreme it breeds tight bonds of loyalty – and lethal warriors.

The Knights Excelsior have a great many Paladins in their number, with Retributors the most common retinues amongst them – the ability to blast an enemy to ash with one sweep of a grandhammer is valued highly by those that would see their enemies literally scattered to the winds. From the Consecralium, their primary Stormkeep in Excelsis, they march out each day to bring annihilation to the forces of Chaos, leaving only tumbled ruins, blackened grass and awed rumours of lightning-wreathed angels in their wake.
Deathbringers

Long and bloody is the path to glory, a twisting and treacherous road along which the champions of Khorne must fight every step of the way. Yet for those that prevail mighty rewards await, for to the bold go the Blood God’s blessings.[1a]

## Role

In the heart of battle, the **Deathbringer** wins glory in the eyes of Khorne. His axe crunches through armour, flesh and bone. Blood jets as the dying scream their last, while severed heads thump to the ground to be crushed beneath brass-shod boots. The Deathbringer's furious bellows rise above it all, blending howled challenges to his foes with oaths of devotion to the Blood God.[1a]

Warriors of every stripe turn to the worship of Khorne. Many are born into his hordes, or are forced into taking the dark feast by conquering Bloodreavers. Some may even be heroes who have fought long and hard against the hordes of Chaos, only for the killing to eclipse all that they are. However it happens, once a mortal has dedicated themselves to Khorne’s worship there is no going back.[1a]

Some champions fight their way to power and greatness. Most, however, face a short and brutal life of battle, followed by a violent death. Those Bloodbound who survive this horrific winnowing process are destined to take up the mantle of the Deathbringer. These are Khorne’s chosen, and they are amongst the most dangerous warriors in the realms.[1a]

The worshippers of Khorne care little for formalised ranks. However, most Deathbringers are broadly recognised as Aspiring Deathbringers, while the truly great amongst them are known as Exalted Deathbringers. Each Mighty Lord of Khorne has at least one Exalted Deathbringer within his Gorechosen, to act as the lord’s second.[1a]

This relationship is a strained one; while each Exalted Deathbringer is without doubt one of the mightiest lieutenants upon which the Lord of Khorne can call, they are also the lord’s greatest rivals for power. However, just as the Mighty Lord of Khorne must watch for the Deathbringer's challenge at all times, so must he in turn be ever wary for the threat posed by the Aspiring Deathbringers who fight in his shadow. Such is the way with Khorne. Taking the skull of even the most powerful allies pleases the Blood God greatly, for he cares not from where the blood flows.[1a]

## Known Deathbringers

* **Dravek Daemonfist** - Exalted Deathbringer.[1]
* **Selkhara the Black** - Aspiring Deathbringer.[1]

## Wargear

Some Exalted Deathbringers wield a Ruinous Axe and carry a Skullgouger, while others enter battle armed with a Bloodbite Axe and carrying a Runemarked Shield. An Aspiring Deathbringer is armed with a Bloodaxe and a Wrath-hammer.[1b][1c]

## Sources

* 1 *Chaos Battletome: Khorne Bloodbound*.

	+ 1a pg. 35
	+ 1b pg. 100
	+ 1c pg. 102
Morgrim

Morgrim, eldest son of Grungni and Vhulkhaya, was born an engineer, creating new ways of performing simple tasks so the Duardin do what they wanted to do more often. He taught many others his craft, engulfing himself in his craft. Upon his helm an Endrinkuli-Dok or Engineers-eye can be flipped down to inspect inventions. None save Morgrim himself knows how it works, it is the only secret he has ever kept. Engineers like those of the Ironweld Arsenal respect him and worship him before all others. Surviving through the Age of Chaos with Gazul in Vhulkhul His commandments read as:

## Morgrim

### status

Alive

-Any who sells or dishonours engineering secrets must be brought to Duardin justice and under Duardin law.

-Craft every item to its highest degree, those that don’t dishonour the craft.

-Uncontrolled or dangerous innovations must not be undertaken, particularly not to the detriment of craftsmanship.

-Do not create tensions with other engineers out of jealousy or misjudgement- accusations must be true or else shame upon thee who have made these accusations.

-All construction phases of an engineer’s craft must be accompanied by the recital of the appropriate guild litanies and incantations.

-Make use of broken or failed inventions if possible.
Icefall Yhetees

**Icefall Yhetees** are savage creatures of the frozen wastelands. They appear from the howling blizzard that follows in the Alfrostun's wake to hack apart their prey with weapons touched by magical frost. Moving with the speed of the freezing wind they maim and kill, before vanishing into the blinding white once more.[1]

## Overview

The blizzards of the Everwinter attract snow-bound predators from the wilds. Among these come the Icefall Yhetees, monsters born of frost and the forbidding wastes that are eager to join in the raiders’ feasts. Sinewy killers, the Yhetees stalk their foes inutter silence. When the time comes to strike they emerge from the snow as if materialising from the storm itself, attacking with frost-cursed weapons. Even a single blow from one of these fell blades can freeze a creature’s blood in its veins. Beastclaw ogors see the Yhetees as messengers of their savage god, and allow the beasts to follow them into battle. Only the Huskard Torr speaks to them, for he alone knows their strange language. As the Alfrostun closes for the kill, ever more packs of Yhetees are drawn to the call of the Huskard Torr to gather in the army’s wake, eager to reap the rewards of the ogor’s promise of fresh prey.[2]

## Wargear

Packs of Icefall Yhetees are formed by 3 or more beasts, and fight with massive claws and ice-encrusted clubs. They are surrounded by an aura of frost that numbs their enemies.[1]

## Miniatures

1/1
## Sources

* 1 Icefall Yhetees Warscroll.

* 2 Games Workshop - Icefall Yhetees.
* Destruction Battletome: Beastclaw Raiders.
* pg. 40
Namarti Reavers

If the Namarti Thralls provide the front-line infantry of the Idoneth Deepkin phalanxes, the **Namarti Reavers** supply the archers and scouts. The Akhelians recognise the tactical need for reconnaissance, picket forces and massed missile fire, but regard such duties as beneath their esteem. Thus, the Reavers are assembled from the lithest and quickest of the Namarti. Their weapons training concentrates upon how to swiftly aim and fire the silent whisperbow, as well as how to defend themselves with short keening blades designed for stabbing.

In battle the Namarti Reavers move quickly, like the bow wave that advances before the coming storm. They probe defences, seek out vulnerable quarry and harry the enemy's most formidable war assets. With their deadly volleys of arrows the Namarti Reavers distract the enemy, pulling their attention away even while the Akhelians line up devastating charges.

Despite their lack of eyesight, Namarti Reavers are uncannily accurate with their bow fire. They aim by sensing changes in pressure within the ethersea, and can trace electromagnetic pulses in the same manner as many of the predators that stalk the pitch-black waters of great depths. So keen are these senses that the Reavers are able to easily make shots that those who see by conventional means would deem difficult if not impossible. There is a drawback, however, for although the ReaversвЂ™ senses are highly attuned, their field of perception is not as far-reaching as eyesight, and so they must remain within a certain distance of their target lest they lose track of it.

## Source

* Battletome: Idoneth Deepkin.
* Pg 49
* Games Workshop - Namarti Reavers.
Megalofin

**Megalofin** are flying monsters native to the Realm of Chamon which are attracted to the substance known as aether-gold native to the skies of that realm.

They frequently come into conflict with the Duardin faction known as the Kharadron Overlords when they mine the skies of Chamon to gather the aether-gold that they use as the foundational material of their civilisation.

## Sources

* *Order Battletome: Kharadron Overlords*
Maw-krusha

A **Maw-Krusha** is a hulking, powerful beast native to the realm of Ghur often used as a mount by the Ironjawz tribe of Orruks.

Tiny-minded and short-sighted, the thuggish Maw-Krushas barrel across the landscape pulverizing anything in their way, be it trees, settlements or screaming people. Their bellow is loud enough to rupture organs, pop eyeballs and pulverize bones.

They are even capable of a semblance of flight with their stubby wings, though it has been suggested that this is more the result of gravity simply not wanting to mess with them.

Most creatures have the good sense to steer well clear of Maw-Krushas, but not the Orruks of the Ironjawz tribe. At first, Maw-Krushas were a chance for brave Ironjawz to prove their mettle -- often with fatal results.

Then, some Megabosses managed to "tame" a Maw-Krusha, either by yelling right back into their face or clambering up on their back where they couldn't reach them and battering them about the head until they submitted.

Maw-Krushas never truly accept their riders and need constant reminding of who is in charge. Fortunately, the monsters enjoy smashing stuff just as much as Ironjawz do, and can be distracted by a good fight.

## Notable

* Razok
* Skullzcrakka
* Bigteef

## **Gallery**

Gordrakk on Bigteef.Gordrakk on Bigteef.An Orruk Ironjawz Megaboss on a Maw-Krusha.
## **Sources**

* *Destruction Battletome: Ironjawz* (1st Edition), pg. 49
* Games Workshop - Megaboss on Maw-krusha Image.
* Megaboss on Maw-krusha's Warscroll.
Magmadroth

**Magmadroths** are massive volcanic beasts, descendants of Vulcatrix. Fyreslayers raise them for war and high ranking Fryeslayers like Runefathers, Runesons and Runesmiters ride them into battle. Magmadroths are powerful creatures, with a fiery breath, scorching blood and whipping tails. Only a Fyreslayer can withstand the heat emitted by the Magmadroths.

Magmadroths are variable in colour and pattern. They generally grow darker as they age, though they are still fiercely hot. Vibrant colours are considered a sign of a headstrong nature by Fyreslayers. Magmadroths can also change the colours of their extremities by regulating the beat of their heat.

## Named Magmadroths

* Skarung the Glowerwyrm, ridden by Dhurgan
* Flamespitter, ridden by Bael-Grimnir
* Smouldercraw, ridden by Gargum Halfaxe

## Sources

* *Order Battletome: Fyreslayers*
* *Auric Runefather on Magmadroth*
* *Auric Runeson on Magmadroth*
* *Auric Runesmiter on Magmadroth*
Retributors

The **Retributors** are the Storm that Walks, the wrath of the Heavens made manifest. Each Retributor bears a lightning hammer, a massive weapon around which celestial energies fizzle and spit. The justice they bring might be slow to arrive, but when it does so, it hits with thunderclap power.[1a]

## Overview

With each swing of their mauling lightning hammers, the Retributors add to the growing tales of their sheer power. They can be found where the battle is at its fiercest, wading forward, swinging their mighty hammers in wide arcs. Such is the force and shock of their blows that broken shards of shields, armour, or bone fly upwards as the Retributors plough their way deep into enemy lines.[1a]

So great is the weight of their lightning hammers that it would take six mortal men to lift one of the two-handed weapons, but the impact of a perfectly landed strike from one of these hammers results in more than just a crushing blow. A resounding clap of thunder rolls as the hammer blow releases a dazzling flash of crackling sky-magic, blasting the target apart. Such a blow can splinter stone or explode a foe in a shower of burnt gore. Working in unison, their hammers rising and falling as one, a Retributor retinue can batter and break down the most towering of beasts. Even greater daemons would be wise to hesitate before approaching within reach of those energy-laden hammers.[1a]

Retributor retinues are formed from Paladins, the elite heavy infantry of the Stormhosts. They can be found in great numbers in a Stormhost’s Exemplar Chambers, although some retinues can also be found within its Warrior Chambers as well. They are shocktroops ideally suited to assault, and some Stormhosts – such as the Celestial Vindicators and the Astral Knights – feature more retinues of Retributors than of any other type of Paladin. The Blackhammers, too, favour Retributors, for their brand of heavy, bludgeoning destruction is ideal for casting down the fell idols of the Dark Gods.[1a]

## Wargear

A unit of Retributors has 3 or more members.They are armed with Lightning Hammers. 2 in every 5 may instead be armed with a Starsoul Mace. The leader of this unit is the Retributor-Prime.[1b]

## Sources

* 1 *Order Battletome: Stormcast Eternals*.

	+ 1a pg. 37
	+ 1b pg. 126
Melusai Blood Sisters

**Blood Sister**s are powerful warriors used as bodyguards to High Priestesses or Bloodwrack Medusae, or as a potent vanguard for the war covens. Each Blood Sister is equipped with a heartshard glaive - a heavy polearm ideal for driving through armour and ribs to cut out an opponent's heart. Blood Sisters can also channel the blackness of their tainted souls into a strike known as the 'scath touch'. The lightest contact from such a blow can transform the victim into coiling mists, which solidify into an unmoving crystal statue that is still horrifically aware. As sensualists, the Blood Sisters consider an eternity of sensory deprivation the worst of all possible fates, hence their delight in inflicting it upon others. The ultimate in cruelty is for a Blood Sister to thrust her glaive quickly enough to slice out a foe's beating heart even while the scath touch turns them to crystal. To be trapped forever in a state of unbearable pain is but a small sample of the torment the Melusai themselves have endured.

Fheltoіir placed the dripping heart in the altar's brazier and stepped back to watch the flames feed upon the sacrificial organ. The unnatural red light cast eerie shadows across the towering statue of Khaine. Fheltoіir did not cross her daggers over the blood-fuelled fire, nor did she recite the traditional mantras. Instead, she spoke her own benediction.

'Here, Khaine, is the heart of the Hag who thought to lead our sisterhood. I hated her for she favoured the High Oracle over you, but I killed her because she was weak.' Fheltoir did not know if her god would hear, or how he might react, but she did not expect what happened next. Agonising pain paralysed her, as her body began to transform into crystal.

'Not wise...' hissed a voice from the shadows. Up rose Scala, a Melusai of the Blood Sisters and Keeper of the Shrine. 'It is the High Oracle alone who speaks with the Word of Iron.'
Order Battletome: Fyreslayers

***Order Battletome: Fyreslayers*** is a full colour, 128-page hardback book that contains the background story of the Fyreslayers, three Battleplans (instructions that allow you to fight battles based around their narrative, with special rules and layouts), Warscrolls for the entire Fyreslayer range of miniatures, colour schemes and photographies for a selection of Fyreslayer lodges, and the complete ruleset for Warhammer: Age of Sigmar.

## Source

* Games Workshop - Battletome: Fyreslayers.
Stardrake

A **Stardrake**, also spelled **Star Drake**, is one of the mighty celestial children of the Godbeast Dracothion, the Great Drake. Though similar to dragons in their reptilian appearance, they are actually celestial beings formed of magic and possessed of mythical powers.

As ancient as the first stars, the Stardrakes were unrivaled in wisdom, matchless in righteous reason. Everything witnessed by those celestial creatures was theirs to judge.

They descend to the Mortal Realms during the most intense starfalls and make their homes in the most isolated mountains. As celestial beings, they feed on the rays from the stars as well as living creatures like stymphalions, zephyrgriffs, thundertusks and grigordons.

They also hunt Chaos creatures, but never feed on their corrupted forms.

They do not die like mortals and instead return to the heavens to be reborn.

The relationship between Dracoths and Stardrakes is unknown; some savants believe they are both children of Dracothion, while other sages believe Dracoths are immature Stardrakes that will eventually return to the heavens to complete their metamorphosis.[1]

There was great wisdom in Sigmar and Dracothion's decision to pair Men and Stardrakes as a potent force in battle. The bonding of the two races was to have deeper ramifications beyond simply creating a powerful battlefield formation. For ages before Mankind first crawled forth from the primordial seas of the Mortal Realms, the Stardrakes upheld the laws of Order.

The coming of Chaos was abhorrent to the noble star-beasts, an execrated evil that had to be abolished. Yet time and again their purest reason was defeated.

Here, the children of Dracothion could learn from the fledgling race of Mankind. Passion. Faith. Their sheer stubbornness and unyielding will in the face of the most hopeless odds.

There was a spirit and vitality in Humanity -- traits magnified a hundred fold in Sigmar's Stormcast Eternals. Together, Men and Stardrakes might triumph where all others had failed.[2]

## Source

* 1: *Order Battletome: Stormcast Extremis*
* 2: *Order Battletome: Stormcast Eternals*

	+ 1a pg. 21
Saurus

Saurus are a type of powerful predatory Seraphon much larger and stronger than their Skink cousins and serve as the main infantry of the Seraphon military. They are also able to serve as cavalry and even as the bodyguards of the Slann Starmasters.

## **Units**

* Saurus Warriors
* Saurus Guard
* Saurus Eternity Warden
* Saurus Astrolith Bearer
* Saurus Sunblood
* Saurus Knights

## **Commanders**

* Scar-Veteran
* Oldblood
* **Alpha** - Unit leader

## **Notable Saurus**

* Kroq-Gar
* Chakax
* Gor-Rok

## **Sources**

* *Order Battletome: Seraphon*.
* *Warscrolls Compendium: Lizardmen*, p 6-7, 9, 11-13.
Rogue Idol

The **Rogue Idols** are mighty idols of Gorkamorka animated by the Waaagh! energy. Greenskins believe these enormous amalgamations of chunks of rock and densely packed soil are a sign from Gorkamorka. They have eerily lifelike hollow eyes, which can be covered with a mask, immense bunched fists and their surface is covered in glyphs and carven symbols declaring praise to Gorkamorka.

## History

Shamans built these out of rubble and battlefield debris of the Orruks recent conquests, mortared with Squiggoth dung or strange stone quarried in the deep places of the realm and are daubed with crude sigils. Some even incorporate volatile shards of Realmstone or Shadeglass into their forms. They are daubed with crude sigils and roaring bonfires are lit around them. The shamans then dance around the silent idols while the tribe bellow their war chants, continuing the rituals for hours and days until the idols soak enough Waaagh! energy and the innate magic of the Greenskin is mixed with those of the Mortal Realms. When the ritual is complete their eyes glow with green fire as it stirs to life and stomps off in search of biggest battles, with the greenskins following in it's wake.

## Role

These monstrous effigies wades into battle by the will of Gorkamorka, one thunderous charge after another, crushing their enemies into a bloody pulp using it's Boulder Fists and Stompin' Feet. As a pile of rock and detritus in motion it has few weaknesses and does not feel pain. As a spirit of the Waaagh! this creature is driven onwards by the will of Gorkamorka and can never retreat. As its lifeblood is Waaagh! energies it helps nearby Orruk or Grot wizards in casting their spells, and enhances the bravery of friendly Orruks and Grots.

This idol doesn't care if the rubble and bits of their victims fall off their form or if it hits their foe or friend alike. Once slain this effigy of the green god falls apart in a rain of rubble, usually crushing the foe that has bested it and seeing it destroyed decreases bravery for all friendly greenskin in that battlefield. Once the battle is done they tirelessly wander off in search of fresh fighting, usually the biggest battles followed by the tribes of greenskins it found.

More than a hundred Rogue Idols have already joined the vanguard of Gordrakk's Great Waaagh!, a sign that the mighty Megaboss is blessed by Gorkamorka.
Bond-Beasts

**Bond-Beasts** are the tamed sea monsters used by the Idoneth Deepkin. Though some could be tamed naturally, such as Ochtar and Deepmares, most required the Embailors. These Embailors used magic to break the creatures' wills, which also required blinding them. Today, these Bond-Beasts are used in both the Idoneth cities and in their armies.
Julie Parra

**Julie Parra** is a main character in *Talia In the Kitchen*.

## Information

Julie is a main character in Talia In the kitchen. She is the incomer of Lola's. She and her sister, Talia, moved to Miami for the summer.

## Personality

Julie Parra is smart, creative, gifted, taleneted, and helpful! After moving to Miami to live with her grandma for the summer, she helps jump-start a mission to save her family’s restaurant, Lola's. She's a talented chef with a passion for fixing things such as the sign of Lolq's and making the stove hotter. She is

## Relationships

### Talia Parra

**Sister**

*Main article:Julie & Talia*

Talia & Julie are sister and have a close bond.

### Rocky

**Friend**

*Main article:Julie & Rocky*

## Gallery

*The image gallery for **Julie Parra** may be viewed here.*

## "Julie Parra"

**Julie Parra** is an episode of *Talia In the Kitchen*.

## 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

## Gallery

*The image gallery for **Julie Parra** may be viewed here.*
Scorched Keep

## Overview

**Scorched** **Keep** was the site of a week-long slaughtering by Khorgos Khul and his Goretide. In one of the keep's deepest vaults Khul found, and took for himself, an Axe of Khorne.  It is also implied that during this battle Khul bessted Threx Skullbrand, and was the only fighter ever to do so.  After this, Threx Skullbrand joined Khul's Goretide.

## Sources

1. ↑ Gates of Azyr Ebook Location 417
2. ↑ Gates of Azyr Ebook Location 417
Gutrot Spume

**Gutrot Spume**, the Lord of Tentacles, is the commander of Nurgle’s plague fleets, vast galleons of rotten wood and putrid caulk that sail the void. In the Realm of Life, this foul armada burst forth from the grimy slop of the Rotwater, unclean fluids sluicing from their hulls as the drowned warriors that once manned their timbers shouted gargling warcries. Spume’s flagship is no true vessel, but a titanic rot-kraken – an old ally of Spume’s that now drags its way across Ghyran’s reaches, a slimy trail stretching behind it as its tentacles uproot elder oaks like saplings.[1a]

With such power at his behest and an army of Nurgle’s champions behind him, Gutrot Spume has grown arrogant indeed, if his fellow commander Torglug is to be believed. Perhaps, though, it is his indomitable self-belief that is his greatest strength. Only time will reveal whether he is truly a match for the Stormcast Eternals invading his master’s annexed Realm.[1a]

## Wargear

Gutrot Spume is armed with a Rot-pocked Axe and grasps at his foe with a mass of Flailing Tentacles.[1b]

## Miniature

1/1
## Sources

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

	+ 1a pg. 73
	+ 1b pg. 218
Grimnir

Grimnir fights the Godbeast Vulcatrix among the fiery mountains of Aqshy. This combat resulted in his death and the creation of ur-gold from his divine essence.

### Species

Ascended Deity (Currently)
 Duardin (Formerly)

### Faction

Dispossessed
 Fyreslayers

### Status

Believed dead

**Grimnir** is the duardin god of war and fire. In the flaming footsteps of Grimnir walk the Duardin known as the Fyreslayers. Grimnir was brother to Grungni, the duardin god of mining and craft. One was filled with the fury of battle, the other tempered by the forge.

## History

Grimnir was a wrathful and hot-tempered god always ready for a fight from whoever or whatever would offer challenge and his children follow his footsteps. An age ago, when Sigmar freed the shackled duardin gods from atop the tallest of the Iron Mountains of Chamon, the God-King manipulated Grimnir into giving a warrior oath, and so he was forced to seek out Vulcatrix, Mother of Salamanders.[1a]

As Grimnir strode the Realm of Aqshy, Vulcatrix uncoiled like a molten river from between smoke-belching peaks. Gleaming blade and burning fang met in a shower of sparks, each blazing ember outshining the stars as god sought to best monster. Fyreslayers tell that it was Vulcatrix’s spite that claimed Grimnir's life. Even as she died the Great Salamander erupted, levelling mountains and scattering the two gods across the realms, the flames of Aqshy and the spirit of Grimnir forever intertwined. It is from this explosion that ur-gold was created; to this day, the Fyreslayers believe that ur-gold contains a portion of Grimnir's divine energies.[1a]

## Sources

* 1: *Order Battletome: Fyreslayers*.

	+ 1a Pg. 5
Skywardens

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

    equipped with back-mounted aether-endrins that grant the wearer the power of flight.[1a]

**Skywardens** are elite members of the Arkanaut crews, a form of aerial cavalry that can scramble to aid the fleets. They use potent, heat-generating vulcaniser pistols to fell foes before lowering their skypikes and charging in to finish them off. Each Skywarden is equipped with skymines for harrying flying foes, and a timed explosive. These charges are the perfect weapon to aid the Skywardens' hit-and-run attacks, for their delayed detonations cause chaos among the foe, allowing the duardin to jet away in a blast of aether-exhaust.[1a]

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.[1a]

## Source

* 1 *Order Battletome: Kharadron Overlords*

	+ 1a pg 44
Saurus Warriors

**Saurus Warriors** are reptilian brutes that tear at their foes with fangs and claws even as they bludgeon them with gleaming celestite maces. Their primal savagery is focussed by an unquestioning loyalty, and it is this combination of ferocity and discipline which makes them so deadly.[1a]

## Overview

The ground shudders under the march of Saurus Warriors, their reverberating growls rolling across the battlefield heralding violence yet to be unleashed. They advance shoulder to shoulder, a wall of scarred, scaly hide, wickedly toothed clubs and bristling spears. Ferocious in the attack, Saurus Warriors are a brutal instrument in the arsenal of the slann that tears out the throat of the enemy.[1a]

The predatory patience of the saurus hides a keen intelligence. Though they seldom speak, saurus understand well the language of war, responding to the tactics of their foes with fearsome and purposeful might. Unlike the baying barbarian hordes of the Dark Gods, the saurus’ rage is tempered by an instinctive adherence to order.[1a]

Saurus obey the will of their leaders with a single-mindedness that goes beyond loyalty, and they strike without hesitation or mercy when the unspoken command to attack is given.[1a]

Massed ranks of Saurus Warriors are devastating. With their stardrake icon held aloft above a line of scaled and bladed shields, they smash apart enemy formations and are nigh-on unstoppable.[1a]

## Wargear

Saurus Warriors are usually armed with either Celestite Clubs or Celestite Spears. They also have fearsome jaws and carry Stardrake Shields. Saurus can often be seen mounted on Cold Ones. In this case they are armed with Celestite Blades and Celestite Lances, while also having Powerful Jaws and Stardrake Shields. They are led by an Alpha Knight and may carry a Stardrake Icon and wardrum.[1b]

## Source

* 1 *Order Battletome: Seraphon*.

	+ 1a Pg. 33
	+ 1b Pg. 106
Skurrik

A rebellious sorcerer with ambitions of conquest, Grey Seer **Skurrik** is utterly obsessed with the energy that drives living things. For years he has haunted the fringes of Rotwater Blight, preying upon the fallen in his quest to understand the magics of life itself. Skurrik desires to create an army of arcane super-beings, with which he hopes to assume rulership of the skaven Masterclan. Such plans were but fever-dreams until the onset of Sigmar’s Tempest. However, having learned of the storm-born power that fuels Sigmar’s warriors, Skurrik knows he has found his raw material. To this end, the Grey Seer struck a bargain with Vermalanx the Corruptor. In exchange for a single – admittedly dangerous – theft, Skurrik has been taught a mighty spell that can bind even a Stormcast Eternal for capture. Congratulating himself on manipulating the rat-daemon, Skurrik has allied himself with Vermalanx’s forces. Such a powerful fiend would surely see battle against the storm-things soon enough, and when he did, Skurrik would be ready to pounce.[1a]

## Sources

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

	+ 1a pg. 91
Harradroth

**Harradroth** has ridden in the Swords of Chaos through long years of slaughter. Before pledging his service to Archaon, Harradroth was a ferocious warrior of the Bloodbound whose talent for murder saw him rise high in Khorne’s favour. When he claimed the skull of a Varanguard, however, he saw an opportunity for glory on a grander scale. Harradroth still carries the battered helm of the Varanguard he killed – a reminder that, in the service of Chaos, only the strongest survive.[1a]

During the Spider Empire War, Harradroth and the First Circle of the Varanguard fought through the underway with terrifying skill and fury as his lord assaulted the central Arachnarok nest. Leading the Swords of Chaos on a bloody rampage through the deep tunnels, Harradroth’s natural talent for destruction saw whole tribes of Spiderfang grots hacked to pieces, cementing the Everchosen’s dominion over the tunnels in the dried gore of his victims.[1a]

## Sources

* 1 *Chaos Battletome: Everchosen*.

	+ 1a Pg. 73
Putrid Blightkings

Huge, plague-bloated warriors, the **Putrid Blightkings** are Nurgle’s favoured mortal servants. Blessed with the bite of the daemonfly, these bellicose killers lumber into battle with their tocsins tolling. They wield scythes, mauls, axes and flails with shocking speed and skill, utterly destroying any foolish enough to stand before them.[1a]

## Wargear

A unit of Putrid Blightkings has 5 or more members, armed with a variety of filth-encrusted Blighted Weapons. The leader of this unit is a Blightlord. Anyone in this unit may be iconbearers. Anyone in this unit may carry a Sonorous Tocsin.[1a]

## Sources

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

	+ 1a pg. 219
Sky-port

The **Sky-ports** are the great floating cities of the Kharadron Overlords. There are a few dozen in the Realm of Chamon, harvesting aether-gold, but 6 dominate the others.

* **Barak-Urbaz** - Barak-Urbaz is the most cosmopolitan sky-port and one of the richest, with income from transport through hidden Realmgates and harvesting of aether-gold.
* **Barak-Zilfin, the Windswept City** - Barak-Zilfin is the second richest sky-port and is known for its skilled pilots.
* **Barak-Thryng -**
Kroxigor

> " *Caution, my lord. No dull creatures are these Seraphon, but the light of the stars themselves come to burn away our blessed darkness.*"
>
>
>
> —Anonymous

[1a]

Huge in stature, the **Kroxigor** send enemies flying with each swing of their massive weapons. Summoned by the Slann to crush stubborn enemy resistance, these lumbering giants possess strength enough to smash enemy fortifications to rubble and break the backs of terrifying monsters.[1a]

## Overview

Easily twice the height of a Saurus, Kroxigor are ill-tempered mountains of raw strength. Man-sized foes are reduced to mangled sacks of shattered bone by their massive clubs, and even Gargants or looming Chaos beasts can be brought down with a well-placed organ-rupturing blow. Even mighty strongholds are vulnerable to the Kroxigor’s unstoppable assault, their walls and foundations crumbling under the pounding blows of the gigantic seraphon.[1a]

In their role as line-breakers, Kroxigor have proven their worth innumerable times, wading into the heart of the foe and scattering them like terrified prey animals. Often the slann will call forth Kroxigor cohorts to clear a path for the rest of their army, the huge warriors paving a road of broken bodies from one end of the battlefield to the other.[1a]

The longest-lived of the Kroxigor are calloused brutes, their thick-scaled backs growing heavy with bony spikes and ridges. These so-called **Ancients** often carry weapons imbued with solar energy – great clubs and hammers whose heads are infused with shifting motes of light, each one the reflection of a star in high Azyr. In battle, it is often the kroxigor Ancients that guide their kin, alphas who lead by ploughing head-first into combat and shrugging off blows that would lay low an Ogor.[1a]

Even Oldbloods and Scar-Veterans instinctively respect the strength of the Kroxigor, treating them as honored warriors rather than simple beasts of burden to be goaded into battle. The Saurus recognize the warrior-spirits that dwell within the hulking forms of the Kroxigor, and the deep hatred of Chaos that surrounds them like an aura of barely contained violence.[1a]

## Wargear

A unit of Kroxigor is armed with mighty Drakebite Mauls. One in every three Kroxigors may instead be armed with a Moon Hammer. Even unarmed, Kroxigor are feared for the terrifying bite of their Vice-like Jaws.[1b]

## Sources

* 1 *Order Battletome: Seraphon*.

	+ 1a Pg. 39
	+ 1b Pg. 119
Mournfang Pack

The core of a Beastclaw Raiders Alfrostun, ogors mounted on **Mournfangs** are always at the vanguard of a raid’s assault. Wielding clubs, blades and pistols, they’re very, very good at blocking an enemy’s attack, firing point-blank into their foes before laying into them with wild abandon. The beasts they ride are equally fearsome, trampling to a pulp anything and everything unfortunate enough to get in the way.[1][2]

## Wargear

A Mournfang Pack has two or more riders, who are always led by a Skalg and may include horn blowers and carry raiding banners adorned with the skull of a great beast. Some Mournfang Packs are equipped with culling clubs or prey hackers in one meaty hand, and spiked gauntlets called iron fists in the other, which they use to bat aside an enemy’s blows before punching them in the face. Other Mournfang Packs prefer to wield mighty two-handed gargant hackers to chop giant monsters down to size, or bisect lesser foes with a single blow. The Mournfangs themselves gore their foes with their massive tusks. A Skalg may be armed with an ironlock pistol in addition to his other weapons.[2]

## Miniatures

1/1
## Sources

* 1 Games Workshop - Mournfang Pack.

* 2 Mournfang Pack Warscroll.