recursal/Fanatic-Fandom huggingface dataset:
Battletome: Stormcast Eternals (2017)

A glorious vision of golden celestial light, a living embodiment of the God-King’s might, the Stormcast Eternals are messengers of vengeance armed with the might of stars. Once-mortal champions of Order forged by Sigmar into an astonishing fighting force, hurled down from the heavens to meet the forces of Chaos head-on, they wreak bloody revenge on the Dark Gods, the corruptors of the realms. Following the brutal battles of the All-gates, the Stormcast Eternals lead the forces of Order in reclaiming the lands of the Mortal Realms, leveraging the power of the heavens to smite the corruptions of Chaos that plague these territories.

This 164-page hardback Battletome is dedicated to the combined forces of the Stormcast Eternals, including the Extremis Chamber. It contains:

Scions of the Storm Battle Trait, allowing you to deploy in the Celestial Realm and join the battle where they are most needed;

- Plenty of ways to customise your games of Warhammer Age of Sigmar for Open, Narrative and Matched Play;

- Lots of ways to customise your Stormcast armies – new Command Traits, Blessed Weapons, Enchanted Armour, Magical Artefacts, Treasured Standards, Mystic Lights and Prayers of the Stormhosts;

- Steeds of the Celestial Realm – new exceptional traits for heroes riding Dracoths, Stardrakes and Gryph-chargers;

- Warscrolls for the full Stormcast Eternals range, featuring points for every model, and a massive 29 Warscroll battalions – many detailing the Stormhosts who have taken part in the battle for the Mortal Realms so far;

- Path to Glory rules and Warband tables allowing you to put together your own Strike, Extremis or Vanguard Auxiliary Chambers;

- a host of uniform guides, as well as background for every unit, character and monster of the Stormcast Eternals, along with an explanation of the typical Stormhost organisation.
Bladegheist Revenants

Such is the curse of the **Bladegheist Revenants** that they fi؜ght with the frantic desperation of a drowning man attempting to reach the surface. Eternally trapped in the last moments of their lives, these spirits fight with an unmatched frenzy.[1b]

## Overview

Moving like a ghostly cyclone, the creatures known as Bladegheist Revenants spin in a frenetic fashion. They are souls taken from those who met particularly tormenting ends - those sealed in spike-ridden encasements, choked beneath water or buried alive. Their last living thoughts were a frenzy of desperation, a last flurry of defiance in an attempt to break free. Thanks to Nagash's terrible curse, that horrible ending moment has been preserved forever in the Bladegheist Revenants.[1a]

Still lashing out in a blind frenzy, each Bladegheist Revenant has now been armed with a long sword - a tomb greatblade - that stands nearly as tall as a man. In their maddened fury the revenants spin in arcs, their own momentum pulling them forward in a destructive path that cleaves through the enemy's ranks. Although their other senses are numbed, trapped as they are in a final push for freedom, Bladegheist Revenants can feel the presence of what they imagine to be their captors. Any nearby Spirit Torments or Chainrasp Hordes serve to spur the whirling spectres on to even further manic efforts to escape their imagined doom.[1a]

## Wargear

A unit of Bladegheist Revenants has any number of models. Each Bladegheist Revenant is armed with a Tomb Greatblade.[1b][2]

## Source

* 1: Death Battletome: Nighthaunt.

	+ 1a: pg. 31
	+ 1b: pg. 83
* 2: Bladegheist Revenants Warscroll.
* 3: Games Workshop – Bladegheist Revenants.
Azyrheim

**Azyrheim**, also called the **Eternal City**, is one of the greatest cities of the Realm of Azyr. It essentially serves as the capital of Sigmar's empire in the Mortal Realms, for it is in Azyrheim that the God-King himself resides, building his armies of Stormcast Eternals and planning his vengeance upon the Dark Gods of Chaos.

Each of the Mortal Realms once boasted many great cities, civilised places full of wonder. Since the Age of Chaos, they have been ransacked many times over, save only Azyrheim, which stands eternal.

It is the last great bastion of Order, a walled city, renowned not just for its size and splendour, but also for its citizens, the Free Peoples.

There, communities of Men, Aelves and Duardin as well as many others dwell. Many came as refugees, fleeing their own embattled realms before Sigmar commanded the Gates of Azyr to be shut. Others trace their line of descent from times more ancient still, bitter remnants of the World-That-Was displaced out of home and time.

Although Azyrheim's citizens come from different nations, they are united by a common hatred of Chaos, and by dreams of one day reclaiming their lost lands.

Many armies of retribution have vowed to march out from Azyrheim, joining the Stormcast Eternals as they seek revenge against the minions of the Dark Gods.

## Sources

* *Order Battletome: Stormcast Eternals* (1st Edition), pg. 9
* *Grand Alliance: Order* (1st Edition), pp. 158, 217, 230
* *Warhammer Age of Sigmar Roleplay - Soulbound - Rulebook* (RPG), pg. 169
Gardus

Honour. Sacrifice. Duty. These are important concepts to all Stormcast Eternals, but none revere their sacred task like the warriors of the Hallowed Knights. Only those who worshipped Sigmar and called upon him for aid against the horrors of Chaos found themselves selected by incandescent rapture to join that Stormhost. There, in Sigmaron, they were reforged and inducted into the devout Hallowed Knights, with the message that it was not Sigmar who would help them, but rather they that would aid Sigmar. This elevation filled **Gardus**, consuming him utterly. No one trained harder or performed more impressively in the Gladitorium than did Gardus, for the honour the God-King bestowed weighed heavy upon him. Indeed, despite his great successes during the training battles of the Gladitorium, Gardus remained apprehensive about his ability to live up to the divine blessings gifted to him until his first true combat as a Stormcast Eternal at the Battle for the Gates of Dawn. There, he would prove himself beyond doubt.[1a]

## Overview

Lord-Celestant Gardus is a living beacon of hope. Even as a mortal he made ithis life’s work to defend those in need. When his grand hospice was assailed by Skinstealers, he took up two massive iron candlesticks and fought to the death in its defence. At the last, Sigmar answered his prayer for strength, snatching his soul to Azyr and Reforging him as a lord amongst warriors. His first battle as a Stormcast saw him plunge through the Gates of Dawn in order to draw the immense greater daemon Bolathrax away from his men, little realising that the portal led to the hellish lands of Nurgle’s Garden. He emerged alive, though only just, and was slain soon after in the battle for Athelwyrd. His subsequent Reforging has seen him return to the Mortal Realms with a blazing aura, like sunlight upon snow. Those who whisper that he was tainted by his ordeal in Nurgle’s Garden need only to look upon him to see the truth – his purity is more powerful than ever.[2a]

## Sources

* 1 *Order Battletome: Stormcast Eternals*.

	+ 1a pg. 93
* 2 *The Realmgate Wars: Godbeasts*.

	+ 2a pg. 179
Giant wolf

**Giant wolves** are large predators found throughout the Mortal Realms. Humans, duardin and aelves hunt these beasts mercilessly, but this is not always enough.[1] Grots are known to ride them in battle and use them to pull chariots.[2][3] Necromancers can summon dead giant wolves as Dire Wolves.[1]

## Sources

* 1: *Games Workshop - Dire Wolves*
* 2: *Games Workshop - Grot Wolf Riders*
* 3: *Games Workshop - Grot Wolf Chariot*
Auric Runesmiters

Sparks fly and flames roar as the **Auric** **Runesmiters** awaken

    the power of Grimnir from ur-gold. Under their booming chants, energy flares and blazes out from Fyreslayer runes, the lodge’s warriors fighting more furiously as the fiery might of the ur-gold courses through their souls like molten lava.[1]

## Overview

Runesmiters are the war priests of their lodges, charged with calling forth the power of Grimnir in the heat of battle. Whether on foot or riding a ferocious Magmadroth, they charge into the thick of the fighting, where their skills are most needed. Here, amongst the screams of the dying and the coppery stench of blood, the Runesmiters work their divine magic, the runes pressed into the smouldering flesh of their kin glowing bright in their presence.[1a]

Having chosen the path of the Zharrgrim, the Runesmiters stand apart from the Runefather and his sons, as well the Fyreslayers of their lodge. Unlike the venerable Runemasters, who stand aloof among their peers, Runesmiters nevertheless keep a close connection to the duardin they fight beside. The sight of a Runesmiter moving among a battle line is one met with cheers and nods. Oaths to Grimnir fill the air as the Runesmiter does his work. To many Fyreslayers, the Runesmiter is the messenger of their god, delivering a measure of Grimnir’s strength as he moves amongst them.[1a]

Not every Fyreslayer has the skill to become a Runesmiter, as an aspirant must show an affinity with ur-gold that surpasses that of his kin. All Fyreslayers have at least a partial sense of this precious substance, but only the truly gifted can discern its precise location within a chest filled with gold, or in a vein of ore across a cavern wall. Though it takes many forms across holds throughout the realms, the Gilded Test is something Runesmiters must pass before they can be inducted into the ranks of the Zharrgrim priesthood. Traditionally in the Vostarg lodge, aspirants are taken into a chamber filled with broken masks of Grimnir, where they must find the pieces that are made from ur-gold. Only when he is able to create the complete face of his god can his training begin.[1a]

In time, a Runesmiter might prove himself worthy to fight alongside his lodge, earning the right to ride a molten-skinned Magmadroth into battle and carry a latch-axe. A Runesmiter may even ascend to become the Runemaster of his lodge, though for many, their place is in the thick of battle.[1a]

## Known Auric Runesmiters

* **Augorn**- Runesmiter of the Greyfyrd lodge.[1]

## Wargear

All Runesmiters carry a Latch-axe, and many also keep Fyresteel Throwing Axes close at hand. Some also bear a Runic Iron, as much a weapon as itis a tool of office. If a Runesmiter has proven himself worthy he might instead carry a Forge Key, an artefact of pure ur-gold forged from the remains of a deceased Runefather, which has both symbolic and mystical power.[1b]

## Sources

* 1 *Order Battletome: Fyreslayers*.

	+ 1a pg. 27
	+ 1b pg. 104
Gargants

**Gargants** are massive creatures of destruction, known to join Orruks in their Waaaghs!.[1] They are hunted through the Mortal Realms as a symbol of power; Auric Runesons collected their skulls as trophies [2a] and Morboys consider them monsters worthy of a hunt [3].

## Gargant Tribes

* Brazen Gargant [4]
* Voideye Gargant [2b]
* Witherwood Gargant [2c]
* Aleguzzler Gargant [5]

## Sources

* 1 *Destruction Battletome: Ironjawz*
* 2 *Order Battletome: Fyreslayers*

	+ 2a pg. 26
	+ 2b pg. 76
	+ 2c pg. 14
* 3 *Savage Orruk Morboys Warscroll*
* 4 *Order Battletome: Seraphon*
* 5 *Games Workshop - Aleguzzler Gargant*
Fangs of Sotek

The constellation of **Sotek’s Fangs** rises above the Mortal Realms on nights when the winds of Azyr blow strong. Like a glimmering maw it appears from beneath the horizon, each shimmering star a seraphon cohort waiting for the call of the Slann Starmaster Zectoka.

Blazing upon the tip of the longest curving fang is the Scar-Veteran Ku-Quar, and when Zectoka summons the constellation to battle this saurus is often the first to step into the Mortal Realms. From the back of his bellowing Carnosaur, Ku-Quar leads a host of warriors and lumbering reptilian beasts into battle against the armies of Chaos.

From his place at the centre of the constellation Zectoka weaves the magic of the stars around Ku-Quar and the seraphon. Against this mighty host of Azyr foes are swiftly crushed, swept aside by thunderous charges, torn apart with snapping fangs or seared away under the potent sorceries of the Slann Starmaster and his Starpriests.
Dreadblade Harrow

**Dreadblade Harrows** are spectral lieutenants, spirit knights mounted upon ghostly steeds. They are able to fade and reappear, so no place on the battlefield is safe from their charge and the sweep of their deadly dreadblades.[1b]

## Overview

The Dreadblade Harrows are the officers beneath the Knights of Shrouds. In life, each of these wights watched their leader's betrayal, neither helping nor hindering. Their half measures have been duly rewarded with a curse in death, for they are compelled to serve their treacherous lords eternally.[1a]

Even for Nighthaunts, Dreadblade Harrows are especially discorporate, phantasmal figures atop spectral steeds, who can disappear and reappear at will. They are the Knights of Regret, full of bitter recriminations. In battle they serve as bodyguards and lieutenants, or are despatched as outriders. Rearing upon their spectral steeds, they vanish into wisps of mist only to gallop out of thin air elsewhere to fulfil even the most unchivalrous commands - culling the vulnerable, cutting off retreating warriors, and other heinous tasks.[1a]

## Wargear

A Dreadblade Harrow is a single model armed with a Dreadblade. He rides a formidable Ethereal Steed to battle, which attacks with its Ghostly Hooves and Teeth.[1b]

## Source

* 1: Death Battletome: Nighthaunt.

	+ 1a: pg. 25
	+ 1b: pg. 79
* 2: Dreadblade Harrow Warscroll.
* 3: Games Workshop - Dreadblade Harrow.
Battletome: Chaos Dreadhold

***Battletome: Chaos Dreadhold*** is a full colour, 80-page hardback book that contains the background story of the monstrous castles, mighty strongholds and looming watchtowers that choke the Mortal Realms like an iron collar, rules for each of the Chaos Dreadhold scenery pieces, several Battleplans (instructions that allow you to fight battles based around their narrative, with special rules and layouts), and eight Warscroll Battalions (formations that give access to additional, powerful abilities).

## Source

* Games Workshop - Battletome: Chaos Dreadhold.
Chaos Sorcerer Lord

The **Chaos Sorcerer Lord** bestows his followers with daemonic essence, boosting their skill, strength and resilience to unholy levels.[1a]

## Wargear

A Chaos Sorcerer Lord is armed with a Chaos Runestaff. Many Chaos Sorcerer Lords also carry a Chaos Runesword to battle. Some Chaos Sorcerer Lords ride to battle on Chaos Steeds.[1a]

## Abilities

* Oracular Visions: the Chaos Sorcerer Lord receive the gift of foresight.[1a]

## Source

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

	+ 1a pg. 245
Gloomspite Gitz

**Gloomspite Gitz** are a new faction combining Moonclan Grots, Spiderfang Grots, troggoths and the occasional gargant under one bunner.[2][1a]

## Videos

Destruction Rising Teaser TrailerSomething grot this way comes...Whispers of da Bad MoonGloomspite Gitz RevealedGloomspite Gitz Writer InterviewsGloomspite Gitz – Pre-order NowGloomspite Gitz – In Stores Now!Gloomspite Gitz – Wave 2 Pre-order NowGloomspite Gitz – Wave 2 In Stores Now
## Source

* 1: Battletome: Gloomspite Gitz.

	+ 1a: pg. 8
* 2: Gloomspite Gitz: Revealed!
Draichi Ganeth

The  **Draichi Ganeth** translates as 'the bladed killers'. Their main temple is found in the northern barrens of Fuarthorn in Ulgu, but their war pilgrimages and lesser shrines can be found across the realms. Aelves of this sect are the most commonly seen of all the Daughters of Khaine, and few in the Cities of Sigmar have not witnessed their ritual combat displays. To Draichi Ganeth, it is through the killing blow that Khaine is most honoured, the act of beheading in particular, and they have thus earned the epithet 'the Executioner's Cult'.

The warriors of Draichi Ganeth shun stealth, and make no attempt to conceal their kills. Indeed, their war covens often herald their approach to the enemy before battle with gruesome triumphal processions, so that all might gather to witness the sect's proficiency at murder. They regard the more shadowy Daughters of Khaine as beneath them, and abstain from the use of poisons, for they staunchly believe that a true warrior has no need of anything but athletic poise and prowess with a blade.

## Sources

* Battletome: Daughters of Khaine
* pg 16
* pg 57
Aether-gold

**Aether-gold**, also called **"The Breath of Grungni"**, is a magical metal found in the clouds of the Realm of Chamon. It is naturally lighter-than-air, but in large volumes it can also change the weather and can cause madness when it rains down from the clouds.

The Duardin Kharadron Overlords harvest it by vacuuming up the clouds and using alchemical processes to turn it into ingots.

The physical properties of aether-gold are not fully known; the Kharadron Overlords use it to lift their ships and sky-ports, but they are researching other uses for it.

Monsters such as harkraken, chimera, megalofin and Skaven are also attracted to it, leading to conflicts between them and the Kharadron Overlords.

## Sources

* *Kharadron Overlords: Developers*
* *Order Battletome: Kharadron Overlords*
Battletome: Maggotkin of Nurgle

Nurgle is the Chaos God of plagues, whose power waxes strong when disease and despair ravage the Mortal Realms. Though he is a source of fear and revulsion to his enemies, Nurgle is a perversely paternal god, generous with his foul gifts and proud of his worshippers’ every disgusting achievement. His armies, both mortal and daemon, bulge with virulent boons. The twisted and disfigured, the spiteful and forsaken, the hopelessly insane – these Maggotkin spread the joyous filth and bountiful contagions, hoping to turn the whole of the Mortal Realms into a single garden of beautiful putrescence.

In the 104-page hardback Battletome: Maggotkin of Nurgle, you’ll find:

- Grandfather Nurgle: disturbingly cheerful background information on the most plaguesome of Chaos Gods, delving into his fraught relationship with the other gods, his hideous and bloated physical form and his obsession with the lush, inexhaustible cornucopia of Ghyran;

- The Garden of Nurgle: a horribly detailed description of Nurgle’s domain within the Realm of Chaos;

- Details of the Daemons of Nurgle, from Plaguebearers to Great Unclean Ones, describing their foul methods of war, along with descriptions of Nurgle’s vast armies of mortal followers;

- Armies of the Plague God: the organisation and structure of Nurgle’s armies – the Plague Legions and the Rotbringer Contagiums;

- Warbands of the Plague God: descriptions, sigils and colour schemes for 6 specific Nurgle warbands – The Munificent Wanderers, The Befouling Host, The Droning Guard, The Blessed Sons, The Drowned Men and the Filthbringers;

- Annals of Entropy: a timeline of significant battles and events in the history of Nurgle’s forces;

- Detailed background on the forces available to Nurgle, including mortals and daemons;

- A showcase of beautifully-painted Citadel miniatures, with an example Maggotkin army.
Astral Templars

The Beast-Slayers, Heavens’ Claw, the Bane of Tyrants

   "Called barbaric by some, the Astral Templars have lost none of their tribal savagery in the process of reforging. Their specialism lies in the slaying of monstrous foes, for as mortals they hunted giant beasts to survive. Now they fight gargants and hulking tyrants on behalf of all the realms"

Recruited from the most warlike and barbarous mortal tribes, the Stormcast Eternals of the Astral Templars are warriors born. They were once savages, uncouth but true of heart, and are hence never more at home than when surrounded by enemies in battle. This fierce heritage has stood them in good stead. Four Warrior Chambers of the Astral Templars famously entered the Gnarlwood of Ghur to hunt the monsters there – and not only survived, but emerged from the darkness victorious.

Their commanders are the most ferocious of their kind, and they take great pleasure in hurling themselves into desperate combats and matching themselves against towering, Chaos-tainted monsters. Of especial skill are the warriors of the Vanguard Chambers, who have highly developed hunter’s instincts.

The Astral Templars still wear furs and pelts over their sigmarite armour, mementos of their feral past. In their tribal rituals, the Stormhost honours Ursricht, the White Bear. Though 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. When the skies rumble like the growl of a hunting beast, and the clouds yawn open to disgorge thick columns of lightning, even the largest Chaos-drake or vilest gargant can soon find itself not predator, but prey.

## Trivia

In their tribal rituals, the Stormhost of the Astral Templars honours Ursricht, the White Bear. Though 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.[1a]

## Sources

* 1 *Battletome: Stormcast Eternals (2018)*
	+ 1a pg. 55
Engine of the Gods

The **Engine of the Gods** is an ancient device, so powerful that it is capable of disrupting the natural laws of the universe. If there is a Slann nearby, it can flex its will to better control the engine. It is crewed by a Skink Priest and a number of Skinks. The Stegadon bearing the engine attacks with its Sharpened Horns and flattens the foe with its Crushing Stomps, while the skinks riding in its howdah hurl Meteoric Javelins – enchanted projectiles that transmute into meteors as they soar towards the enemy.[1a]

## Sources

* 1 *Order Battletome: Seraphon*.

	+ 1a Pg. 128
Ephryx

The sorcerer **Ephryx** swore himself to Tzeentch long ago, bargaining away his soul in exchange for the ability to enslave magic. He did so not for the sake of mortal power, but in order to claim an entire realm in the name of his Dark God, casting a ritual that would see all Chamon’s gates diverted to Tzeentch’s Crystal Labyrinth. In aeons gone by, Ephryx oversaw the binding of the Great Shatterer, *Ghal Maraz*, to this master plan. Over long centuries the sorcerer built the Eldritch Fortress, a skull-encrusted edifice as much a magical siphon as it was a physical stronghold. Harnessed by the castle’s keep, the warhammer’s magical potential gave Ephryx much of the aetheric energy he needed for his ultimate goal. Since the Storm of Sigmar broke, Ephryx has planned to steal the power of the Stormhosts to supply the rest. Ephryx manipulated events so that allies both mortal and daemonic were aligned to bend the Heldenhammer Crusade to his will. But as with all who seek the boon of Tzeentch, the puppet master is all too often a puppet in his turn...[1a]

## Sources

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

	+ 1a pg. 110
Chaos Spawn

Howling and gibbering, **Chaos Spawn** lurch into battle with their twisted limbs flailing. These once-great warriors have been warped by the powers of Chaos until nothing remains but mindless mutants whose only desire is to rend and kill. This they do with horrific strength, every lash, snap and stomp mangling another luckless foe.[1a][2a]

## Wargear

A unit of Chaos Spawn has any number of members. They are armed with a variety of Freakish Mutations.[1a][2a]

## Sources

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

	+ 1a pg. 221

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

	+ 2a pg. 247
Bull Centaurs

A stampeding herd of **Bull Centaurs** will strike fear in the hearts of any who stand before them, and soon trample them with their iron-shod hooves. Led into battle by a mighty **Taur'ruk**, when joined by Shar'tor the Executioner the herd is filled with the unholy wrath of Hashut and charges with wild rage.[1]

## Wargear and abilities

Unit of Bull Centaurs have at least three warriors and are led by a Taur'ruk, whose bellowing, gore-reeking presence drives others of its malformed kin into heights of religious frenzy. Some Bull Centaurs go to war with either a pair of scalding hand weapons (usually in the shape of wickedly curved axes or prodigiously spiked maces), or a scalding hand weapon and a spiteshield laced with malefic curses to afflict those who would assail it. Others carry instead a single doubled-handed scalding great weapon – often a mighty executioner’s axe or a huge maul.[2]

Charging Bull Centaurs slam into their victims with wild rage, crushing many beneath their weight and stamping enemies to death beneath their iron-shod hooves.[2]

## Miniatures

1/1
## Source

* 1 Forge World - Bull Centaur Execution Herd.

* 2 Warscrolls Compendium: The Legion of Azgorh.
Ancestral Hammer

The *Gromthi-a-Grund*, or 'Ancestral Hammer', is a Khrundhal-class battleship in the service of Barak-Thryng.

    With their multiple aether-endrins, such craft are expensive to produce and maintain. Even at anchor these war vessels strain the limits of Artycle 2 of the Code, the famed Seven Points of Prosperity. Despite the cost, each sky-port maintains a fair number of such warships for times of extreme need, including Grundcarriers, Basthal-class minelayers, Thrunghal shieldships, Tork-class torpedo boats, and a great many one-off designs.
Auric Runefathers

The Auric Runefather’s fiery gaze bores straight into the heart of

    the lodge’s enemies. Wise in the ways of war, the **Auric Runefather** is the forge that tempers the white-hot fury of the Fyreslayers, hammering them into a berserk fighting force to hack and hew his foes apart.[1a]

## Description

The Auric Runefathers are the lords of the Fyreslayer lodges, each one a stern-faced patriarch and experienced war leader. In battle, they lead from the front of the Fyreslayer armies, directing their warriors toward their foes and cutting down powerful enemies with devastating axe swings. Such is the fire that burns within the soul of a Runefather that he can turn enemies to flight with but a single blazing stare.[1a]

Only the strongest Runesons will ascend to role of Runefather, often fighting in the shadow of their sire for decades to prove their worth. With the blessing of the Runemaster, a successor will be chosen not just for the fiery blood that flows in his veins, but also his spiritual connection to the essence of Grimnir. Such is the importance of the Runefather’s link to the god that it is tradition for him to take the title of Grimnir after his given name.[1a]

As befits their great rank, Runefathers carry many ancient objects of power sacred to the lodge, but none perhaps as blessed as the long-hafted latchkey grandaxe. More than just a weapon with which to lop off the heads of his foes, it is also the master key to the lodge’s great forge-temple vaults and its stores of precious ur-gold.[1a]

Runefathers are also among the few Fyreslayers with prowess enough to ride a Magmadroth to war. As the Fyreslayers are the descendents of Grimnir, so are the Magmadroths the children of Vulcatrix, and ever since the battle between duardin god and ur-salamander, a bond has existed between them. Heat pouring from their molten skin, Magmadroths are true creatures of fire, and only a Fyreslayer has the endurance to ride one into battle. From atop an ancient battle-throne on the back of his Magmadroth, the Runefather thunders into the fray, his flame-wreathed runes glowing with the power of Grimnir.[1a]

## Known Auric Runefathers

* **Bael-Grimnir** - Runefather of the Vostarg lodge.[1]
* **Grumgen-Grimnir** - Runefather of the Baeldrag lodge.[1]
* **Hursgar-Grimnir** - Runefather of the Greyfyrd lodge.
* **Norgrem-Grimnir.**
* **Rygorn-Grimnir.** [2a]
* **Smurgi-Grimnir.**[1a]

## Gallery

Auric Runefather.Auric runefather on magmadroth.
## Sources

* 1 *Order Battletome: Fyreslayers*.

	+ 1a pg. 24
	+ 1b pg. 98
	+ 1c pg. 100
	+ 1d pg. 102
	+ 1e pg. 103
* 2 *Death Battletome: Flesh-eater Courts*.

	+ 2a pg. 65
Gor-Rok

**Gor-Rok** is a Saurus hero, and a paragon of martial might.

## Abilities

He attacks his enemies with a Celestite War-mace along with fearsome jaws and an Aeon Shield. He is also known to fly into a ferocious rage when attacking his enemies. He can also hunt out weakness in enemy units, enabling his fellow Saurus to break them more easily.

## Sources

* *Order Battletome: Seraphon*.

* *Warscrolls Compendium: Lizardmen*.
Chaos Battletome: Blades of Khorne

***Chaos Battletome: Blades of Khorne*** is a 130-page book available as a hardback or ebook published in 2019 as the re-titled 2nd Edition of the *Warhammer: Age of Sigmar* 1st Edition's *Chaos Battletome: Khorne Bloodbound*.

It contains the background story of the different Ages of the Mortal Realms relating to the Khorne Bloodbound as well as sections such as "The Ranks Infernal," detailing the categories and governing structure of Khornate Daemons; "Warhordes of Khorne," which gives insight into the militaristic structure of the mortal entities of the Khorne Bloodbound; "Allegiance Abilities" which contains Battle Traits, two Battleplans, "The Bloodstorm" and "A Feast of Skulls," and more; as well as the battletome's "Warscrolls," which give statistical information on the fieldable Khornate units in the *Warhammer Age of Sigmar* tabletop miniature game.

## Sources

* *Chaos Battletome: Blades of Khorne* (2nd Edition)
Dorryc Claimblade

The duardin of the Scarred Isle have long raised their tankards to the honour of **Dorryc Claimblade**. Famous for quenching the unfinished Everblade in the blood of the orruk warlord Ghostkilla, Claimblade was a priest with a warrior’s soul. When the Varanguard invaded Dorryc’s homelands, he was deeply affected by the massacre that followed. His runesight had shown him the presence of ur-gold upon the Varanguard warriors, priceless nuggets worn as jewellery or even incorporated into the baroque weapons and armour they carried to war. There had been so much of it that Claimblade was driven to the edge of madness by the sight. Thinking it his divine duty to recover the ur-gold, he resolved to lure the Varanguard into a series of traps and ambushes, drawing them to the crescent isle so the Fyreslayers could slaughter them and take the priceless metal from their corpses. His plan was ambitious, bold and lethal. It would see the stain of death spread across the lands.[1a]

## Source

* 1 *The Realmgate Wars: Godbeasts*.

	+ 1a pg. 136
Barak-Urbaz

**Barak-Urbaz** is one of the six major sky-ports of the Kharadron Overlords. It is the most cosmopolitan sky-port and one of the richest, with income from transport through hidden Realmgates and harvesting of aether-gold. The most skilled Aether-Khemists come from Barak-Urbaz.

It is said that bartering with a trader from Barak-Urbaz is more treacherous than navigating a shoal of stunfish. Barak-Urbaz is the most cosmopolitan of the sky-ports, and its citizens pursue profit with unmatched zeal. This city boasts the greatest fishing fleets, for its Codewrights long ago won Code Claims to the most abundant cloud banks. Further income pours into the sky-port from Realmgates known only to its Admiral Council, and its fleets ferry people or goods through these portals to any of the realms so long as their prices are met. The most skilled Aether-Khemists come from Barak-Urbaz, and their alchemic formulas ensure that not even the clouds can avoid being squeezed from extra profit.
Clan Rictus

Gnawmaster Rikfang of **Clan Rictus**, one of the clans of Clans Verminus, had drawn together a mighty swarm of ratmen to fight for him. Beneath his ragged banner massed an anarchic coalition of Verminus and Skryre clans, each of which brought ever greater numbers to swell the Gnawmaster’s ranks. It was not a tight-knit army and – skaven nature being what it is – the petty Warlords and Warlock Engineers who fought in Rikfang’s name were every bit as loyal as a Stormfiend is delicate, graceful and wise. The Clan Rictus alliance instead derived its strength from its overwhelming numbers and the potent, if dangerously unpredictable, war machines of the Clans Skryre. Though the enemies of a sprawling horde such as this might slaughter hundreds of ratmen, those lives were butdrops in a red-eyed, chisel-fanged ocean that would devour them whole in return.[1a]

## Overview

Despite their natural tendency towards treachery, Stormvermin fighters are well-equipped, strong, brutal, and –when amassed in their clawpacks –incredibly efficient killing machines.[1b]

Their chief weapons are large and jagged halberds. These fearsome implements are designed to hook and hack through the armour and helms of their foes, from Stormcast Eternals to duardin. Of course, as self-interest dictates, these weapons are often employed against other skaven clans when an opportunity presents itself.[1b]

The skaven are nothing if not inventive, and their ingenuity – and native cowardice – can be seen in the design of their defensive equipment. Alongside ragged tunics and a compact shield of wood and metal, they wear segmented torso armour, a tabard and rear neckplate.This lightweight combination covers both their front and back, offering the wearer an equal measure of protection and freedom of movement, whether dealing with sudden, scuttling advances, pell-mell retreats or their murderous comrades-in-arms.[1b]

## Sources

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

	+ 1a pg. 63
	+ 1b pg. 66
Crypt Ghouls

Reeking drool slavers from mouths lined with rotting fangs as hordes of **Crypt Ghouls** hiss their adulation for their king. They scuttle into battle at his command, their chipped talons tearing at the ground as their maws stretch wide in eager anticipation of the feast to come.[1a]

## Overview

Ghoul is a word known in almost every corner of the Mortal Realms. These are the vile creatures who make up the majority of an Abhorrant Ghoul King’s seething armies, and they have an appetite for flesh that is both repulsive and insatiable. Infected by the abhorrant king’s insanity, the longer Crypt Ghouls serve in the king’s court, the stronger their madness becomes. Soon, the ghouls do not see themselves as monsters, nor do they consider the flesh they feast upon as an aberration to the natural order. They believe themselves to be stout foot soldiers of the king’s court or keen-eyed scouts ranging ahead of his armies. In truth, they are a cannibal horde of naked and hungry monsters. Anyone caught in the path of a ghoul pack has but two choices: fight or be devoured. Once the king has set his ghouls on an enemy’s trail, the flesh-eating creatures will not rest until they have returned to their master laden with dripping slabs off reshly harvested meat.[1a]

Crypt Ghouls are especially deadly in large numbers. A single creature will take its time feeding, gorging itself on raw flesh, often until it is sick. However, as soon as there is competition for its meal, it flies into a frenzy, eager to kill its prey swiftly and feast on the remains before its brothers and sisters can steal its prize away.[1a]

Utterly devoted to their abhorrant master, Crypt Ghouls will brave death without hesitation. Any craven parts of their soul have been extinguished by the madness of their king, and they fight like rabid beasts, often dying to the last rather than displease their lord. In those rare instances when a ghoul does turn to flight, their kin swiftly drag them down. Such is the fate for cowards in the Flesh-eater Courts, where the courageous fight on in their king’s favour, their bellies filled with the flesh of the weak.[1a]

## Wargear

A unit of Crypt Ghouls will frantically tear into their victims with Sharpened Teeth and Filthy Claws.[1b]

## Source

* 1 *Death Battletome: Flesh-eater Courts*.

	+ 1a pg. 29
	+ 1b pg. 83
Eternity Warden

**Saurus** **Eternity Wardens** are the sworn protectors of the Slann and the leaders of the Saurus Guard. The Eternity Warden is a living shield that stands between his master and the foe, his massive star-stone weapon sweeping in devastating arcs to pulverize anything that threatens his charge.[1a]

## **Overview**

Blades ringing from his heavy scaled hide and bone helm, the Eternity Warden smashes his way through the enemy. At his back the Saurus Guard form up around the Slann, an impenetrable wall of snarling maws and celestite polearms. In the presence of the Eternity Warden, they stand taller and fight harder, determined that none lay blades upon their master. The Saurus Guard gain strength from the Eternity Warden, their celestial forms growing denser and more powerful merely by fighting at the side of the Slann’s chosen protector. When they stand as one, their shields locked together and weapons held high, the Eternity Warden and Saurus Guard shimmer with the light of Azyr.[1a]

Eternity Wardens are among the greatest of the Saurus Guard, favored custodians summoned from the stars by the magic of the Slann. Eternity Wardens have lived the equivalent of many mortal lifetimes in the service of the Slann, suffering repeated destruction within the Mortal Realms so their lord might live, and returning from the stars to do so again and again.[1a]

Should an Eternity Warden fall a Slann can conjure his protector back to the Mortal Realms regardless of the manner of his demise, or the presence of barriers either mundane or magical. None but the Slann to whom he is pledged, however, may call upon a particular Eternity Warden.[1a]

Countless are the heroic acts of self-sacrifice performed by the Eternity Wardens, but a hallowed few are worthy of legend. Xoat'ar, Shield of the Azure City, choked a Lord of Change with his own broken body to save his master, while Atlor-ke the Unbowed stood sentinel for a hundred mortal lifetimes over the remains of his master Nohekal, until the Slann’s magic finally faded. The magical bond between an Eternity Warden and his master is so strong that it endures for as long as the Slann lives – a span which is often measured in ages of creation.[1a]

## **Wargear**

A Saurus Eternity is armed with a Star-stone Mace and tears into enemies with its Fearsome Jaws.[1b]

## **Sources**

* 1 *Order Battletome: Seraphon*.

	+ 1a Pg. 30
	+ 1b Pg. 101
Baergut Vosjarl

**Baergut Vosjarl** was the first Frostlord, and he witnessed the creation of the first Beastclaw Alfrostuns. Many legends surround the Beastclaw hero, and most ogors believe it was some act of Baergut’s that summoned the first Everwinter. Amongst these tales perhaps the most famous is the story of how Mork tricked Baergut into eating the heart of the frozen ur-bear Jorhar. Mork had been angered by the Frostlord’s bold claims of the ogors’ ascendancy over all other beasts. Devising a cunning trick, the god led Baergut into a wastelands, where no food existed, on the promise of a great battle. When the ogor arrived in the lair of Jorhar, Baergut was almost mad with hunger. After a savage fight, the Frostlord hacked open Jorhar and greedily ate its innards, including the monster’s still-beating heart. The organ was so powerful it refused to be digested, and from that day, with each beat a cold wind was called to Baergut. Frostlords claim that on the wind’s howl, the sound of Jorhar’s heart can still be heard, summoning winter to the Beastclaws.
Brotherhood of the Red Boil

Plague Priest Kratsik’s most fanatical followers are known as the **Brotherhood ofthe Red Boil**. Wild-eyed and ferocious, these frenzied killers surge into battle with frothing spittle spilling from their fanged jaws. The corruption that weeps from their blades is so virulent that even a shallow cut can kill, while beneath their matted fur, their hides are wrinkled and leathery enough to turn aside arrows and blades. It is their total obedience to Kratsik that makes the brotherhood truly dangerous, however; at a word from their Plague Priest, the Red Boil will rush eagerly to their deaths without a second thought. Though such bravery seems to stem from fanatical devotion, in truth the brotherhood’s insane courage flows from the blessings of Nurgle. Within the brain of each Plague Monk nestles a fat daemon maggot, hatched from the crimson buboes on Kratsik’s foul body and utterly loyal to the Plague Priest. Even as these parasites chew hungrily at mouthfuls of rotting brain flesh, they compel their hosts to obey their skaven master in all things.[1a]

## Sources

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

	+ 1a pg. 83
Fimir

**Fimir** are loathsome, one-eyed reptilian creatures, infamously degenerate and malign and possessed of dark powers. Fimir are Ogor-sized beast, with a club-tipped tail, capable of breaking bone. They fear the sunlight, and only go out surrounded by magical mist for protection. Fimir Warriors are armoured with plates of spell-forged bronze and wield Baleglyph weapons in combat. They are led in battle by the Fimirach Nobles, even more ferocious combatants than the loathsome reptilians they lead.

## Sources

* *Forge World- Fimir Warriors*
* *Forge World- Fimirach Noble*
* *Fimir Warriors Warscroll*
Chaos Chosen

Amongst the ranks of the Chaos-worshipping hordes are those who have felt the eye of the gods upon them. Knownsimply as **Chaos Chosen**, these ironclad slaughterers form the inner circle of their lord’s warband. Every head claimed by their greataxes is met with a roar of bloodlust from those warriors nearby – for they too would become the Chosen of the gods.[1a]

## Wargear

A unit of Chaos Chosen has 5 or more members. Chaos Chosen wield mighty double-handed Chaos Greataxes that can cleave a warrior in half with one blow. The leader of this unit is the Exalted Champion. Anyone in this unit may be Icon Bearers. Anyone in this unit can be Skull Drummers.[1a]

## Source

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

	+ 1a pg. 248
Chaos Marauders

Natural born fighters, swollen by the corrupting taint of Chaos, the **Chaos Marauders** are a terrifying sight to behold on the battlefield. Charging toward the enemy in great numbers, their faces twisted into snarling parodies of humanity, they fall upon their prey and tear it apart with axe, blade and flail - their sheer number and grisly determination have propelled the Slaves to Darkness to blight every mortal realm save Azyr.[1a]

## Wargear

A unit of Chaos Marauders has 10 or more members. Units of Marauders wield either Barbarian Flails or Barbarian Axes. Some units of Marauders also carry Darkwood Shields. The leader of this unit is the Marauder Chieftain. Anyone in this unit may be Icon Bearers. Anyone in this unit can be Drummers.[1a]

## Source

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

	+ 1a pg. 256
Engines of Plague

The macabre **Engines of Plague**, war engines of the Clans Pestilens, are more than just weapons. They are the befouled altars at which the Virulent Processions worship, mobile fanes of corruption towards which the Plague Monks direct their devotions.[1a]

## Overview

As clouds of tainted incense billow and foul green lightning bursts overhead, the Engines of Plague spread the diseases of the Great Corruptor, slaughtering his enemies and leaving blackened husks in their wake.[1a]

Plague Furnaces are huge wheeled carriages of rotting wood and rusting metal, heaved into battle by teeming hordes of Plague Monks. Their sheerbulk is deadly in its own right, crushing victims beneath their grinding wheels .Each of these horrific contraptions is ridden to war by a Plague Priest, who uses the furnace as a moving pulpit from which to hurl foul sorcery at the enemy. More dangerous still is the great censer at the Plague Furnace’s heart. Concoctions of unbelievable foulness are heaped, poured and ground into this massive sphere before being doused with rancid warpstone and set aflame.The resultant smoke clouds billow outward in toxic waves, while the ball itself can be swung into the enemy ranks to crush and destroy.[1a]

Rolling at the rear of each procession, Plagueclaws are towering rotwood catapults festooned with jangling bells and rusted icons. They are seen as holy instruments of the Great Horned Rat, the devices by which he bestows pestilence upon the unworthy. These weapons hurl rains of diseased filth into the enemy’s midst. Into the Plagueclaws are ladled the most horrific brews the Plague Priests can conjure and even precious doses of the Great Plagues, ready to infect entire nations from the catalyst of a single battlefield. Whether lofting their shots high over castle walls or into the midst of tightly packed enemy armies, accuracy is of little concern, for the Plagueclaws need only drop their ammunition in the general vicinity of their victims to begin an epidemic amongst their ranks.[1a]

It is seen as a great blessing to crew a Plagueclaw; many believe that those who do so become so saturated with filth that, upon their inevitable deaths, they become one with the Great Corruptor himself. There are always more fanatics willing to shed their robes and expose themselves to the full virulence of the Plagueclaws, false martyrs gambling on a shortcut to eternal power.[1a]

## Wargear

A Plague Furnace is a single model crewed by a trio of fanatical Plague Monks, who chitter with delight as they send the smouldering Great Censer crashing into the enemy’s ranks. At its fore stands a cackling Plague Priest wielding a Warpstone-tipped Staff that sparks with malign power. Any who come too close to the Plague Furnace meet a quick and messy end beneath.[1b]

A Plagueclaw is a single model consisting of a deadly contraption crewed by a trio of fume-addled skaven. The catapult lobs abubbling blend of semi-congealed poisons and diseases at the foe, and the crew defends their scaffold-like charge with a variety of Tools and Knives.[1c]

## Source

* 1 *Chaos Battletome: Skaven Pestilens*.

	+ 1a pg. 30
	+ 1b pg. 68
	+ 1c pg. 74
Battlesmiths

> "*{{{1}}}*"
>
>
>
> —Anonymous

[1]
Beneath the steely gaze of Grimnir, the **Battlesmiths**

   recite the glorious deeds of their people. Only the greatest artisans have the honour of forging and carrying the lodge’s standards. These champions march into the fray, icons aloft, where they can witness the victories of their kin with their own eyes.[1]

## Overview

Battlesmiths stand proudly at the fore of the Fyreslayers’ ranks, their booming voices carrying over the din of war. Held firm by arms grown strong in the forge, their icons of Grimnir gaze down upon the lodges, inspiring them to ever greater acts of heroism as they cleave a bloody path through the foe.[1a]

A Fyreslayer lodge is known by its deeds, and each oath sworn and battle won is a permanent credit to its name. The Battlesmith is the living memory of his lodge. He is able to recite its founding, its most glorious victories and the long line of Runefathers that have led it down the ages. However, despite this duty, he is far from a mere chronicler. Each Battlesmith is a skilled warrior, entrusted with protecting his sacred icon in combat. Once a battle is done, he will hammer runes of history into the back of his standard so that it might never be forgotten.[1a]

The right to carry an icon of Grimnir requires more than just talent with an axe, or even a close connection to the god. Battlesmiths are chosen by the Runefather from among his lodge’s greatest craftsmen, and it falls to the Battlesmith to forge his own icon. Only the duardin most gifted in the working of metal may create the image of Grimnir, for anything less than perfection in the representation of their god will not be tolerated.[1a]

The oldest Battlesmiths can recount hundreds of battles, and their droning remembrances can stretch for days or even weeks when the Runefather bids them orate the entire history of the lodge. Often, on long marches across the realms, this will be the duty of the Battlesmith – to regale his lodge with tales of the bravery of their ancestors, so that when the Fyreslayers finally reach their foe, they are filled with an inspired rage and are ready for war.[1a]

## Known Battlesmiths

* **Argrum** - Battlesmith of the Greyfyrd lodge.[1]
* **Turgom** - Battlesmith of the Vostarg lodge.[1]

## Wargear

A Battlesmith is armed with an Ancestral Battle-axe and carries an Icon of Grimnir. Some Battlesmiths also carry a brace of Fyresteel Throwing Axes.[1b]

## Sources

* 1 *Order Battletome: Fyreslayers*.

	+ 1a pg. 31
	+ 1b pg. 108