recursal/Fanatic-Fandom huggingface dataset:
Igneous Delta

The **Igneous Delta**, situated in the Realm of Aqshy, is the place where Sigmar's first strike against Chaos took place.

## History

The Igneous Delta was a wasteland that spread from Duardinia to the acidic ocean. Though the location was once inhabited by various civilizations, it was conquered by the forces of Khorne, such as the Goretide and Bloodsecrators.[1]

It was in the Igneous Delta where Sigmar first decided to send his Stormcast Eternals to liberate the Gate of Azyr.[2][3] The forces included the Thunderstrike Brotherhood, led by Lord-Celestant Vandus Hammerhand[2] and the Heavenhost, led by Lord-Celestant Sargassus.[4] The mighty lord of Khorne, Khorgos Khul, and his ravening Goretide stood in their way. This was the first true battle the forces of Khorne had in centuries and they were soundly defeated. Learning of the Bloodbound's defeat, conquered people of the Igneous Delta rose up against the forces of Khorne.[2] This battle was considered the beginning of the Realmgate Wars.[3]

## Source

* 1: *The Realmgate Wars: Quest for Ghal Maraz*
* 2: *Chaos Battletome: Khorne Bloodbound*
* 3: *Order Battletome: Stormcast Eternals*
* 4: *The Realmgate Wars: Balance of Power*
Harvestboon

Even the eldest of **Harvestboon Glade** were only podborn during the Age of Chaos. The youngest and most vibrant glade of all, they are warlike and aggressive, but full of hope. The Branchwraiths of Harvestboon clans are known for the flowing beauty and power of their songs and spellcraft, and the Willowqueen sings strongest of all. Leading her kin to one deadly conflict after another, the warrior regent seeks a future free from Chaos, and she will lead Harvestboon through any danger to win that prize.[1a][1b]

## Overview

The spirits of Harvestboon Glade strive at all times to heal and restore the realms to life, but it would be unwise to think them peaceful. Even their Forest Folk are aggressive warriors, avatars of nature’s reconquest over the dominion of Chaos. So far, there are only nine Harvestboon clans, but since Alarielle’s rebirth, their numbers have been spiralling higher with breathtaking speed. New Harvestboon Wargroves are mustered daily, marching out to battle with their spirit-song full of hope.[1c]

The deeds of Harvestboon polarise the opinions of the other glades more than any other subject. Some, the Heartwood chief amongst them, see this dynamic young glade as the shape of things to come and the harbingers of Alarielle’s vengeance. The more conservative Regents of the Moot are less convinced, complaining that it can only be a matter of time before the Willowqueen’s clans overreach themselves and bring trouble down upon all the Sylvaneth.[1c]

### Clans of Harvestboon Glade

* **Clan Vendrith.**[1d][1e]
* **Clan Talath’aan.**[1d][1e]
* **Clan Tethil.**[1f] (Order 9)
* **Clan Heithedil.**[1d]

#### Possible Clans

* **Clan Bel'ath** (Order 9)
* **Clan Landragael** (Order 9)

## Know members of Harvestboon Glade

* Treelord Ancient - **WillowQueen** - Queen of Harvestboon Glade (Order 20, [1a]); **Hallendorm** of Clan Vendrith.[1d]; L**harenthol** - Lord of Clan Tethil.[1f];
* Treelord -

* Branchwyches -
* Branchwraiths -
* Tree-Revenants -
* Kurnoth Hunters -

## Famous Battles

* **The Stirring** - All Nine Clans of Harvestboon Glade mustered to besiege the Foulspine in Gyran. Though many Sylvaneth fell, a band of Treelords tore down the Suppurant Gate, and hundreds of Dryads poured into the Dreadhold's festering heart. Putrus the Rotlord, was left impaled upon his own thorn-strangled battlements, the WillowQueen of Harvestboon proclaiming her Victory as a sign of New Hope. (Order 20)
* **The Cycle of Renewal** - As the Ironjaw warclan of Megaboss Drogg rampaged across Lunarium, Clan Vendrith of Harvestboon followed in its wake, sowing new Wyldwoods in areas razed by the hordes of destruction. (Order 21)
* **The Battle of Grolnok's Isle** - (Order 86-89)

## Source

* 1 *Order Battletome: Sylvaneth*.

	+ 1a pg.25
	+ 1b pg.27
	+ 1c pg.34
	+ 1d pg.36
	+ 1e pg.37
	+ 1f pg.88
Lord-Aquilors

The highest-ranking of the Stormcast Eternal Rangers, the **Lord-Aquilors** lead the Vanguard Auxiliary Chambers. They have waged a shadow war in Sigmar's name, but now they are openly bringing the fight to his enemies.

Proud individuals, the Lord-Aquilors are fiercely independent warriors who nonetheless have a keen aptitude for command and tactics. It is their duty to lead the Vanguard Auxiliary Chambers to war, and to coordinate their many actions across the Mortal Realms.

Much like the Lord-Celestants, Lord-Aquilors are chosen from those warriors destined to lead. Rather than being singled out for standing fast in the face of overwhelming odds, however, the commanders of the Vanguard Chambers catch Sigmar's eye for their unfettered spirit and keen minds. Some simply awake from their Reforging to find that where they once wore the armour of a Lord-Celestant, they now bear that of their new station. Most chosen in this fashion have been recognised for leading their Strike Chambers in lengthy campaigns far from Azyr, achieving with their dwindling forces what others would have required a full Stormhost to do. Others are created as Lord-Aquilors upon their very first Reforging.

These exceptional individuals, plucked from the realms at the moment of their death by the hand of the God-King, fought their whole mortal lives against hopeless odds to bring destruction to their oppressors. Only after they had exhausted every ploy and trick left to them, expended every resource down to their very lives, did Sigmar take them, reforge them, and then bid them to do with bands of immortal warriors what they were unable to do with all their ingenuity, courage and tenacity.

Their experiences make Lord-Aquilors experts at coordinating guerilla campaigns to achieve by cunning what strength of arms might not accomplish. Each Lord-Aquilor commands the warriors under them according to their own doctrines, and they are given free rein to choose their targets - even Sigmar does not know where all of the Rangers of the Stormcast are. To coordinate the actions of the unorthodox and disparate Rangers is itself no mean feat, but the Lord-Aquilors are also fearsome combatants, riding to battle on Gryph-chargers that strike as hard as any spawn of Chaos and run twice as fast. The Lord-Aquilors wield starbound blades that channel their hatred for Sigmar's enemies, and heavy boltstorm pistols with which they destroy targets of opportunity even as they direct those under their command.

## Known Lord-Aquilors

* Lord-Aquilor Raelus Galewalker -

* Lord-Aquilor Kraisus Windrider -

## Source

* Battletome: Stormcast Eternals (2017)
* pg 58
SANSON’S FARSTRIDERS

The Farstriders, another Hammers of Sigmar brotherhood sent to investigate the ruins of Shadespire, did not enter the Mirrored City in the same manner as Steelheart’s Champions. Assigned the task of learning more about the mysterious shadeglass, Sanson Farstrider sent his Star Falcon, Gyrfalche, high above the bleached and tumbled cityscape to spy out potential sites of interest, for much of the city had already been scoured clean. The creature returned to Farstrider before the day was out, telepathically communicating that it had seen a great yawning pit to the north. The Farstriders made it to the edge of the pit the next morning, and stared over the lip to see countless layers of shattered architecture beneath. Using strong hempen ropes, they rappelled down into the underground warren.

The Farstriders kept a careful watch on the dark reaches of their environs, and – when yellow eyes flickered in their torchlight – fought their first engagement still dangling from the ropes, their boltstorm pistols spitting death as they aimed between the eyes of their attackers. Only when the razor-sharp shuriken of their skaven ambushers came in to slash their ropes, rather than being deflected from their sigmarite armour, were Sanson and his fellows overcome. One by one they fell into the inky blackness below, and never hit the bottom.

When the Farstriders awoke, they found themselves in the shattered necropolis of the Mirrored City. They oriented themselves soon enough, but the layout of the cursed city changed with each new dawn, and even Sanson – a consummate tracker and hunter of evils – found himself lost before long. He and his kin have fought countless vile breeds in their quest to escape, and each has died more than once. Sanson is the first to admit that were it not for the sixth sense of the solemn Almeric Eagle-eye, and the expert swordsmanship of the wandering duellist Elias Swiftblade, that number would have been far higher. Since they discovered a relic belonging to one of the ancient Katophranes, they have been under attack near every day, facing skaven, orruks, mercenary duardin, mirror-born doppelgangers and even ghost-like figures in the guise of Stormcast Liberators. Still they fight on, although they see no end in sight.
Savage Orruks

A furious tide of tattooed green flesh, the **Savage Orruks** tear ragged holes in the enemy lines. As the Bonesplitterz' numbers build, so too does their fury, the power of the Waaagh! growing stronger in the presence of teeming mobs of orruks until they become a raging storm of grinning maws, meaty fists and crude weapons.[2]

## Overview

Sometimes, orruks from the various clans in the Mortal Realms just sort of... wander off. Often, they end up in a Gob Rukk of the Bonesplitterz; they’ll abandon complexities of life like metal weapons and clothing, cover themselves in scrawled tattoos and lash together a basic flint spear. This might make them sound a bit primitive and weak – this is far from the case, as Savage Orruks, enthralled and driven by Waaagh! energy, band together in their hundreds to become an unstoppable avalanche of maddened green flesh, rolling across the realms and ruining everything in their path.[1]

## Wargear and abilities

Units of Savage Orruks have 10 or more warriors, led by a Boss. They are armed with either chompas or stikkas, and carry bone shields. Some of them may become Skull Thumpers, and some may carry bone totems.[2]

## Miniatures

1/1
## Sources

* 1 Games Workshop - Savage Orruks.

* 2 Savage Orruks Warscroll.
Redmetal Vengeance

Fresh from the Cloudreef Battles around the sky-islands of the Outer Airs, the Arkanaut Frigate ***Rhyngul Vengryn*** ***(Redmetal Vengeance)*** sought to return to its home sky-port of Barak-Zon. After a string of victories and with a hold filled with aether-gold, Captain Grund Tahlihro returned to a *kuzzbryndal* (hero’s welcome). After refuelling and replacing crew lost in battle, the Rhyngul aimed to sail forth once more for all knew there were many riches still to be plundered in the Outer Airs, and Grund wished to earn enough victories to be awarded the Ironstar.[1a]

## Source

* 1 *Order Battletome: Kharadron Overlords*

	+ 1a pg 4
Grimwrath Berzerkers

**Grimwrath Berzerkers** are much more than Fyreslayers

    possessed of exceptional strength and skill; they are the fury of Grimnir made manifest. None are as filled with the spirit of their god as these champions of battle, and all who stand before their burning axes soon meet the same bloody fate.[1]

## Overview

Carving winding trails of flaming destruction through the enemy’s ranks like the fire-wyrms of old, Grimwrath Berzerkers wreak absolute ruin with their massive fyrestorm greataxes. Roaring war cries to Grimnir, they plunge deep into the ranks of the foe, for they are at their most furious when utterly outnumbered. Blades spark off their rune-covered skin, leaving only shallow furrows in their toughened flesh. Surrounded by ghostly, blazing auras, the Fyreslayers snarl in rage as blood streams unnoticed from their wounds, their eyes smouldering with the barely contained power of Grimnir.[1a]

Even a single ur-gold rune grants great magical strength, and so powerful are the fragments of Grimnir that only the mightiest warriors can bear more than a few. The Grimwrath Berzerkers have proven able to harness dozens. Even the Runemasters do not know for sure why this is the case, and the only way to determine if a Fyreslayer has the soul of a Grimwrath is for him to take the Test of Wrath. With the blessing of the Runemaster, runes will be hammered into the Fyreslayer’s body until his flesh either rejects their molten touch or the spirit of Grimnir awakens. It is a dangerous process that many do not survive; some are driven mad with gold-rage, while others are burnt to cinders in pillars of fire.[1a]

The Grimwrath Berzerkers are venerated as paragons of Grimnir. However, the same fury that makes them legendary fighters makes them ill-suited to lead. By ancient tradition, they stand apart from both Runefather and Runemaster, neither heirs to the lodge or to the Zharrgrim priesthood, much like the wandering Doomseekers. When not in battle, a Grimwrath is constantly training, for Grimnir brooks no respite from martial endeavour.[1a]

## Known Grimwrath Berzerkers

* **Braegrom**- Grimwrath Berzerker of the Greyfyrd lodge and the Blessed of Grimnir.[1]

## Wargear

A Grimwrath Berzerker is armed with a Fyrestorm Greataxe. Some also carry Fyresteel Throwing Axes.[1b]

## Sources

* 1 *Order Battletome: Fyreslayers*.

	+ 1a pg. 28
	+ 1b pg. 106
Lords of Change

The avian Greater Daemons of Tzeentch, known as **Lords of Change**, are feared by man and daemon alike. They have power over reality itself, and can turn a foe to sludge or swathe him in magical warpflame with the twitch of a hooded eyelid. Though their frames are wiry and sparse, they loom over mortal men, and have strength enough to shatter walls or sweep aside whole ranks of warriors with their spellcrafted staffs. More commonly, though, Lords of Change revel in covert manipulation, trickery and transformation. They are attracted in great number to the mutable kingdoms of Chamon, though their labyrinthine schemes cross the bounds of space and time. They stitch careful tapestries of cause and effect that bind their playthings tight and squeeze their lives into ever more surreal incarnations until nothing is left but madness. Truly it is said across the Realm of Chaos that to come under the beady gaze of one of these horrors is to invite a thousand fates, each as twisted and deadly as the vulture-like daemons themselves.[1a]

## Sources

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

	+ 1a pg. 173

* 2 *Order Battletome: Stormcast Eternals*.
Hunting Packs

> " *It is not magic that keeps the Wheel of Aeons turning, nor the hosts celestial that fly like sparks from its rim, but blood – red, thick, and spilt in great measure.*"
>
>
>
> —Anonymous

[1a]

The Seraphon’s strange and deadly hunting beasts are terrible to behold. Goaded in battle by Skink handlers, flame-spewing Salamanders set their victims alight with gobs of incendiary bile, while bristling Razordons impale the enemy with volleys of wicked spines.[1a]

## Overview

The skinks of the **Hunting Packs** share an unusual empathy with their unpredictable beasts, for they can read a creature’s mood in the flicker of nictating membranes and the swish of tails. Even so, more than one skink has been devoured when such a beast has turned on its handlers. The danger is one most skinks readily accept, so that they might direct the lethality of their charges against the hated forces of Chaos – indeed, sheets of flaming bile and rains of spines provide the Seraphon with potent ranged support in battle.[1a]

As creatures of celestial magic, even Salamanders and Razordons recognize the enemies – or prey – of the Slann, and the scent of the enemy drives their primitive minds into a bestial rage. Once a battle descends into the fury of melee combat, the handlers need only drive their beasts into the midst of the foe, where the creatures’ predatory instincts take over.[1a]

Salamanders belch forth great gouts of extremely volatile fluid, which they produce in their fleshy craws. The highly reactive substance ignites in mid-air, forming a stream of liquid fire that clings to those it comes into contact with, swiftly burning them to cinders.[1a]

The thick hides of the Razordons are covered in veritable forests of spines, which they can hurl at those they perceive as a threat – or when they are sufficiently goaded by their skink handlers. Such is the profusion of lethal barbs these beasts can hurl that clumps of their victims often fall screaming to the ground with hollow spines lodged in eye-sockets, throats or weak-points in their armor.[1a]

## Sources

* 1 *Order Battletome: Seraphon*.

	+ 1a Pg. 38
Skull Cannons

Like a warped mockery of Sigmar’s tempest, the **Skull Cannons** of Khorne fill the skies with the echoing thunder of their discharge. Each hideous war machine vomits forth a barrage of skulls amid blasts of sulphurous smoke and flame, their macabre ordnance screaming through the skies before exploding with murderous fury in the enemy’s midst.[1a]

## Wargear

A unit of Skull Cannons can have any number of members. Each is ridden by a pair of Bloodletter crew that carry glowing Hellblades, whilst the cannon itself swallows victims with its Gnashing Maw and launches their Burning Skulls from its great, fanged barrel.[1a]

## Source

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

	+ 1a pg. 279
Lady of Vines

Gnarled and weathered by centuries of war, the **Lady of Vines** is Alarielle’s seneschal, and one of her greatest generals. The Branchwraith is quite literally the right hand of her queen, cut from Alarielle’s wrist and nurtured into a courageous and skilled lieutenant. The Queen of the Radiant Wood sprouted a new hand soon enough, for her veins sing with the magic of life, and the sacrifice was worth making – in creating her favoured daughter from the stuff of her own body she ensured unquestioning loyalty. However, the Branchwraith was born while Alarielle remained in her summer aspect, full of wrath and energy. Thus, as Ghyran’s queen faded into torpor over the course of the War of Life, the Lady of Vines remained as aggressive and certain of victory as ever. Just as summer waited for its time to come again, she felt convinced that her mother would one day rejoin the fight. Those doubts that Nurgle sent to worm their way into her heartwood were swiftly burned away by the radiant vigour and certainty that permeated her being.[1a][2a]

## Sources

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

	+ 1a pg. 86
* 2 *Order Battletome: Sylvaneth*.

	+ 2a pg. 8
Grungni

Grungni, the Duardin god of mining and smithing

**Grungni** is an Incarnate deity of the Duardin race, the god of mining and smithing. He is a master of metalcraft and the father of his race. He led the Duardin and established the Iron Karak.

Grungni and Grimnir were both found by Sigmar whilst he was exploring the Iron Mountains. They were both imprisoned on the highest summit and were freed by Sigmar. Once freed, Grungni pledged to settle his debt to Sigmar by offering to help create whatever he wished.

Grungni then went on to forge the Stormcast Eternals during the Age of Chaos. He does so no more, however, as tension rose between Sigmar and Grungni after Grimnir was killed settling his debt to the God-King by fighting against the Godbeast Vulcatrix.

Grungni is part of the accumulation of Duardin gods in the Mortal Realms known as the Ancestor Gods. They include Vhulkhaya, god of brew and gold, Grimnir, god of battle and grudge, Morgrim, god of engineering and thought, Gazul, king of the Duardin dead, Grednir, god of gem and artistry, and Thungni, god of runesmithing.

## Sources

* Age of Sigmar Starter Book.
* Eight Lamentations: Spear of Shadows.
Sigmaron

**Sigmaron** is a great palace city in the Realm of Azyr dedicated to Sigmar. Mallus, the core of the World That Was, and Mannslieb, the white sphere that was one of the World That Was' two moons, hang above it.

Mallus is mined for sigmarite that is used to forge the wargear of the Stormcast Eternals.[1]

The remnants of the Free Men live in Sigmaron.[2][3]

## Sources

* 1: *Warhammer: Age of Sigmar Primer*
* 2: Games Workshop - *Warscrolls Compendium: Bretonnia* (PDF)
* 3: Games Workshop - *Warscrolls Compendium: The Empire* (PDF)
Spirits of Durthu

A Spirit of Durthu is similar in aspectto a Treelord, but can be

    distinguished by the flickering energies that dance within its body and the guardian sword it wields in battle. Each Spirit of Durthu is a mighty warrior, and since time immemorial, Alarielle has formed them into her personal bodyguard, which she dubs the **Sons of Durthu**.[1a]

## Overview

The Sons are tight-knit rootbrothers, podborn as echoes of the ancient and heroic ancestor after whom they are named. Their minds are full of the knowledge of battle, while their heartwood is infused with a sense of nobility, duty and determination that makes them perfect bodyguards. Every Son of Durthu is instinctively bonded to his brothers on a level so deep it is almost like a shared consciousness. Spirits of Durthu are intrinsically good beings, but their loyalty belongs absolutely to Alarielle. They follow her every command with selfless determination, and would gladly cutdown friend and foe alike were it necessary to protect the Everqueen from harm.[1a]

Spirits of Durthu are not mindless servants. Rather, the wisdom and lore that sings within them makes them ideal advisors to Alarielle. They act as her conscience, her warlords, and the agents of her will. The Sons of Durthu speak with Alarielle’s voice, bearing her authority amongst other sylvaneth and exercising it when they must.[1a]

Alarielle has not always listened to her bodyguards, and at times they have caused her great displeasure. The worst such occasion was during the darkest days of the Age of Chaos, in the years before Alarielle’s retreat to Athelwyrd. No one knows what caused the Everqueen to fly into a rage with her protectors, but rage she did, and with terrible curses, she banished the Sons of Durthu from her lands. Dismayed but duty bound, the Sons left their queen in a terrible exodus known as the Splintering, and scattered across the Mortal Realms. Some fell into a state of miserable hibernation, while others sought final death in battle rather than face their sorrow. Most wandered far, battling evil wherever it could be found and hoping that their mother would one day call them back. Summoning them was Alarielle’s first act upon her rebirth, and most of her lost protectors have answered her call. They quest back across the realms even now, more returning to Alarielle’s side with every passing day.[1a]

## Wargear

A Spirit of Durthu is armed with Massive Impaling Talons, and can attack with his Guardian Sword. A Spirit of Durthu can also channel a Verdant Blast through his Guardian Sword, drawing on his own vital energy to scour his enemies.[1b]

## Source

* 1 *Order Battletome: Sylvaneth*.

	+ 1a pg.51
	+ 1b pg.134
The Realmgate Wars: Godbeasts

**The Realmgate Wars: Godbeasts** is an incredible 288 pages hardback book, an essential purchase for any and all interested in the incredible events occurring in Warhammer Age of Sigmar! Continuing the story of the Mortal Realms, and containing fantastic new ways to play.

## Contents

* **Four new Time of War rules**, for use by everyone playing Warhammer Age of Sigmar, that include new game effects, new spells and a new triumph table – this is how this game is meant to be played.
* **Thirteen new Battleplans** – scenarios from the story that any army can use, introducing awesome new rules, objectives, and making three-and-four player games possible.
* **Twelve Warscroll Battalions** – powerful formations with their own rules, for a number of different armies;- stage-by-stage painting guides for the factions represented in the book – get your miniatures looking as they do in the story!- stunning showcases of Citadel miniatures.
* **A story of truly staggering scope** – no previous experience of the Realmgate Wars necessary, just sit back and be blown away as the Mortal Realms are subsumed by total war before your very eyes!

## Source

* Games Workshop - The Realmgate Wars: Godbeasts.
Kurnoth

**Kurnoth** is one of the few gods worshiped by the Sylvaneth besides Alarielle. Kurnoth is the god of the hunt, wilderness and hunger of the Mortal Realms.[1]

He is also known by names such as "The Huntsman," "Red Kern," the "Old Stag of the Woods," and the "Stag-King" and has appeared in the form of a large black stag with mossy fur and knotholes on his flank and a face almost resembling that of a Human rather than an Aelf.[3]

The Heartwood Glade consider him the spirit-consort and equal of Alarielle.[2] Kurnoth Hunters are embodiments of his wrath; as such, they carry Kurnoth Greatswords and Scythes. [1]

According to legends of the swamp-canton of Wald in the Ghoul Mere, the Old Stag hunted and was worshipped throughout Ghyran, the Realm of Life, before Alarielle woke. When she tamed the Jade Kingdoms in the Age of Myth, she flayed him, pulled out his heart, and planted it like a seed.

From that seed grew Kurnoth and Alarielle buried the rest of his body in Hunter's Bower, in the swamps around Wald, to bind him and put him to sleep.

Some among the people of Ghyran still follow him and the citizens of Wald hold an annual 3-day harvest festival in honor of the harvest and the hunt, as personified by Alarielle and Kurnoth, and performed Human sacrifices in order to try and wake Kurnoth.

A shard of Kurnoth has indeed been woken from this ritual and hunts in the swamps of the Ghoul Mere but by self-admission has not yet achieved the power level of a true god.[3]

## Sources

* 1: *Games Workshop - Kurnoth Hunters*
* 2: *Order Battletome: Sylvaneth*
* 3: *Dark Harvest* by Josh Reynolds
Lord of Chaos

A **Lord of Chaos** is one step from becoming a Daemon Prince – and just as close to spawndom! If a Lord of Chaos slays the opposing army general, then he can choose to became a Daemon Prince. On the other hand, if a Lord of Chaos is slain, the Dark Gods replace him with a Chaos Spawn.[1a][1b]

## Wargear

A Lord of Chaos is armed with a Daemon-possessed Reaperblade, and carries a Chaos Sword at their hip. A Lord on Daemonic Mount wields a Cursed Warhammer and bears a Chaos Runeshield. The Lord takes to battle atop a Daemonic Mount that thunders forth to strike down enemies with its Mighty Hooves.[1a]

## Abilities

* **Eye of the Gods:** The life of a Chaos Lord is a quest for power, and with each mighty foe slain he takes one step closer to immortality.[1a]

## Source

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

	+ 1a pg. 242
	+ 1b pg. 244
STEELHEART’S CHAMPIONS

Though none amongst the Stormhosts realise it, Severin Steelheart and his fellow Liberators – Angharad Brightshield and Obryn the Bold – have as critical a role in the future of the Stormcast Eternals as the Sacrosanct Chambers deployed to secure it. They were once simple Liberators, sent to reinforce the Knight-Questor Kantar Gloryborn on his mission to delve into the bleached ruins of Shadespire and investigate rumours of a strange, magical glass that held power over mortality. Since becoming trapped in the soul-torn reflection that is the Mirrored City, they have learned more of shadeglass than any other in Sigmar’s hosts.

Fighting through the undead denizens of the Desert of Bones, Gloryborn and Steelheart made their way into the desiccated, soulless remnants of the city that had once been Shadespire. There the Liberators became separated from their fellows during a battle with a gang of brutish orruks that were sacking the Necropolis of Trense. That attack was so intense that a section of the necropolis fell away, plunging Steelheart and his fellows into the labyrinth beneath.

Seeking to reunite with the rest of the brotherhood, Steelheart and his fellows came through the cave networks to find their way blocked by an underground river – made not just of water, but of trillions of angular pieces of broken glass. Wading across it, they were assailed by a great surge of water, which carried them over the Waterfall of Shards. When they emerged, half-drowned, they were no longer in Shyish, but the twilight realm that is the Mirrored City.

Since that day, Steelheart and his warriors have been trapped, unable to find their way out and forced to constantly battle the countless warbands of foes who have also found their way into this place. It is an endless cycle, for even should they be overcome, they awake the next day to face their ordeal again, for all in the Mirrored City are cursed by Nagash to endure an eternity of inescapable death. Steelheart and his champions did once find the Waterfall of Shards flowing backwards, but learned it would only bear the weight of one of their number. Instead of separating, they sent a cache of soul-rich shadeglass back to Shyish, hoping it would be found by their old comrades so they could unlock the mysteries within.
Skyriggers

> "*{{{1}}}*"
>
>
>
> —Anonymous

The word **Skyrigger** describes two different troop types equipped withback-mounted aether-endrins that grant the wearer the power of flight. Endrinriggers are members of the Endrineers Guild, and report to a ship’s Captain as well as the fleet’s Endrinmaster. They bear rapid-firerivet guns and aethermatic saws for conducting airborne repairs, flying to wherever they are needed in order to patch up damage to a ship. Inneed, Endrinriggers can put their high-powered tools to deadly use, riddling the foe with red-hot rivets or slicing through armour, flesh and bone with their whirring sawblades.[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 the moff. 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
Mortis Engine

Once dead, the remains of powerful Necromancers are enshrined within the Mortis Engine and borne to war by a host of spirits bound to the infernal device. Surrounded by wailing Banshees and pulled by Undead revenants, it is a terrifying sight to behold.[1]

## Gallery

The Mortis Engine leads a horde of Malignants into battleEmbalmed Necromancer
Warpstone

**Warpstone** is a toxic stone-like material, said to be made from the condensed magical energies of pure Chaos.

Skaven make use of it heavily, using it to power their technology, as a poison and to create mutants like Stormfiends.

Similarly, it is said that unprotected exposure to warpstone can turn a human into a Skaven and, in concerns to both Aelfs and Duardin, can (and does) lead to insanity.
Sisters of Slaughter

Merciless masters of the lash, the **Sisters of Slaughter** leap into the fray and do not cease until all their foes lie dead. Sometimes even that is not enough to stop these vicious killers, for to them mutilation and bloodshed are acts of purest devotion to their cruel deity.

To the Sisters of Slaughter, combat is everything. Their entire lives are dedicated to fighting вЂ“ melee is worship, and each drop of blood spilt it is an offering to Khaine. They fight in an exaggerated style, spinning, leaping and posing dramatically as they use their whips and blades to trace ancient runes in enemy flesh.

The Sisters of Slaughter are a sub-cult considered extremist even by other Khainites. Whether absorbed by revenge or overcome with the murderous spirit of Khaine, the warriors take the vow of druharГє, and don masks of living metal. Once, these were worn solely for the Khielt-gadh, a ritual combat that recreated the mythic battles of Khaine against the Chaos powers. In an excruciating rite using boiling blood and spells of bonding, those who would join the sisterhood permanently graft the helms onto their heads, the metal leering ever more cruelly as it scents blood. Only the most committed choose the face of Khaine over beauty. The screaming lasts for hours. Yet the trial is not complete until they have fought a series of ceremonial duels against established members. Those that do not succumb to blood loss become Sisters of Slaughter вЂ“ gladiatrixes insanely dedicated to fighting in the name of Khaine.

Barbed whips вЂ“ kruip-lash, in their own tongue вЂ“ are the weapon of choice for the Sisters of Slaughter, and each practises her weaponcraft to levels of skill and precision only an aelf could achieve. With a simple flick of her wrist, a Sister can crack her kruip-lash so that it shears a gloomfly in half вЂ“ an amazing feat, for the thumbnail-sized insects blend in with the cloying mists in which they are found. When the barbed whips are used in battle, the effect is far more devastating вЂ“ the serpentine coils snap out to sever limbs, lacerate eyes or puncture armour to flay the flesh beneath. Some Sisters battle with a short stabbing blade in addition to their lash, while others prefer a bladed buckler that can turn enemy strikes and deliver a lethal counter-blow of its own.

## Sources

* Battletome: Daughters of Khaine
* pg 23
Oldblood

> " *Anger, rage, aggression – these are born from blood that is hot. But patience, hatred, vengeance – these are cold things. As are we...*"
>
>
>
> —Anonymous

[1a]

The Saurus **Oldbloods** are the mighty war leaders of the Seraphon, and as they stride into battle like proud reptilian gods their enemies cower in fear before their cold rage. Swathed in a latticework of ancient scars, an Oldblood is a looming mass of bulging muscle and thickly scaled hide.[1a]

## Overview

Amid the hissing, scaled ranks of the Saurus stand the Oldbloods, the imposing generals of the Slann’s armies. They are veterans of wars beyond counting, and the battlefields of the Mortal Realms are strewn with the bones of their foes.[1a]

Peerless warriors with an innate understanding of warfare, Oldbloods are master tacticians. Armed with weapons of star-forged celestite, they are amongst the deadliest of the seraphon. In battle the full savagery of their nature is unleashed, tearing and rending with tooth and claw. Through the military might of the Oldbloods is the will of the Slann enacted. For although the Starmasters are powerful wizards, they are ill-suited to the rigors of war.[1a]

Such is the aura of command that clings to an Oldblood that other Seraphon need not guess his intent, for their instincts react to the predatory will of their general. This is especially true of saurus and any Seraphon close to an Oldblood, whose instincts attune to those of their alpha leader, driving them into a state of focused aggression. Thus does the beast’s disciplined fury spread out among his troops, eventually becoming a wave of unbound savagery.[1a]

The favored mount of an Oldblood is a Carnosaur – a mighty beast with crushing jaws and a hide as thick as plate armor. When riding such a monster, an Oldblood is virtually unstoppable. Even the deafening roar of a Carnosaur is enough to cause most enemies to turn tail and flee, for there are few sounds so terrifying as the deep-throated bellow of these saurian beasts as they stomp across the battlefield.[1a]

## Wargear

A Saurus Oldblood takes to the field armed with a powerful Suntooth Maul or a swift Celestite weapon – either a Warblade, War-spear or Greatblade. A seasoned predator, an Oldblood also tears at its foes with its Fearsome Jaws and its Stardrake Shield, which is as deadly in offense as it isindomitable in defense.[1b]

A Saurus Oldblood on Carnosaur flashes of celestial fire leap forth from the Oldblood’s Sunbolt Gauntlet while enemies are impaled on the shimmering blade of its Sunstone Spear. Its Carnosaur mount is a terrifying predator that grips enemies in its powerful Clawed Forelimbs before rending them with its Massive Jaws.[1c]

## Sources

* 1 *Order Battletome: Seraphon*.

	+ 1a Pg. 28
	+ 1b Pg. 97
	+ 1c Pg. 100
Lakshar Bloodspeaker

**Lakshar Bloodspeaker** is Khorgos Khul’s favoured Slaughterpriest, and one of the Khornate lord’s Gorechosen. It is said that this looming monster of a man slew the stonedrake Shokenrak, drinking her heart’s blood to gain great powers. Certainly, besides the strength to rip men apart with his bare hands, Bloodspeaker is blessed with violent visions of great clarity, the words of Khorne spilling from his gore-stained lips to lead Khul’s warriors to the very greatest of battles. Yet the Slaughterpriest does more than simply point his comrades towards glory – he has earned Khorne’s favour through acts of abhorrent violence time and again. It was he that fought and decapitated the legendary hero Meiwhul during the Battle of Eight Bridges, and who boiled the blood of three hundred Bonechewer braves at the culmination of the War of Severed Heads. Bloodspeaker is living proof that Khorne’s priests are a far cry from the weak holy men of other deities, terrifying war-leaders in their own right who are more than capable of slaying nations.

## Sources

* *Chaos Battletome: Khorne Bloodbound*.
* pg. 22
Skarbrand

**Skarbrand** is a Bloodthirster of Khorne, the Chaos God of war and murder. Skarbrand is fury made flesh. The deadliest of all Khorne’s servants, he was once a force so powerful that he toppled cities and tore apart civilisations upon the edges of his daemonic axes.

The flames of Skarbrand’s fearsome pride were fanned by devious Tzeentch, and as the centuries bled past Skarbrand came to believe himself invincible, more potent even than his patron Khorne. Climbing to the top of the Skull Throne, Skarbrand levelled a mighty blow at the Blood God’s neck, but did nothing more than scratch his armour. Khorne’s rage was incandescent.

The Blood God took Skarbrand in his claw and flung him across creation as a burning red fireball, the Bloodthirster’s face torn apart and his wings crackling away to skeletal ruin. Since that day Khorne has hurled Skarbrand into a hundred different wars, his unforgiven progeny’s bitter rage so intense it gives him incredible power – and even inflames the souls of those who witness it.

## Sources

* *The Realmgate Wars: Godbeasts* (1st Edition), pg. 100
Myrmourn Banshees

No enemy spell is safe from the diabolical hunger of the **Myrmourn Banshees**. They haunt the Mortal Realms in search of magic to consume and living foes to stab. Even the most potent of wizards is powerless before them.[1b]

## Overview

The Myrmourn Banshees have a diabolical hunger, for they feast solely upon magic. No enemy spell is safe from the ravenous spirits, and they haunt the Mortal Realms in search of arcane energies to consume.[1a]

They are drawn to magic as carrion are drawn to the dead, and such is their bitterness towards life that any mortal creature in their way is likely to receive a swift jab from their cursed chill daggers.[1a]

Once, these women were practitioners of magic and seekers of eldritch knowledge, yet in their studies of lore they failed to pay proper respect to the Supreme Lord of the Undead. Upon their demise, Nagash decided that since in life they desired magic so much, they should continue that way in the afterlife.[1a]

Wrapped in tattered robes and funeral shrouds, Myrmourn Banshees have lost the ability to use their physical senses, and can now only detect the magic that they crave and the living creatures that they jealously detest. An opposing wizard has little chance of successfully casting spells near a large enough pack of Myrmourn Banshees, for they will simply devour incantations before they can have any effect. The sudden infusion of arcane energies causes the lithe spectres to gleam with fell power - especially their chill daggers - though it does nothing to sate their greed for more magic.[1a]

## Wargear

A unit of Myrmourn Banshees has any number of models, each armed with a Chill Dagger.[1b]

## Gallery

Myrmourn Banshees miniatures from Easy to Build Myrmourn Banshees.[3]
## Source

* 1: Death Battletome: Nighthaunt.

	+ 1a: pg. 31
	+ 1b: pg. 83
* 2: Myrmourn Banshees Warscroll.
* 3: Games Workshop – Easy to Build Myrmourn Banshees.
Kroq-Gar

**Kroq-Gar** is a Saurus hero of the Seraphon. Kroq-Gar is commonly seen mounted on his Carnosaur Grymloq. Kroq-Gar has seen many battles and is an inspiration to his troops.

## Wargear

He is armed with a Sunbolt Gauntlet and a Sunstone Spear.

## Sources

* *Order Battletome: Seraphon*.
* *Warscrolls Compendium: Lizardmen*, pg. 5
Necroquake

The **Necroquake** was a massive explosion of Death Magic centred around the realm of Shyish that caused hordes of Undead to rise from the grave all across the Mortal Realms.

It was the result of Nagash's machinations and marks the first stage in his plan to conquer and spread the power of Death across all Creation.

## History

As with the other Mortal Realms, the realmstone of Shyish, the Realm of Death, tended to gather in greatest concentrations at the edge of the spherical realm. Over the centuries Nagash's forces laboured ceaselessly to carry the granular realmstone of Shyish to his lair at Nagashizzar.

By vitrifying this grave-sand under the intense heat of his dark magic, Nagash raised up glassy black monoliths and tall pyramids. Sigmar and his fellow gods of Order saw this as a labour of vanity, typical of one so monomaniacal as Nagash.

But these structures were designed for a darker purpose. Only when portents of doom and woe started to echo through reality did the God-King become aware of the magnitude of Nagash's plans. Though he reacted swiftly, it was too late to stop the dark ritual underway in Shyish.

By harnessing the Shyishan realmstone in such measure, Nagash succeeded in inverting the magical polarity of the realm. This grand act of cosmic engineering caused the greatest concentrations of Shyish magic to be drawn to the heart of the realm, rather than to its edge.

This slowly began to pull all the underworlds that comprised Shyish towards Nagash's capital, their ultimate fate to be ground down into the purest form of Shyishan or Death magic. Worse still, the explosive aftermath of that great collapse caused a wave of undeath to cascade across the aether into the other Mortal Realms.

The epoch-shattering explosion that blasted out from Shyish carried with it the spirits of the dead. Each soul was drawn along the impossibly thin silver cord that connected it to its mortal remains, emerging as a twisted Nighthaunt revenant from the grave of its former resting site wherever that might be in the other realms.

The necroquake had come, and with the unleashing of countless millions of ravening gheists, the path for Nagash's ultimate conquest of all Creation was laid wide open.

In one devastating act, Nagash became a force so powerful he had laid a claim to every one of the Mortal Realms, and the forces of Order fell before the hurricane of Undeath just as did the Chaos worshippers of the Dark Gods and the savage grenskinned tribes of Gorkamorka.
Wanderers

Amid the forests of the Mortal Realms, aelven peoples roam at will. Travelling in nomadic warbands led by mighty heroes and mages, these wanderers deal swift death to their enemies wherever they may be found. The **aelfs of the deep woods** are servants of Order, with a strange bond to the sylvaneth – yet they are also capricious beings and lethal wayfarers, who are swift to exact a toll in blood from any who would wrong them.

## Sources

* Games Workshop - Warscrolls Compendium: Wood Elves (PDF).

 Aelven Factions
Krazkoth

At the fore of the blood-dripping Eighth Cohort of the Legion of Exiles is **Krazkoth**, the Blackbladed Reaper. During the pandemic of the Dripeye Plague, tendrils of the Garden of Nurgle had encroached deeply into Khorne’s realm. At that time, Krazkoth fought in the Brass Legions, and his slaughterpack was sent to cast back the invaders – any that dared set foot upon the Blood God’s domain must pay. Such was the power of Nurgle, riding the zenith of his reign of disease, that the plague legions won every battle. Instead of tasting defeat, Nurgle’s minions pushed deep into the skullplains of Khorne, transforming them into a swampy morass. Livid at his battalion’s ineffective assaults, Krazkoth turned upon his fellow Bloodletters with such fury that his rampage could not be halted. Whether as punishment or reward for that hate-filled deed, Khorne sent Krazkoth to lead the Eighth Cohort that fought beneath the rage banners of Skarbrand, the Exiled One. There, Krazkoth laps up the furious hate of his leader, using it to fuel his own blood-mad slaughter.[1]

## Sources

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

	+ 1a pg. 126
Lord-Relictors

> "*{{{1}}}*"
>
>
>
> —Anonymous

**Lord-Relictors** are high ranking commanders, second in authority only to a Lord-Celestant over a Strike Chamber. They are the Masters of Celestial Lightnings, the Storm Summoners and Bearers of the Bones of Heroes. It is they that see the spirit world, and view the soul eternal.[1b]

## Overview

Lord-Relictors wield the power celestial, for they are Sigmar’s priests, his lords of living lightning. Theirs is the ability to summon forth the storms of Azyr, and they use those eldritch energies either to smite the foe or to reinvigorate the bodies of their fellow Stormcast Eternals.[1b]

Across the Mortal Realms a battle rages unseen: the War of Spirits. Many opposing powers covet souls, foremost amongst them the all-consuming Chaos deities, as well as Nagash, self-proclaimed Lord of the Underworlds. In granting his new army immortality, Sigmar needed to anchor the souls of each of his Stormcast Eternals to Azyr and the divine tempest. Thus was born the role of the Lord-Relictors.[1b]

Only the most noble, most heroic of Mankind’s conjurers, shamans, or prophets are chosen by Sigmar to become Lord-Relictors. Only they have the ability to incant the summonings and wield the celestial magics that will call forth the thundering aetheric powers.Yet no matter their might in the mystic arts, only those aspirants who have the deepest faith in themselves and in Sigmar survive the final test of Reforging.[1b]

Those who would become Lord-Relictors must endure the twelve rituals of the archaistic Temple of Ages. Few who enter beneath the arches of that impossibly ancient building ever return. Those that do bear the distinctive devices of their new office: mysterious relics and Mortis armour.[1b]

It is the task of a Lord-Relictor to keep the souls of his chamber’s brethren firmly tethered to Sigmar and the Celestial Realm. With frequent binding rituals and lightning-wreathed blessings, Lord-Relictors ensure that should a Stormcast Eternal fall in battle, his spirit will heed only the call of Sigmar, ascending as a scintillating bolt back to the Heavens. The role of spirit-warden is but part of a Lord-Relictor’s duties. He is also an advisor to his Lord-Celestant, and leads formations in his stead, or at his command. In battle, the sinister-looking Lord-Relictors channel the celestial storm, calling upon searing bolts to aid their chamber.[1b]

## Known Lord-Relictors

* **Ionus Cryptborn** - Lord-Relictor of the Hammerhands' warrior chamber of the Hammers of Sigmar.[1a][2a]
* **Arroc Devinato** - Lord-Relictor of The Royal Victrians' warrior chamber of the Tempest Lords.[3a]

## Wargear

A Lord-Relictor is armed with a Relic Hammer.[1c]

## Sources

* 1 *Order Battletome: Stormcast Eternals*.

	+ 1a pg.23
	+ 1b pg.29
	+ 1c pg.117

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

	+ 2a pg. 27

* 3 *The Realmgate Wars: Godbeasts*.

	+ 3a pg. 34