recursal/Fanatic-Fandom huggingface dataset:
Verminlord Corruptors

**Verminlord Corruptors** are pestilence made manifest. They are the daemons of the Great Horned Rat in his guise as the Great Corruptor, heralds of his withering will and living plague vectors who exist only to despoil and corrupt.[1c]

## Overview

Towering over their vile underlings, the terrifying Verminlord Corruptors hold absolute power over the Clans Pestilens.They are mighty warriors, able to rip their victims apart with tainted sickles and unleash sorcerous powers of plagueat will.[1c]

The realms rot wherever these daemons tread, and any brave enough to face them in battle will soon be ravaged by sickness and crawling with the unnatural parasites that infest the daemons’ greasy pelts. The stench of decay that billows about these terrible beings is enough to leave the mightiest hero weak and gagging, while their slightest touch blackens flesh and rusts armour.[1c]

The mind of a Verminlord Corruptor is labyrinthine in its complexity, and their cunning is such that it would takea brave or stupid Plague Priest indeed to scheme against one – openly, at any rate. The Corruptors themselves politick against one another constantly, fighting for any advantage over their rivals. Many a Virulent Procession has fought great and bloody battles just to serve the selfish agenda of a slighted Verminlord Corruptor.[1c]

Despite such rivalries, the Corruptors quickly join forces when faced with the scheming and plotting of other types of Verminlord. The Corruptors believe with the absolute conviction of fanatics that the Clans Pestilens alone are the favoured children of the Horned Rat, and so are violently resentful of any other clan’s attempts to gain supremacy. They often come to blows with the exceptionally manipulative Verminlord Warpseers.[1c]

It is in the nature of Verminlord Corruptors to despise all that is pure and verdant. It is for this reason that the daemons have led many of the Clans Pestilens into the centuries-long savagery of the War of Life. Rumour speaks of a pestilent stronghold somewhere in Ghyran within which a whole conclave of Verminlord Corruptors gnaws away at a diabolical plan, something so foul that it is hidden even from the clans themselves.[1c]

## Known Verminlord Corruptors

* **Skrolok Lifebane.**[1b]
* **Pustulix Vilerot.**[1c]
* **Sepskrik the Foul.**[1d]
* **Pestifrious.**[1a]
* **Vermalanx the Corruptor.**[2]
* **Gnawsoul.**[3]

## Wargear

A Verminlord Corruptor wields Plaguereapers, and can lash out with its long Prehensile Tail. If an enemy suffers a wound from a Verminlord Corruptor's Prehensile Tail but is not slain, that foe suffers a mortal wound as its injuries become infected with an extremely virulent contagion.[1e]

## Source

* 1 *Chaos Battletome: Skaven Pestilens*.

	+ 1a pg. 15
	+ 1d pg. 20
	+ 1c pg. 26
	+ 1d pg. 56
	+ 1e pg. 66
* 2 *The Realmgate Wars: Quest for Ghal Maraz*.
* 3 *The Realmgate Wars: Godbeasts*.
Ursricht

Ursricht, the White Bear is venerated by the Astral Templars stormhost and is commonly depicted as a white-haired man, it is said he is a godbeast that can take the form of a gigantic ursine monster when the season of war is at hand. It is his ferocious brawn that the Astral Templars seek to emulate.
Realm of Aqshy

The **Realm of Aqshy**, also known as the **Realm of Fire**, is one of the eight Mortal Realms. It's a passionate and aggressive realm with volatible landscapes and hot gusting winds.

A realm of blazing heat and sulphurous fumes. Aqshy has been under the rule of Chaos for a long time, especially Khorne's. Klaxus is one such kingdom ruled by Khorne Bloodbound.

## Notable Locations

* **Brimstone Peninsula** - The region of Aqshy where the Stormcast Eternal Stormhost called the Hammers of Sigmar carried out the first strike against Chaos at the start of the Realmgate Wars to retake the Mortal Realms for the Forces of Order at the dawn of the Age of Sigmar; the peninsula is hemmed in by the Igneous Delta and the Smoulder Track.

* **Klaxus** - Klaxus is a kingdom of Aqshy under the baleful influence of the Chaos God Khorne. Notable places in this kingdom are the Mandrake Bastion, Black Rift of Klaxus and Tephra Crater.

* **Igneous Delta**

* **Gate of Azyr**

* **Felstone Plains**

* **Bale-Furnace**

* **Furnace Lands**

* **Hissing Gates**

* **Rim-Citadel of Ytalan**

* **Raxulian Lava-Tubes**

* **Edessa**

* **Twinfire Keep**

## Sources

* *White Dwarf Weekly* 75
* *White Dwarf Weekly* 76
* *Assault on the Mandrake Bastion* (Short Story) by Josh Reynolds
* *War Storm* (Anthology) by Nick Kyme
* *Battletome: Fyreslayers*
* *Realmslayer*
Vermalanx the Corruptor

A malignancy upon the Mortal Realms, the Verminlord Corruptor known as **Vermalanx** is ancient and cunning beyond words. In Rotwater Blight, he seeks to enact his most evil scheme yet.[1a]

## Description

Vermalanx the Corruptor is the Horned Rat’s chief agent in the Jade Kingdoms. All the Verminlord’s intellect is bent toward exploiting Nurgle’s looming victory for his own malicious ends. Early in the War of Life, Vermalanx realised that the key to victory lay with Ghyran’s fey queen. However, though his agents have crept far in search of Athelwyrd, the Hidden Vale, they have met with no success.[1a]

Undeterred, Vermalanx has concocted a plan so vile it could poison a sane mind forever. If Alarielle could not be found by her foes, he reasoned, then her own guardians would have to betray her. To this end, Vermalanx has enlisted the aid of not only Kratsik, but also the infamous vivisectionist Grey Seer Skurrik. Striking a baleful bargain with the seer, Vermalanx had Skurrik’s agents creep into the basement of Grandfather Nurgle’s manse. Though they risked the very foulest retribution, the terrified ratmen stole an ancient urn, said to contain the ashes of a mighty Treelord trapped for unknown aeons. These ashes Vermalanx gave to Kratsik, bidding the Plague Priest burn them in his Plague Furnace. The resultant rot-smog was so potent it dissolved the fabric of reality.[1a]

Knowing that his foes cannot not leave such an atrocity unpunished, Vermalanx has settled his forces around the Realmgate in the Glade of Horned Growths, content to wait. The sylvaneth will come to him, and when they do, he will prise Alarielle’s location from them, whatever it takes.[1a]

## Sources

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

	+ 1a pg. 88
The Nav-League

**The Nav-League** is made of Aetheric Navigators, a secretive order of aero-cartographers

   . It is their lore that has mapped out the troposphere and sections of the stratosphere. They study the elements, especially the winds and shifting energies of Chamon. They guide the sky-fleets along aerial trade routes, seeking to catch thermals and avoid the many atmospheric perils. Only those that can quickly solve complex mathematical formulas under great duress can hope to pass the entrance exams to attend one of the Navcademies. Yet no matter how rigorous the training, it is nothing compared to hanging onto the deck rails while trying to calculate the shifting currents of the Strahlstrom - just one of the many duties a Navigator is called upon to perform aboard an airship.
The Hammer of Iron

Many Admirals choose a necapital ship each voyage they lead, but not Admiral Khrag of Barak-Zilfin. For his capital ship, Khrag always demands the Arkanaut Ironclad ***Grund Ang*** ***(Hammer of Iron)***. This is not superstition on his part, but rather practicality. The ship's speed cannot be bested, and the great skyhook mounted atop its forecastle has never yet missed its mark, felling gargants and dropping skaviathans out of the air. With such a weapon under his command, Khrag has never failed to return to his sky-port bearing great profits.[1a]

## Source

* 1 *Order Battletome: Kharadron Overlords*

	+ 1a pg 12
Transient Isles

The **Transient Isles** were a location somewhere in the Mortal Realms. Immense, drifting islands of black stone hanging in the air above an azure sea, they were once the subject of foul sorceries, a powerful Chaos wizard seeking to bring them crashing down. The mages of the Eldritch Council were able to stop this foul ritual, but not before two of the islands were lost to the depths. To protect the isles, the Dawnspire was created; housing objects of incredible power, it is protected by the most elite warriors the Transient Isles have ever known.

## Source

* *Warhammer Age of Sigmar: Spire of Dawn*
Tree-Revenants

The **Tree-Revenants** move with flowing grace, flickering along

    the spirit paths to carve their way through the enemy ranks. These forest spirits' warrior aspect echoes the Protectors from sylvaneth lore, while their highly ritualised way of war lends them a lethal speed and skill that few enemies can stand against.[2]

## Overview

Merciless, fast and graceful, Tree-Revenants have a number of duties in a sylvaneth Household. Patrol, defence, conquering and crushing; huge bands of Tree-Revenants, with their sombre outlook and delicate limbs make the bulk of a Household force. Everything they do is reminiscent of the Protectors of ancient days – their intention is is to uphold and strengthen the memory of those beings. Everything the Tree-Revenants do, from their selfless defence of the Forest Folk to the strokes and swirls of their eerie fighting style, is intended to uphold and strengthen the memory of those beings.They even bear worm-silk banners into battle, rallying around these woodland icons like the Protectors of old are said to have done.[1][3a]

Though they fight in a regimented fashion, and form the core of the sylvaneth battle line, this does not mean that bands of Tree-Revenants simply advance stolidly into the teeth of an enemy army. Wherever possible,Tree-Revenants prefer to use the spirit paths to arrive in battle, coursing along the realmroots from one Wyldwood to the next. Such tactics not only allow the Tree-Revenants to outflank or evade their enemies at the speed of thought, they are also extremely disconcerting for their foes. Few sights are as frightening as these fey spirits flickering through the trees with murder in their eyes.[3a]

## Wargear and abilities

Tree-Revenants go to war in units of at least five warriors, led by a Scion. They fight with a variety of enchanted blades, while their Scion can wield either a Protector Glaive or another enchanted blade. Some Tree-Revenants may bear Glade Banners as well, and all of them can play their Waypipes to walk the spirit paths between Wyldwoods.[2][3b]

Tree-Revenants are suffused with the echoes of their predecessors' lives, and can draw on centuries of experience when they go to war.[2][3b]

## Sources

* 1 Games Workshop - Tree-Revenants.

* 2 Tree-Revenants Warscroll.

* 3 *Order Battletome: Sylvaneth*.

	+ 3a pg.47
	+ 3b pg.138
World-That-Was

The **World-That-Was**, also spelled the **World That Was**, and alternatively known as the **World Before Time** and the **Broken World**, and informally called during its long history the "**Warhammer World**," the "**Known World**" or just the "**mortal world**," and formally as **Mallus** by scholars, is the name given to an ancient, inhabited planet that preexisted the Mortal Realms and was destroyed by the unified power of Chaos long millennia ago in another age of the Cosmos Arcane. The World-That-Was was reshaped and made more habitable for mortals by the ancient race of beings known as the Old Ones who also created the lost world's earlier incarnations of men, aelves and duardin.

Many of the Mortal Realms' present divine beings, Chosen and even many of the common people of all species can trace their existence back to when they were inhabitants of the World-That-Was at some point in its lost history. All have been reincarnated into new physical forms or have been slightly altered in essence from their original mortal incarnations.

The metallic core of the World-That-Was, known as "Mallus" and the "Broken World," was hurled through the Cosmos Arcane by the force of the world and its surrounding solar system's destruction, dragging the Ascended human god Sigmar, once a native of this world, with it. Mallus was eventually caught up and placed in the firmament of Azyr, the Realm of Heavens, by the Godbeast and Great Drake Dracothion.

Sigmar forged a necklace of sigmarite from the core of the World-That-Was for Dracothion in gratitude, and now the core of Mallus hangs above Sigmaron, the great palace city of the God-King, in the Realm of Azyr. There it is orbited by the Sigmarabulum, a vast ring of forges and other structures created by Dracothion, Grungni, the duardin god of smiths and Tyrion, the aelven god of light and war.

The World-That-Was' white moon, Mannslieb, also now hangs above the spires of Sigmaron as well.

## Sources

* *Warhammer: Age of Sigmar Primer* (1st Edition), "An Age of War", pg. 8
* Games Workshop - *Warscrolls Compendium: Bretonnia* (PDF)
* Games Workshop - *Warscrolls Compendium: The Empire* (PDF)
Wyldwood

The **Wyldwoods** of the sylvaneth are far more than mere trees.

   Ancient, powerful spirits lurk within every sentient trunk and bough, eager for the chance to vent their spite upon beings of flesh and blood. From beneath them spread the realmroots, the spirit paths that heal the lands and provide swift passage for the Noble Spirits.[1a]

Sylvaneth Wyldwoods are, for the denizens of the forests, places of shelter and respite. However, the spirits within the trees are easily angered by other creatures that trespass their boundaries, and magical power is guaranteed to drive the Wyldwood into a fury.[1a]

## Source

* 1 *Order Battletome: Sylvaneth*.

	+ 1a pg.140
Stonehorn

The **Stonehorn** is a formidable beast, made of both flesh and stone. They have stone bones and can withstand most weapons. Beastclaw Ogors capture Stonehorns and ride them into battle. The Stonehorns use their horns to pulverise the enemy, and can deliver terrible blows with its crushing hooves.

## Overview

Long before the enemy catches sight of the Beastclaw Raiders they will hear the steady thunder created by the rampaging Stonehorns. Huge monsters of tangled fur and granite horns, they crush the landscape underfoot, each earth-shaking stride sending another shock wave rippling out. The size of these beasts alone does not account for this effect, even though each one is twice the height of an ogor at its shoulder. Stonehorns’ skeletons and tusks are made from rock and gemstone. This makes them immensely tough, and when they barrel into the fray, few things can stop their assaults. A Stonehorn on the charge is a boulder wrapped in muscle and hurled down from a mountaintop. Anything unfortunate enough to be caught in its path is quickly turned into shattered bone and pulverised flesh, and then driven deep into the torn ground.

Beastclaw Raiders long ago learned to ride these enormous monsters, for few things can survive the rigours of the Alfrostuns’ nomadic life like a Stonehorn. They make excellent beasts of burden, and a single Stonehorn can carry the weapons and armour of a dozen ogors on its back. The strength that lets the beast carry even pairs of riders for leagues on end also allows it to smash down castle walls and barge through iron gates. Many are the keeps and Dreadholds reduced to rubble by a rampaging Stonehorn charge, and when it stands over the ruins, the beast feeds upon the remains. For Stonehorns do not eat meat like most living things, instead feasting on minerals, metals and rare stones. These heavy banquets are what strengthen and nourish the beasts’ stone skeletons, and it is not uncommon to see a Stonehorn’s tusks and bones gradually take on the hues of its meals.

Ogors often augment their mounts with scavenged bits of metal. These are hammered into different parts of the beast’s body. Fangs are capped with steel, plates are fixed over the monster’s vulnerable eyes and blades are fixed to tusks. Some of these additions are for show but most make the Stonehorn more deadly. In truth, though, the beasts need little in the way of armour, for there are few things that can do them any real harm. Even if a Stonehorn’s skin is shorn away, the hard mineral skeleton beneath remains unharmed. The price for this hardiness, however, is that if the beast stands still for too long its joints might fuse together as its rock bones grow. So, like their masters, the Stonehorns are forever moving onward. Those that do shudder to a halt become statues, their flesh turning to stone like their skeletons, until an ogor chips it away and grants them savage life once more.

## Sources

* *Games Workshop - Frostlord on Stonehorn*
* *Frostlord on Stonehorn Warscroll*
* Destruction Battletome: Beastclaw Raiders.
* pg. 38
Vampire

A **Vampire** is an Undead humanoid of vast necromantic power whose unlife is sustained by consuming the lifeforce of the living, usually but not always in the form of their blood.

Vampires are the leaders of the Undead in the service of Nagash, the god of death, and they rule kingdoms of deathless servants in the Realm of Shyish.

Unlike most of the Undead, Vampires retain all of their intelligence and will, and hence all of their ambition and desire. This makes them very dangerous indeed, for they can continue to grow and learn, spending eternity perfecting their skills and honing their plans and schemes.

They can turn the living into new Vampires by first draining them of their blood and then sharing with their chosen their own, tainted blood. [1]

Though most Vamoires are known for their cold beauty, the Abhorrant Ghoul Kings are degenerate Vampires, believing themselves to be noble kings when they are actually nothing more than vicious scavengers. [2]

## Sources

* 1: *Warscrolls Compendium: Vampire Counts*
* 2: *Death Battletome: Flesh-eater Courts* (1st Edition)
The Sea Taketh

**The Sea Taketh** is the short story by David Guymer. It's the very first Black Library story to feature the Idoneth Deepkin, the new additions to Warhammer Age of Sigmar, and it's a chilling tale that will leave you wary around water…

## Synopsis

Ingdrin Jonsson, arkanaut of the Kharadron Overlords, swaps his sky-ship for an ocean-going vessel as he joins the fisherfolk of the Blackfire Bight for an expedition. With his arkanaut suit adapted to help him survive the crushing pressure of the ocean depths, he delves into the darkness in search of a great treasure. But when he disturbs something ancient and deadly, he brings danegr not only to himself, but to the humans who aid him. For the Idoneth Deepkin are rising, and they hunger for souls…

## Source

* The Sea Taketh (short story) by David Guymer - on the Black Library site
Yackob Veltahren

The eldest warrior of the clan once called the Blazemen has proven the one soul brave enough to keep a spark of defiance alive. When all around were losing hope, **Yackob Veltahren**’s ironclad surety that the ancient god Sigmar had not abandoned themaltogether was a constant solace. Though the Blazemen were forced to exchange their proud bonfires for timid candle light, they clung to Yackob’s claims like shipwrecked survivors to spars of driftwood. Many blamed themselves for their predicament, whipping and flagellating themselves in the hope that Sigmar would forgive them and return to drive the Bloodscorch bullgors from their lands. Others slowly lost faith, abandoning the Lector’s teachings as the worst kind of folly. And yet, on the day the Tempest Lords arrived to aid them, Veltahren’s patience was rewarded. The scions of Sigmar would burn so brightly that the darkness was banished forever –and the Candlemen would blaze alongside them.

## Source

* *The Realmgate Wars: Godbeasts*.
* pg. 119
Lorgore the Cruel

Among the Swords of Chaos stands **Lorgore the Cruel**, favoured of the Everchosen and Anointed Knight of the Dark Gods. Lorgore’s path to Archaon’s side was littered with the mangled bodies and blood of the betrayed. He is both master swordsman and pitiless general, and his viciousness is legendary even among the ranks of his bloodthirsty brethren. When Lorgore claimed the head of the Perfumed King of the Versendai he allowed the monarch to name a hundred champions to fight in his stead, taking grim pleasure in killing each one and watching hope slowly die in their ruler’s eyes. During the sundering of the Ocennia Sea Forts, rather than claim heads, he chained a thousand Knights Trident along the tidal defences of their keep, mocking their command of the sea as the waters rose up to drown them. It is Lorgore’s mastery of not just defeating his foes but destroying them utterly that has earned him the title of ‘the Cruel’. When Archaon wants a foe made a terrible example of, it is often to Lorgore that the duty falls.
Thellembhol the Bereaved

The Treelord **Thellembhol** was once supple as a willow, content to blow this way and that with the prevailing wind. Since the coming of Chaos, he has become as sharp and deadly as a splinter. He cannot bear to see his native forests defiled by Nurgle, nor to see his queen so distraught at what has befallen her realm. Worse still, she has of late grown distant and morose. It is not merely tainted flesh and steel that Thellembhol fights every new day, but the corruption of the soul that leads to apathy and despair.

Thellembhol recently left Alarielle’s side to strike hard at the invaders of their realm. By joining forces with the Lady of Vines, he intended to win his mistress the gift of hope. However, in the ensuing battle, Thellembhol lost his twin brother Lorhaldh to the poisons of Clan Pestilens. Since that day his rage has been incandescent, and he has grasped every opportunity he can find to strike back at the Chaos invaders.

## Sources

* *The Realmgate Wars: Quest for Ghal Maraz*.
Mazarall the Butcher

**Mazarall *the Butcher*** is a Daemon Prince of Khorne.

## History

Dim legends and twisted lies surround the rise of Mazarall *the Butcher* and his path to Khorne's favour, but all name him a render of mortal flesh and a devourer of Daemons both. Mazarall’s sheer barbarity and unbridled rage have led many to believe him more akin to a mindless blood-forged beast than warlord able to lead armies with cunning and foresight, but this could not be further from the truth, and it is a mistake for which many, mortal and Daemon alike, have paid with their lives.[1][2]

Mazarall *the Butcher* is covered in Khornate symbols, skulls and ornate armour featuring sharp edges and huge spikes, worthy of his rank. His axe, known as *Harrow Meat*, fuels his blistering rage, adding more and more attacks with every kill. Not only is he a fearsome hand-to-hand fighter, but the *Ancyte Shield* he carries – covered in the gnarled, stretched skin of some unfortunate victim – strikes down any foe cowardly enough to flee to what they think is a safe distance by blasting baleful energies torn from the Daemons enslaved within.[1]

## Wargear

Mazarall *the Butcher* wields weaponry bound with the essences of Daemons consumed by him in ages past. On the field of battle, Mazarall slices through all before him with the hungering axe known as *Harrow Meat* and may blast those who dare approach him with baleful energies torn from the Daemons enslaved within the *Ancyte Shield*. More deadly yet is his fury when charging into the heart of an enemy force, as any who break and attempt to flee his wrath are swiftly destroyed by the soul-hunger of *Harrow*’s wicked edge.[2]

## Gallery

* Forge World.
1/1
## Sources

* 1 Forge World - Mazarall the Butcher.

* 2 Mazarall the Butcher Warscroll.
Grumgen-Grimnir

As legend goes, when the Vostarg lodge abandoned Vosforge,

   **Grumgen-Grimnir**’s forefather four times removed was one of those to make the journey to Ghyran in search of ur-gold. There, he founded the Baeldrag lodge on the back of the Wandering Mountains, and Grumgen’s people grew rich upon the wars between the sylvaneth and their foes. The mountains themselves tolerate the presence of the duardin, as long as they do not delve too deeply into their stony hides. However, the skaven have also set their sights upon the nomadic peaks, doubtless to work some foul scheme of the Horned Rat. If there is one thing Grumgen hates more than anything else, it is skaven. Ever since his sons Grumgar and Grumgor were captured by the Grey Seer Kritket Doomeye and stitched into the abomination Ummglug, **Grumgen** has taken the opportunity to slay skaven wherever it arises. Grumgen has learned from battles in the pay of the sylvaneth that the skaven are, ironically, a reliable source of ur-gold, given their penchant for eating dead Fyreslayers, runes and all.[1a]

## Sources

* 1 *Order Battletome: Fyreslayers*.

	+ 1a pg. 86
Wrathmongers

Neither fully mortal nor truly daemonic, the **Wrathmongers** of Khorne walk on the cusp of reality. Infused with unnatural power, these mutant berserkers are driven on by pure rage. So fierce is their fury that it boils their very blood, and surrounds the Wrathmongers in a foul coppery mist.[1a]

## Overview

Musclebound and monstrous, the Wrathmongers roar bestial war cries as they pound towards their foes. As they close in on the enemy lines, they whirl their wrath-flails in lethal arcs until the air howls with their passing. Wrath-flails crunch into flesh and bone, crumpling armour like dry parchment and sending great sheets of blood spraying into the air. Rational foes might be expected to flee before such an onslaught. Yet an aura of dark madness surrounds the Wrathmongers, Khorne’s bloody gift imbuing even the most disciplined troops with manic battle-lust.[1a]

To become a Wrathmonger requires a Bloodbound warrior to undergo something called the rite of the Brass Cage. Few know the specifics of this dark ritual, but the Slaughterpriests claim that, should a warrior truly desire to undergo this monstrous transformation, Khorne will guide them to their fate. Many who depart upon this dark quest never return. For those who succeed, however, the transformation is total. Wrathmongers are swollen and malformed with daemonic power. Their blood flows furnace-hot, every thudding beat of their heart sending daemonically charged fury sluicing through their veins. So potent is this hellish ichor that it oozes from the Wrathmongers’ pores to surround them in a crimson haze. Those engulfed by these vapours feel their thoughts clouded by violent rage; an effect that is magnified tenfold should a warrior be splashed with the scorching fluid itself. The ability to tell friend from foe is eclipsed by homicidal bloodlust, brother falling upon brother with screams of murderous rage. Even in their moment of victory, whole armies have torn themselves apart under the influence of the Wrathmongers’ dark curse.[1a]

## Wargear

A unit of Wrathmongers has 5 or more members. They are armed with Wrath-flails.The leader of this unit is a Wrathmaster.[1b]

## Sources

* 1 *Chaos Battletome: Khorne Bloodbound*.

	+ 1a pg. 41
	+ 1b pg. 112
Tychus Beastbane

In his mortal life, there was no archer that could best **Tycole** of the nomadic Hurgan tribes in feats of marksmanship. Seeking to avoid the beast-filled forests, the Hurgan travelled the plains, but there were no safe havens in Ghur. In those open places the tribe was subjected to raids by stabharriers, Manticores and harpy packs. Against these swooping terrors, Tycole learned to loose spreads of arrows with rapid speed and unerring aim. With his Reforging, the newly named **Tychus Beastbane** took those skills beyond mortal limits. With his volleystorm crossbow, he could snap-fire a crackling bolt of energy into the visor of an on rushing Chaos warrior at a hundred paces, even while riding his galloping Dracoth. As a member of the Hammers Draconis, Tychus was instrumental in fomenting the tactics of the Tempestors and the Lightning Echelons. While training in the Gladitorium, it was Tychus that led his retinue to blast clear a pathway for the Fulminators, simultaneously shooting down any foe that threatened the Dracothian Guards’ flanks.[1a]

## Source

* 1 *Order Battletome: Stormcast Extremis*.

	+ 1a pg. 50
Varanspire

Archaon’s vast empire is controlled from the **Varanspire**, a monumental fortress dominating a tortured landscape in the Realm of Chaos. It is to those twisting towers and colossal walls that his endless trail of spoils and trophies are brought, and it is here that stands Archaon’s dark throne.[1]

## Description

The Varanspire rises from the surrounding hellscape like a blade thrust into the chest of a corpse. Its spiked walls weep the blood of tormented prisoners, while jagged spires reach up into flame-wreathed skies, where maddening glimpses of the Mortal Realms at war flicker and fade. The Varanspire’s bladed towers are filled with winged horrors, while its walls are stalked by hordes of warriors, daemons and monsters sworn to the Everchosen.[1a]

To reach the Varanspire from the Mortal Realms, one must travel through the magical anomaly known as the Eightpoints. Existing between worlds, this vast nexus of gateways and towers was once the jewel of the Eight Realms. Long ago conquered by Archaon, it holds a portal torn into the Realm of Chaos that leads directly to the Varanspire. Through this vital strategic confluence, Archaon can move his armies to wherever he needs them.[1a]

Within the Varanspire, beyond its yawning, tooth-lined gateways and hell-forged portcullises are miles of twisting corridors and cavernous chambers with only loose ties to recognisable natural laws. Some are filled with nests of writhing daemon-flesh, while others house sanity-rending shrines to the Chaos Gods. Many are bloodstained fighting pits where gore-covered champions duel endlessly for the favour of their cruel master.[1a]

At the Varanspire’s heart lies the Chamber of the Vanquished. Here, amid a forest of pillars carved with the screaming faces of defeated foes, stands a throne of flowing darkness and ossified ambition. Forged from the souls of kings, it radiates unholy power, filling all who gaze upon it with dread.[1b]

It is a throne Archaon has never sat upon, set within a fortress he has not entered in an age. While he fights his constant wars of conquest, his Realm Lords gather before the throne to lay their triumphs and trophies. Under the gaze of his sorcerers, mortal and daemon lords bow in the throne’s shadow, paying obeisance to it as they would the Everchosen himself.[1b]

## Sources

* 1 *Chaos Battletome: Everchosen*.

	+ 1a pg. 17
	+ 1b pg. 18
Warstomper Mega-Gargant

The Warstomper Mega-Gargant is an infantry-munching brute available to any Chaos or Destruction force.

## **Description**

The veteran warmongers of the Gargant race seek out the thrill and clangor of battle wherever they can find it.

Picking fights for the love of battle is what Mega-Gargants are all about, and Warstompers enjoy nothing more than smashing through formations of troops and enemy battlelines into disarray. Once Warstompers are in the thick of the fight, their rampage is all but impossible to stop. They use their hands, feet, and anything they can pick up to pummel the puny soldiers swarming at their feet.

## **See Also**

* Gatebreaker Mega-Gargant
* Kraken-eater Mega-Gargant
Tornus the Redeemed

**Tornus the Redeemed**, once known as Torglug the Despised, is the first of a new breed of Stormcast Eternal. A native of the Realm of Life, he was born Tornus of the Everdawn Tribe, the ancestral guardians of the sacred water-springs known as the Lifewells. When the armies of Nurgle came for the Everdawn Tribe, Tornus fought long and hard to protect those holy sites. When he was finally overcome, he was thrown into the Pit of Filth, and every manner of foulness the Nurgle hosts could find was pitched in with him. Befouled in mind and body, Tornus knew the only way to escape death was to embrace Nurgle. After seventy-seven painful nights he finally gave in, and was corrupted despite – or perhaps because of – his stubborn heroics. Thus was Tornus transformed into Torglug. Rising through the ranks of the Rotbringers, Torglug received foul blessings from his new patron, growing to lead vast armies in the Plague God’s name. Turning against his former allies, Torglug seeded the lands of Ghyran with pestilence and plague – earning the name the Despised by those who once called him brother. Pleased with his offerings, Nurgle rewarded Torglug with a bodyguard of Putrid Blightkings and the honour of corrupting the Lifewells he had once stood sentinel over. It was a task the Nurgle lord accepted with twisted pride, raising the fortifications known as the Fangs of Decay to cage the power of life. He led the invasion that drove Alarielle from her final haven, and he almost captured the goddess before he was bested by the newly risen Celestant-Prime.[1a][2a]

Recognising a buried seed of valour within him, the avatar of Sigmar smote Torglug with *Ghal Maraz*, killing him, but also redeeming what remained of his long-buried soul. That essence blazed to Sigmaron, where Tornus was reforged as a Knight-Venator. Thus, Tornus returned to Ghyran, seeking vengeance. He slew Bloab Rotspawned during the War for the Scabrous Sprawl and joined the search for the source of the poisoned fog that hung over the Genesis Gate. In the battle that followed he slew the Great Unclean One Pustrol, allowing Alarielle to overcome the Glottkin, the triplets that led the forces of Nurgle. The Genesis Gate was won that day, but still Tornus fears that he and his adoptive Stormhost will stand forever apart.[1a][2a]

## Source

* 1 Order Battletome: Stormcast Eternals (2018).

	+ 1a pg. 69
* 2 *The Realmgate Wars: Godbeasts.*

	+ 2a pg. 178
Leviadon

The mighty **Leviadon** is a hulking, 6 finned beast used by the Idoneth Deepkin as an indomitable anchor point in an Idoneth phalanx. Scythed fins dismember foes while the beast’s powerful jaws clamp down with enough force to crush tempered steel.

## Source

* *Battletome: Idoneth Deepkin*
* *Games Workshop - Akhelian Leviadon*
The Glottkin

**The Glottkin** are triplets high in Nurgle’s favour. Servants of Nurgle that fought in the last days of The World That Was, there presence signals the onslaught of the armies of the Plague Father. Otto Glott’s

   indestructible pragmatism contrasts starkly with the mean and devious nature of his sorcerous brother Ethrac. The two elder siblings ride to war on the shoulders of Ghurk Glott, a champion so swollen by Nurgle’s blessings he could flatten a gargant.[1a]

## Wargear

Ghurk Glott is a heaving mass of flesh, attacking with a Flailing Tentacle and scooping hapless victims into his Lamprey Maw. His brothers Ethrac and Otto ride upon his festering, boil-encrusted shoulders; Ethrac casts foul spells while Otto attacks with his Poison-Slick Scythe and unleashes a Pestilent Torrent of corrosive filth from his swollen gut.[1a]

## Sources

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

	+ 1a pg. 214
Vanguard-Palladors

Serving as the swiftest and hardest-hitting wings of the Vanguard Chambers are the **Vanguard-Palladors**. Riding the winds aetheric atop their Gryph-chargers, they appear as if from nowhere to tear the heart from the enemy battle line only to vanish once more before the foe can retaliate. The chimeric Gryph-chargers ridden by the Vanguard-Palladors are mercurial creatures that ride the magical winds. It is this aspect of these creatures, combined with their hatred of Chaos, that makes the beasts such sought-after mounts.

Battles beyond counting have been won when all seemed lost by the sudden arrival of a host of Vanguard-Palladors. They are lightning-fast shock cavalry able to traverse entire battlefields in the blink of an eye, allowing them to react to the ebb and flow of war faster than even the Extremis Chambers. The Gryph-chargers tear at their prey with beak and claw, their blows able to pierce even armour plate, whilst their Stormcast riders level pinpoint attacks with boltstorm pistols and starstrike javelins. Before the slain bodies of their foes even hit the floor, the Vanguard-Palladors are already on the move, seeking fresh quarry.

## Source

* Battletome: Stormcast Eternals (2017)
* pg 59
Spirit Hosts

The unquiet **Spirit Hosts** bound to the masters of Shyish are beyond counting. Howling and wailing their immortal hatred for the living, these spectres can be summoned from places thick with the energies of death to fall upon their enemies in ghostly swarms, sapping the soul with every caress of their ice cold claws and stab of their grave-soiled daggers.[1a]

Spirit Hosts are the souls of the damned, stripped of body and identity, screaming endlessly for the life they have lost. They long to take out their rage upon the living, and the very touch of their claws can turn blood to ice, or stop a heart from beating.[2b]

## Overview

Some of the most commonly encountered wraiths across the Mortal Realms are the Spirit Hosts. Even before the Shyish necroquake Spirit Hosts were known to stalk ancient cairns, battlefields or sites of horrific trauma. They rise out of the ground, mist-like, for they are the spirits of the damned, stripped of body and individuality and fused into a roiling mass of ethereal energy. Amidst the swirls are deathly faces and grasping talons that snatch out to grab and torment the living.[2a]

Spirit Hosts are amongst the lowest of spectral forms. They are clusters of souls merged into one spirit cloud, and like the bodies piled into a mass grave, they are devoid of any identity. All memory and form has dissolved save for a cold hatred of the living, for in mortal-kind they recognise a flicker of that which they have lost.[2a]

Spirit Hosts are deadly foes - their phantom weapons and raking claws rend not only flesh, but the soul as well. Their chill touch can pass through armour and bone to grasp organs or stab deep into vitals. When the processions muster for war Spirit Hosts flock to join them.[2a]

## Wargear

A unit of Spirit Hosts has any number of models, each armed with Spectral Claws and Daggers.[2b][4]

## Source

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

	+ 1a pg. 281
* 2: Death Battletome: Nighthaunt.

	+ 2a: pg. 32
	+ 2b: pg. 84
* 3: Spirit Hosts Warscroll.
* 4: Games Workshop – Spirit Hosts.
Wardokk

Potent greenskin shamans, **Wardokks** wave their bones and caper about calling down the power of Gorkamorka. Coils of blazing green energy fill nearby orruks, making their tattoos dance like living things and imbuing them with extra protection or greater Waaagh! magic, or even knitting back together broken and battered flesh.[2]

## Overview

Attendants, advisors and bodyguards to the Wurrgog Prophet – and successors, when he invariably blows up – the Wardokks are unhinged leaders of bands of Morboys. Performers of wild rituals that channel Waaagh! energy, they magnify the power of the Prophet, stirring up so much incredible magic that they can improve the effects of spells, protect their chums and even reattach the arms of mangled boys, making them good as new.[1]

## Wargear and abilities

Wardokks are armed with a Bonebeast Stikk, and know how to cast arcane bolts and mystic shields. They also perform strange dances that magnify the power of their beast spirits or those of nearby units - the Grimdokk Dance heals injured warriors, the Ju-ju Dance protects friendly mobs, and the Weird Dance improves the army's magical prowess.[2]

## Miniature

1/1
## Sources

* 1 Games Workshop - Wardokk.

* 2 Wardokk Warscroll.
Warhammer Underworlds: Online

**Warhammer Underworlds: Online** is a high-stakes, turn-based strategy game that pits mighty warbands against one another in an eternal player-versus-player battle for glory in the Mortal Realms of the Age of Sigmar.

Developed and published by Steel Sky Productions and distributed on Steam, the game was released 21 April 2020.

## Features

The streamlined fighter count of Warhammer Underworlds: Online makes it both easy to grasp and quick to play, while its dice-and-cards mechanics offer a wide variety of strategic options.

* High-stakes, turn-based battles offer boundless tactical depth
* Easy to grasp and quick to play
* Features a great range of tactically varied warbands
* Premium PC title with no hidden costs
* Continuous, free card releases for all players
* Choose a warband, build power and objective decks, roll the dice and carve a path to victory
* Takes places in the exciting new realms of the Age of Sigmar universe

## Gallery

The FarstridersSpiteclaw's SwarmCard detailsAlternate game logoAlternate game logo
## Videos

Warhammer Underworlds Online - Early Access Announcement TrailerWarhammer Underworlds Online - Launch Trailer
## Sources

* *Warhammer Underworlds: Online* (PC Game)
Warscrolls Compendium: Tomb Kings

*Warscrolls Compendium: Tomb Kings* is a free download from the Games Workshop website. It allows players to use their existing Tomb Kings forces from *Warhammer Fantasy Battles* in the *Warhammer: Age of Sigmar* game and gives stats for all their models - which have been since discontinued.

## Source

* Games Workshop - Warscrolls Compendium: Tomb Kings (PDF).
Ymnog

**Ymnog**, also called Ymnog the First Titan, was a Godbeast, the Grandfather of Gargants and the zodiacal sire of the World-Titan Behemat.

He was one of the primeval gods of the Realm of Azyr.

The footstep-shaped craters found across Ghur, known as "Ymnog's Trample," were left behind as he traversed the Realm of Beasts in the Age of Myth.

## History

### Age of Myth

According to legend Ymnog was even more vast than his son, Behemat, said to be so large his club shattered reality into land, sea, and sky.

He was slain by Sigmar during the Age of Myth using the Great Bolts.

### Age of Sigmar

During the Realmgate Wars of the Age of Sigmar, Archaon planned to use this information about Ymnog's death as part of his efforts to corrupt Behemat, the son of the First Titan.
Urrgrak Bonefist

**Urrgrak Bonefist**, known as the **Wielder of the Axe of Gork and Mork** was the half-faced boss who became the first champion of Gorkamorka and was given the *Worldchoppa*, an axe said to have been made from iron ripped from Sigmar's throne. Millennia later, Gordrakk, the Fist of Gork, found the *Worldchoppa* and broke it into two axes to make it even more choppy.
The Realmgate Wars: All-gates

The fourth and final instalment of the Realmgate Wars saga, this book follows the sieges of four All-gates. The newly-reborn Alarielle and her sylvaneth fight desperately against the armies of Nurgle in realm of Life. Khorne’s Bloodbound have control over the gate to the realm of Beasts. Minions of Tzeentch guard the gate to the realm of Metal, and an entire Extremis Chamber is deployed to the realm of Fire…

This book draws the Realmgate Wars story to an epic close, with massive battles and incredible feats of heroism on page after page! As well as the thrilling narrative in this 304-page hardback, you’ll find:

* **4 new Time of War sections** - rules that anyone with any army can use for fighting in fantastical locations that wildly change the way Warhammer Age of Sigmar games are played, including new game effects, new spells for any wizard and a new triumph table.
* **11 new Battleplans** – any Warhammer Age of Sigmar army can be used to play out these scenarios, adding depth and variety to your games.
* **6 detailed stage-by-stage painting guides** for armies appearing in the book – get your armies looking exactly as they do when fighting these battles, with an awe-inspiring showcase of expertly-painted Citadel miniatures for inspiration.
* **22 Warscrolls and 11 Warscroll Battalions** for Stormcast Eternals, Fyreslayers, Ironjawz, Slaves to Darkness, Daemons of Nurgle and Clans Pestilens armies.
Ul'zhark

The sight of unrent flesh causes pain to **Ul’zhark**, the **Herald of Khorne** best known to mortals as the Red Butcher. Once an undistinguished foot soldier of Khorne, Ul’zhark won champion’s status upon the only path the followers of the Blood God can take: the way of war and slaughter. Wielding his hellblade in a blurring pattern of death, the Bloodletter carved a gore-soaked trail. Whether the enemy was daemonic or mortal, a towering monster or ranked regiment, it mattered not. In Nurgle’s Garden, Ul’zhark slew his way through a tallyband of Plaguebearers before burrowing deep into a Great Unclean One with his blade. He continued to hack and slice at the greater daemon’s spilled innards until not a single organ twitched. Risen to Herald, Ul’zhark joined the Destroyer Legion beneath Kul’rhex, earning the title of ‘the Red Butcher’ after his role in the destruction of the Hyborlands and the bloody sacking of its capital. It is his task to guard the Gate of Sigmar, summoning Kul’rhex and the rest of his legion if he cannot defeat any who dare trespass.

## Source

* *Order Battletome: Stormcast Extremis*.
* pg. 47
Thostos Bladestorm

Like all the Celestial Vindicators, vengeance was ever foremost upon **Thostos**’ mind. The firstborn son of the guild-king Glothian, Thostos returned from a slayerquest to find his people butchered in his absence. His guilt-haunted rampage was halted only when Sigmar granted his wish for an eternity in which to enact revenge. Such was the fury of the young prince’s desire that the God-King’s knew immediately which stormhost to place him in. As a Lord-Celestant of the Celestial Vindicators, it was Thostos who led the initial attack against the Eldritchmel Ghal Maraz, undoing the works of the sorcerer Ephryx. During the battle, the Lord-Celestant was turned to living sigmarite by wild transformative power, but still he fought on. Only a spell of surpassing power halted his wild attack. Reforged in Sigmar’s vaults, Thostos’ body is flesh once more, but echoes of his strange death persist. Though immortal, each Stormcast stands to lose much with each Reforging.

## Sources

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

	+ 1a pg. 23
Tegrus of the Sainted Eye

Wherever Lord Gardus leads his chamber, **Tegrus** wings through the sky, always ready to dive into the fray and cast down the worshippers of Chaos wherever they may hide. But in order to smite the foe, one must first hunt him down – a maxim Tegrus of the Hallowed Knights swore as a mortal, and still holds as a vital truth.[1a]

During the Cleansing of Azyr, Tegrus scouted out the Chaos warbands infesting the Nihilad Mountains, raining blazing arrows down upon them to expose their position to Sigmar’s armies. He fulfils a similar role as Prosecutor-Prime of the Hallowed Knights, though he now smites his foe with hammers of celestial energy. It is to Tegrus that Lord-Celestant Gardus turns whenever the foe eludes him, be it in the peaks of Azyr or the jungle-thick kingdoms of Ghyran. Though he has been offered a place as one of Sigmar’s hunter-assassins, he feels a great duty to his warrior chamber, and will fight there until the God-King himself orders otherwise.[1a]

## Sources

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

	+ 1a pg. 131
Thungni

Son of Grungni and Vhulkhaya and co-creator of the Khazalid runes, this is the Ancestor god is the patron of runesmithing. Legend tells of how he journeyed to Brin Ankor, where he created the art of Runecraft. Runesmiths follow his teachings to the letter- if not they would be performing magic. (which is deemed a horrible crime by Duardin.) Though it is not known how, Thungni kept the knowledge of his craft during the Age of Chaos. His commandments read as:

-Never reveal the secrets of Runesmithing to any but your chosen apprentices and trustworthy Duardin.

-Never allow a Rune-forged item to fall into the hands of the enemy, even if it means the object is lost or destroyed.

-Always investigate rumours of lost Rune-forged items and recover them if possible.

-Never allow any non-Duardin who has somehow acquired the knowledge of Runesmithing to pass on their knowledge- this includes humans who style themselves as Rune-masters.

-Never allow one’s reputation to be sullied by poor craftsmanship.