recursal/Fanatic-Fandom huggingface dataset:
Dread abyssal

**Dread abyssals** are spiritual creatures ridden into battle by the forces of Nagash. They feed on both flesh and spirit, with some feeding on certain types of sinners. They can fly across the air, dismember victims with their ebon claws and are followed by hosts of spirits.

The Mortarchs of Nagash ride dread abyssals into battle: Arkhan rides Razarak, the Doom of Traitors, Mannfred von Carstein rides Ashigaroth, Gorger Upon the Meek and Neferata rides Nagadron, the Adevore.

## Source

* *Games Workshop - Arkhan the Black, Mortarch of Sacrament*
* *Arkhan Warscroll*
* *Games Workshop - Mannfred, Mortarch of Night*
* *Mannfred Warscroll*
* *Games Workshop - Neferata, Mortarch of Blood*
* *Neferata Warscroll*
Klaq-tor

Whenever the magisterial slann Lord Xen'phantica sought swift vengeance upon his enemies, he would call **Klaq-tor** down from the stars. An ancient hero of the seraphon, the Oldblood Klaq-tor has stalked across battlefields since the dawn of time. Countless enemies have ended their miserable days screaming under Klaq-tor’s blade and the Carnosaur Startalon’s claws. At the Flayed Falls it was Klaqtor that slew the thrice-born Abomination of Vermisia, hewing it into its component parts with the focus of a master butcher. In the days of the Dreaming Horror Klaqtor swept away the Gibberling Wizards; even the Mechgor Razor-Engine fell to the Oldblood’s ire. Klaq-tor has proven especially adept against the daemons of Orb Infernia. In all the long centuries of war upon that cursed sub-realm, the Oldblood never fell in battle, matching the Chaos princes blow for blow, and driving their armies back into their tainted lands.[1a]

## Source

* 1 *The Realmgate Wars: Godbeasts*.

	+ 1a pg. 83
Boarboy Maniaks

Possessed by the Waaagh!, **Savage Boarboy Maniaks** barrel across the battlefield. Where their frenzied mobs hit the opposing lines, a great crash is heard, and broken enemy bodies can be seen flung into the air. As the Maniaks lay about themselves with stone chompas, their mounts gore and trample until nothing is left of the foe but mangled corpses.[1]

## Overview

Quite mad, scorning such cowardly vices as armour, shields and basic self-preservation, Boarboy Maniaks ride into battle waving vicious chompas in each hand – all the better to enact as much carnage as possible. Their mounts are just as mad as they are, specially chosen for their ill tempers, which are made even worse by the Boarboy Maniak bouncing about atop them, driving spurs of sharpened bone into their flanks. These unhinged orruks will even trample their own kind in their efforts to be the first into the fray, swarming over a stunned foe in a crazed display of teeth, tusks and madness.[1]

## Wargear and abilities

Savage Boarboy Maniaks units are formed by at least three warriors, led by a boss. They are each armed with two chompas, and ride upon foul-tempered warboars that gore the foe with their sharp tusks.[2]

## Miniatures

1/1
## Sources

* 1 Games Workshop - Savage Boarboy Maniaks.

* 2 Savage Boarboy Maniaks Warscroll.
Grand Alliance of Order

The **Grand Alliance of Order**, also known as the "**forces of Order**" or simply **Order**, is the collective name for the deities, kingdoms, armies and organisations of the mortal races who seek to reclaim the Mortal Realms from Chaos and restore their civilisations to the glory they knew in the Age of Myth.

## Purpose

Morathi, when speaking to the Grand Conclave of Hammerhal to convince its members to act against Nagash, the god of death, during the Time of Tribulations, defined the purpose and meaning of Order better than any other inhabitant of the Mortal Realms.

She claimed to see the forces of Order as the champions of progress and civilisation, who in spite of their differences in physical form, culture and methods of war are united in their desire to live, to feast, to love and to grow old in the service of their chosen gods.

To Morathi, the pursuit of this definition of Order is what unites the races of men, aelves and duardin in the Mortal Realms.

Her words convinced the Grand Conclave to unite when needed to bolster their numbers and divide as necessity demanded, to conquer Realmgates and give free access to them to their allies among the other forces of Order.

The ultimate goal of the forces of Order is to destroy and/or permanently contain their enemies among the forces of Chaos, Destruction and Death while spreading the civilisation and progress brought by Order throughout the Mortal Realms.

## Factions

 **Soulbound** | Many different, independent groups of Soulbound or "Bindings"

## Base Factions

* Fyreslayers
* Idoneth Deepkin
* Kharadron Overlords
* Lumineth Realm-lords
* Seraphon
* Stormcast Eternals
* Sylvaneth
* Collegiate Arcane
* Darkling Covens
* Devoted of Sigmar
* Dispossessed
* Eldritch Council
* Freeguild
* Ironweld Arsenal
* Lion Rangers
* Monsters of Order
* Order of Azyr
* Order Draconis
* Order Serpentis
* Phoenix Temple
* Scourge Privateers
* Shadowblades
* Swifthawk Agents
* Wanderers

## Sources

* *Warhammer Age of Sigmar - Soulbound: Core Book* (RPG), pp. 7, 34, 64, 131-133
* *Cause Célèbre* (Malign Portents Web Short Story)

 Aelven Factions
Daemons

**Daemons** are the hellish spawn of the Dark Gods of Chaos and they exist only to corrupt and destroy.

They are the foot soldiers of Chaos, malicious entities whose very existence is anathema to the Mortal Realms.

Though each Chaos God is served by their own rival daemons, all put aside their differences to invade the Mortal Realms. Only the most courageous mortals can stand before such infernal hordes of magical creatures, and even they stand little chance.

## Sources

* Games Workshop - Warscrolls Compendium: Daemons of Chaos (PDF).
Auric Hearthguard

**Auric Hearthguard** defend the sacred forge-temples of the

    Fyreslayers, their magmapikes hurling molten rock into their foes. Stoic and grim, they are a line of thick, rune-covered muscle that no enemy may cross – any that dare try end their days as blackened bone and smouldering flesh.[1a]

## Overview

It is a great honour for a Fyreslayer to be chosen to serve in a fyrd of Auric Hearthguard. These elite custodians are charged with the protection of the magma-vault, where the lodge’s precious ur-gold is kept, and so they guard the spirit of Grimnir himself.[1a]

Hearthguard are entrusted to carry the lodge’s magmapikes, magical weapons crafted by the Zharrgrim in the heart of the forge-temple. From these eldritch staves the Hearthguard can hurl bolts of lava into their foes, gobbets of liquid rock that sear their way through flesh and bone even as they ignite hair and clothing. When their enemies draw close, the Hearthguard prove their stubbornness in hand-to-hand combat. Their ur-gold runes glow as the salamander heads of their magmapikes impale opponents on bladed horns, an ever-growing pile of torn and broken bodies accumulating before the Hearthguard as the Fyreslayers refuse to give ground.[1a]

Larger foes struck by magmapikes find the movement of their limbs slowly restricted as the burning rock cools and hardens upon their flesh. This technique has proven particularly effective against rampaging Magmadroths, as the creatures are largely unaffected by the blazing heat but are nonetheless overwhelmed by the crushing weight of molten rock.[1a]

The Hearthguard also serve as bodyguards for the Runemaster, and will often march to war beside the high priest. Many are the tales told by the Battlesmiths of Hearthguard standing resolute in the face of impossible odds, their beards smouldering from the heat of their constantly firing magmapikes, the ashen bones of the foe heaped at their feet.[1a]

## Wargear

A unit of Auric Hearthguard is armed with a Magmapike, a bladed polearm that can loose Molten Rockbolts at the enemy. Some units also carry Fyresteel Throwing Axes as a backup weapon.[1b]

## Gallery

Auric Hearthguard is armed with a Magmapike.
## Sources

* 1 *Order Battletome: Fyreslayers*.

	+ 1a pg. 32
	+ 1b pg. 111
Carrion King

The Carrion King, first of the Abhorrant Ghoul Kings

During the Age of Myth, the first abhorrant roamed the Mortal Realms as a powerful vampire. He was a favoured servant of Nagash, the god of death, and at that time he was fair and strong. His court of knights and nobles rode resplendent as glorious children of the night. He was known by many names in many lands; **Sumeros Summerking**, the **Blood Rose Prince** and **Ushoran the Handsome** to name but a few.

Though the truth of his descent into delusion has been lost to the march of time, it is believed by many that the king fell out of favour with Nagash and was cursed with a hideous transformation. Malformed and filled with anger against his former master for the curse, the king became a monster like no other that prowled the Nightlands of Shyish. Such was the devastation spread by the king’s fury that scores of Nagash’s kingdoms were destroyed, their lords slain, their peoples torn apart and their cities reduced to naught but ruins and broken corpses.

Angered by the king's excesses, Nagash imprisoned his wayward servant in a prison called the Shroudcage. A towering edifice of broken promises, its walls reflected every lie the king had ever told back upon him, reducing him to a raving wreck, as twisted in mind as he was in body. So the king might have stayed for all eternity, had not the God-King Sigmar intervened. In the first years of the Age of Chaos, Sigmar invaded the Realm of Death, incensed by Nagash's perceived betrayal at the Allpoints. During Sigmar's rampage through the Great Necromancer's domain, his armies unwittingly brought down the great bastion that held the Shroudcage, and from its ruin scuttled forth the thing that would become known as the **Carrion King**.

Loosed into the shadows, the Carrion King began to build his court once more. In lost and depraved mortal cannibals, known as mordants, the Carrion King found a willing source of servants. With his blood he created sycophants to sing his praises from the foot of his dark throne, and these in turn went on to create their own courts.

So it is that each Flesh-eater Court is a reflection of that first court, their Abhorrant Ghoul Kings trying to recreate in madness the memories passed on to them through blood. Many of those beasts closest to the Carrion King still live within the ruins of his ancient kingdom deep within Shyish. In them, the blood of the king is strong, and their collective delusion feeds off and permeates the land.

The further from these ruinous cities and empires the courts stray, the thinner the Carrion King’s blood becomes, though the madness remains undiminished. Doubtless long after the king’s tale has been forgotten, fragments of his story will live on in the Flesh-eater Courts, a dark pantomime played out endlessly across the ages of the Mortal Realms.

As to the fate of the Carrion King, nothing is known save that Nagash still seeks him across the Mortal Realms.

## Sources

* *Death Battletome: Flesh-eater Courts* (1st Edition), pp. 8-9
Dragon

**Dragons** are ancient, sentient reptilian creatures found throughout the Mortal Realms. Generally speaking, they take the form of massive reptiles who possess four taloned legs and two bat-like wings.

Many are also gifted with powerful breath weapons, such as the ability to unleash fire or poison gas from their gaping maws.

## Role

Some dragons are used as mounts. Aelves are known to ride dragons in battle, including the sorceresses of the Darkling Covens[1][2], the archmage of the Eldritch Council[3][4] and the Dreadlords of the Order Serpentis[5][6].

The Flesh-eater Courts search for the graveyards of the dragons for several reasons. Their corpses are raised as Zombie Dragon and ridden into battle by the Abhorrant Ghoul Kings. When fed on the guts of these Zombie Dragons, Mordants become Flesh-eater Courtiers, allowing them to vomit out poisonous clouds like the dragons.[7]

Dragons are known for their strength and power, making them popular targets for trophies. Auric Runesons collect dragon skulls as trophies to impress their fathers.[8] Bonesplitterz use their teeth in spears, as they never lose their edge.[9] King Brodd wears a Moul dragon skull as a helmet.[10]

## Religious Significance

The Godbeast Dracothion, also known as the Great Drake, was the being who first found Sigmar after the destruction of the World-That-Was. His coils cross the sky of Azyr, the Realm of Heavens, like a river of glimmering gems.[11]

His children, the Dracoths and Stardrakes, look like mortal dragons but are vastly greater beings of celestial power and magic.[12][13]

The Aelven god of shadow Malerion was created when the spiritual essence of the ancient Dark Elf lord Malekith fused with his black dragon Seraphon after the destruction of the World-That-Was.[11]

## Sources

* 1: *Games Workshop- Sorceress on Black Dragon*
* 2: *Sorceress on Black Dragon Warscroll*
* 3: *Games Workshop- Archmage on Dragon*
* 4: *Archmage on Dragon Warscroll*
* 5: *Games Workshop- Dreadlord on Black Dragon*
* 6: *Dreadlord on Black Dragon Warscroll*
* 7: *Death Battletome: Flesh-eater Courts*
* 8: *Order Battletome: Fyreslayers*
* 9: *Destruction Battletome: Bonesplitterz*
* 10: *The Realmgate Wars: Godbeasts*
* 11: *Warhammer Age of Sigmar (Rulebook)*
* 12: *Order Battletome: Stormcast Extremis*
* 13: *Order Battletome: Stormcast Eternals*
Akhelian Ishlaen Guard

**Ishlaen Guard** forgo the voltspear in favour of a curved sword known as a helsabre. These elegant serrated blades are light enough to allow the wielder to deliver a flurry of strikes before disengaging from combat, and like the voltspears of their Morrsarr counterparts, they can harness the bioelectricity of the Fangmoras. Rather than use this force offensively, however, the Ishlaen channel it into their galv-shields, where it manifests as an arcing energy field that helps turn aside enemy blows. Thus the Ishlaen are better able to shrug off missile fire, and have greater staying power in prolonged combat than their spear-armed kin.[1a]

Akhelian Guard, both Morrsarr and Ishlaen, are typically led in battle by a Lochian Prince. These individuals are veteran soul-raiders who have demonstrated an ability to lead, and are clear candidates for Kingship in the eyes of the military council.[1b]

## Source

* 1 Battletome: Idoneth Deepkin.

	+ 1a Pg. 45
	+ 1b Pg. 45
	+ 1c Pg. 134
* 2 Games Workshop - Akhelian Ishlaen Guard.
* 3 Akhelian Ishlaen Guard Warscroll.
Hakfang

When the war for the Scabrous Sprawl began, **Hakfang** was but a humble Clanrat fighting amidst the faceless swarms of Clan Mors. Through cunning, violence and no small measure of luck, that Clanrat fought his way up through the ranks of his clan. He flung many of his rivals to the mercy of the storm-things that struck with such devastating force, and personally disposed of the rest. Hakfang sabotaged the wonder weapons of Warlock Engineers, stabbed his superiors with the stolen weapons of his foes, and pushed engine masters into their own furnaces. Finally, he slew former Warlord Skuttklaw with a blade in the back and offered his corpse up to Verminlord Gnawsoul himself. Now, finally, Hakfang possessed the power he had always known he deserved, and he intended to use it to win the war that the Warlock Engineers had been making such a mess of. Soon he would lead the Clans Verminus to final victory – from the rear, of course.

## Source

* *The Realmgate Wars: Godbeasts.*
* 173
Order Battletome: Kharadron Overlords

**Order Battletome: Kharadron Overlords** introduces a new duardin army into the worlds of Warhammer Age of Sigmar. A militaristic, mercantile society detached completely from the other branches of duardin that populate the Mortal Realms, they treat war and trade as much the same thing – a means to amass wealth; and they excel at both. More than anything, they seek aether-gold – this lighter-than-air element is their society’s lifeblood, holding their cities aloft, fueling their ships and powering their elaborate armour. Great sky-fleets of warships descend from dozens of sky-ports when a rich seam is discovered; the Kharadron Overlords will fight bitterly to accrue this vital substance, and the status it brings.

Battletome: Kharadron Overlords is a full-colour 144-page hardback Battletome that contains the background story of the Kharadron Overlords.

## Source

* Games Workshop - Battletome: Kharadron Overlords.
Abhorrant Ghoul Kings

Savage beyond reason, the **Abhorrant Ghoul Kings** are a majestic horror born of blood and shadow. Gifted with vampiric strength and speed, and tempered by raging madness, they can reduce mortals to offal in moments. Captivated by their fury, their courts throng about their feet, eager to help in the gory task.[1a]

## Overview

An abhorrant king is a vicious beast that believes himself a noble king. Whether scrambling across the ground with impossible speed or riding upon the back of an undead monstrosity, an Abhorrant Ghoul King is death incarnate. Time and the curse of the Carrion King have given the abhorrants a hideous appearance, far removed from the ageless beauty of other vampires. However, they are no less deadly than any of their bloodsucking kind. This is most evident in battle, when the abhorrant feeds messily upon his foes, and streams of gore spill down his face as he drains one screaming warrior after another of their vital essence.[1a]

If the size and supernatural strength of an abhorrant king were not enough to strike fear into his foes, then there is also the madness that burns in his eyes. The vampire’s delusion make shim a terrifying and unpredictable opponent, much feared by the races of the Mortal Realms. Driven by the belief that he is a just noble, and that almost all creatures outside his court are savage barbarians, the king offers no quarter to threats against his people. Perhaps more frightening than the conviction this madness lends the king is its infectious nature. Those who linger too long in the abhorrant’s presence risk losing their own minds, until they too see the king as he sees himself.[1a]

Abhorrants, like many vampires, are powerful wizards, steeped in the magic of death and darkness. Abhorrant Ghoul Kings can use their fell sorcery to knit together their wounds, mend the broken bodies of their mounts, hurl bolts of death magic or even summon troops with but a gesture. It is also via this dark wizardry that the abhorrant is able to transform a wretched cannibal into a mordant – it is the vital ingredient in his dark feasts, and the key to expanding his court. With a delicate stir of one of his claws, he can imbue blood draughts with strange and savage power, transforming all who sup upon them into disturbing horrors slaved to his will.[1a]

## Wargear

An Abhorrant Ghoul King on Terrorgheist lashes out with his gory talons, whilst his fearsome Terrorgheist steed wracks its foes with its death shriek, and rips them in half with its fanged maw and skeletal claws. If he rides a Zombie Dragon, the dragon’s pestilential breath can strip flesh from bone. On foot, the abhorrant is a terrifying opponent possessed of inhuman strength and agility, who rips his victims apart with his gory talons and fangs.[1b][1c][1d]

## Source

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

	+ 1a pg. 24
	+ 1b pg. 77
	+ 1c pg. 79
	+ 1d pg. 80
Godbeast

A **godbeast**, also called a **zodiacal beast**, is an animalistic or animal-like entity of such enormous power that they are equivalent to the true deities of the Mortal Realms.

## History

The deities are not the only beings with great power in the Mortal Realms. There are creatures so mighty that they can threaten whole civilisations or even the realms themselves, and many have been worshiped as gods in their time.

Called "godbeasts," or "zodiacal beasts," the tales say that Sigmar, Nagash, and Gorkamorka slew many of their kind during the Age of Myth.

Few in the Mortal Realms now can say for sure if such beasts ever existed, for the godbeasts are beings whose nature is near-incomprehensible to mortals.

## Notable Godbeasts

In the Age of Sigmar, there are legends and rumours that some of the godbeasts endure. Some are said to be active, while others are said to slumber, only to awaken some day to cause havoc when least expected. Some godbeasts are clearly tied directly to the magical energies of the Mortal Realms.

For instance, the noble and near-omniscient Dracothion, the Celestial Drake, who found Sigmar adrift in the void, clinging to the burning core of the World That Was, is somehow an inherent part of the power of Azyr, the Realm of Heavens.

The massive segmented Fangathrak, which crawls through the hinterlands of Ghur, the Realm of Beasts, holds within his mighty jaws the Mawgate -- the Realmgate that leads from Ghur to the All-Points.

Argentine, the Silver Wyrm of Anvrok, once heated the metals of Chamon, the Realm of Metal, so they could flow like rivers, before the corruption of Chaos overthrew him.

Others may dwell within the individual realms, but their nature is basically inexplicable. Among these are Ghillnarad Dhor, the Prince of Flowers, who guards secrets best left forgotten for Sigmar and Alarielle.

So too are Shurihuratha, the Thought Viper, whose whispers are like a virus that infects the mind and Chimerac the Fluid, whose cast-off patchwork forms are legion.

## Sources

* *Warhammer Age of Sigmar Roleplay - Soulbound* (RPG), pg. 258
Akhelian Leviadon

Shrugging off enemy missiles, the **Akhelian Leviadon** plunges into the fray. Scythed fins dismember foes while the beast's powerful jaws clamp down with enough force to crush tempered steel. Affixed to the Leviadon's back are a pair of harpoon launchers, mounted bolt-throwers that spit death as quickly as their crew can aim and fire. Should the aelves come under assault, they strike out with hooks and blades, while the *ma'harr*, the master of the reins and a high-ranking Akhelian, impales foes on his twin-pronged spear.

Protected by its thick scales and nigh-impenetrable shell, the Leviadon acts as an indomitable anchor point in an Idoneth phalanx. Whether used as a living battering ram to smash the enemy line asunder or as a mobile weapons platform tasked with eliminating specific threats, these enormous bond-beasts have proven themselves in battle time and again.

Upon the back of each Leviadon, a masked Namarti pounds an enchanted drum of the deep, sending forth concentric ripples of distortion that refract light in strange ways around the creature. Enemy missile troops and artillery find such patterns disruptive, making it nearly impossible to draw a bead upon the approaching Leviadon with any degree of accuracy despite its looming mass.

Doubly shielded by sorcerous illusion and their own natural defences, Leviadons are utilised by many Akhelian Kings at the vanguard of an Idoneth assault, where the enemy's first and fiercest efforts to repel the attack are wasted upon the beasts.

## Source

* Battletome: Idoneth Deepkin.
* Pg 46
* Games Workshop - Akhelian Leviadon.
* Akhelian Leviadon Warscroll.
Andricus Stoneheart

**Andricus Stoneheart** is the foremost Lord-Castellant of the Hammers of Sigmar. He is the Keeper of Storms-To-Be, the Shield Celestial and the guardian of Sigmaron’s skygate. He wears his stubbornness like a cloak of iron over his embellished sigmarite plate, and his instincts for rooting out evil are almost as sharp as those of his Gryph-hound, Swiftclaw.[1a]

Long ago, the mutant menagerie of Vetcher Nadirr fell upon Andrec Stornoson’s village. Though Stornoson was the village elder, more than twice the age of any of his peers, he was the first to take up shield and spear against the corrupted lava-beast ravaging the stables where the tribe’s shamans sheltered. Andrec took the creature’s fiery breath on his shield before spitting the beast with a golden spear – and slaying a dozen horned warriors besides. Sigmar was impressed, and gave Andrec a new life so he could defend the virtuous from Chaos forever more.[1a]

## Sources

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

	+ 1a pg. 19
Cold One

**Cold Ones** are vicious reptilian beasts ridden by the Saurus Knights of the seraphon. Foul-tempered and vicious, they embody the brute strength of the seraphon as well as their predatory nature. However, without the wit of the skinks or the discipline of the saurus, cold ones summoned by a slann would swiftly revert to their baser instincts. Thus it falls to the saurus to control the beasts and ride them to war, guiding them in the press of combat.

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

Wherever shines the light of the **Knights-Azyros**, there too can almighty Sigmar see. These are the heralds and messengers of the Stormhost, the master scouts and reconnaissance leaders of the Strike Chambers. The vanguard of Sigmar’s Storm, where they fly, the lightning is sure to follow…[1a]

## Overview

Soaring on wings of light, a Knight-Azyros speeds across the battlefield like an avenging angel. He bears a scintillating starblade – a sword that glints and shimmers. In his other hand a Knight-Azyros carries a celestial beacon. When that lamp is unshuttered, out pours the searing light of the Heavens themselves – beams far different than the golden rays of a Lord-Castellant’s warding lantern.[1a]

To those faithful to almighty Sigmar in deed and thought, the celestial beacon’s beam is a wonder to behold. Flashing before their eyes are multicoloured clouds of nebulae and the shining of stars uncountable. It is but the briefest of glimpses of the all-spanning cosmos, its rays of divine illumination, the coruscating glory of all the stars that ever were. To the least of Sigmar’s foes, it is something else altogether…[1a]

A scalding light. Pain heaped upon pain. Pain that grows into an agony so unbearable that death would be welcome in its stead. And they suffer but a fraction of what a minion of the Chaos powers must bear. For them – daemon or tainted mortal alike – to behold the light of the celestial beacon is a torment unlike that which even their Dark Gods could conceive. In writhing spasms of unendurable purity they twist, smoulder and dissolve into wisps of smoke, a last nothingness that is scattered by the scantest of breezes.[1a]

As part of a Strike Chamber’s auxiliary command, a Knight-Azyrosis deployed where his Lord-Celestant sees fit. Most often this is as the tip of the spear for a Stormhost assault, for where flies the Knight-Azyros, there also can Sigmar more easily cast his divine bolts. Knights-Azyros are messengers in the gloom of the realms, seeking out former allies and bringing light into regions where even divine Sigmar’s gaze cannot penetrate.[1a]

## Known Knights-Azyros

* **Liminus Stormsight** – Knight-Azyros of the Hammers of Sigmar.[2a]
* **Scintil Obscurea** - Knight-Azyros of the Knights of the Aurora.

## Wargear

A Knight-Azyros is armed with a Starblade and carries a Celestial Beacon.[1b]

## Sources

* 1 *Order Battletome: Stormcast Eternals*.

	+ 1a pg. 33
	+ 1b pg. 121

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

	+ 2a pg. 27
Bloodstokers

> "*Hand me an axe, and I will slay a hundred men for Khorne. Hand me my lash, and I shall slay for him a thousand.*"
>
>
>
> —Vorkas Skinpeel, Bloodstoker of the Axes of Skarbrand

A**Bloodstoker** is a Chaos warrior of the Bloodbound, the servants of the Chaos God Khorne. Like one who hurls oil onto a raging fire, the Bloodstoker plies his lash to feed the flames of fury. This brutish champion of Chaos is a formidable foe, more than capable of flaying flesh and breaking bones, yet it is his use of others as his weapons that elevates him to true glory in Khorne's gaze.

## Role

Lumbering into battle amid the roaring hordes of the Bloodbound, the cunning brutes known as Bloodstokers strike at friend and foe alike with their coiling lashes. The whip-crack of each blow cuts through the clangour of war, accompanied by screams of pain as blood-gushing rents are torn in flesh, and bones are viciously shattered. Where the Bloodstokers’ attacks leave enemies broken upon the ground, the cruel kiss of their lash serves to goad allies to a heightened state of battle-frenzy. Such is the way in which Bloodstokers offer praise to Khorne – not only through the shedding of their enemies’ blood, but through the rage-fuelled killing sprees to which they drive the Bloodbound.

On the long and twisting path to glory, the Deathbringers of Khorne must face countless savage battles. Many will seek to win their way to power through the simple application of brute force and aggression. Yet some are cannier than this, seeking out other, more cunning routes to power. Becoming a Bloodstoker is one such divergent path, centred around the revelation that he who wields others as a weapon can harvest many more skulls for Khorne than any single warrior ever will.

Thus do Bloodstokers learn the arts of the lash and the torture blade, often practising their skills upon resilient beasts like Khorgoraths or Chaos-tainted troggoths in order to perfect them. A truly talented Bloodstoker is a boon to any Chaos Lord, for he can whip the lord’s followers into a killing madness that sees them spill over the enemy’s defences like an unstoppable flood of gore. So do the Bloodstokers offer praise to Khorne, alongside a mighty tally of skulls.

## Wargear

A Bloodstoker is armed with a Torture Blade and Blood Whip.

## Sources

* *Chaos Battletome: Khorne Bloodbound* (1st Edition), pp. 39, 106
Barak-Nar

The City of the First Sunrise, **Barak-Nar** is the largest and most successful of the Kharadron sky-ports. It is they who have the Steering Hand, for they have the most delegates upon the ruling council of the Geldraad.

The denizens of Barak-Nar are highly practical and the least superstitious of their kind. The city is best known for its many leading science academies, its great wealth, and its history of producing dynamic leaders. Bold, fearless, and progressive, the folk of Barak-Nar were the first of the Kharadron Overlords to aggressively pursue trade agreements with non-duardin settlements, and it was they who established the best-patrolled trade routes, routinely marking the sky-paths with *zonbeks* well-garrisoned glowbeacon lighthouse docks.
Flesh Hound

Even the mightiest heroes are worn down by the **Flesh Hounds**’ tireless pursuit. Swift, strong, and tenacious beyond mortal reason, these daemonic hunting hounds run their quarry to ground without mercy. One notable Flesh Hound is *Grizzlemaw*, companion to Khorgos Khul. The companion animals of Mighty Lords of Khorne, they wear a Collar of Khorne that allows the owner of said Flesh Hound to unbind spells as if they were wizards.[1a]

## Wargear

A unit of Flesh Hounds has 5 or more members. They tear their victims to pieces with their Blood-dark Claws.[1a]

## Source

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

	+ 1a pg. 280
Dracothion's Tail

Whipping across the heavens, the tail of the great star drake Dracothion is said to mirror the mood of Azyr itself. Within the stars of this vast constellation dwell the armies of the Scar-Veteran Quar-Toc, known as the Fury of Azyr.

Swift and true the warriors of Quar-Toc strike. They appear at the call of the Slann Starmaster Kuoteq, riding and flying forth from the stars and into the Mortal Realms. Heeding the will of the slann, they cut down the twisted tendrils of Chaos wherever they might arise.

As befits the constellation from which they come, the seraphon of **Dracothion’s Tail** are quick and unpredictable upon the battlefield. Their ranks are filled with Saurus Knights, Ripperdactyls and Terradon Riders, all led by the ferocious might of Quar-Toc atop his bellowing Carnosaur. From their heart, Kuoteq guides the army, his spells turning enemies to ash or calling down fresh warriors from the heavens.
Dracothion

Dracothion the Celestial Drake

**Dracothion**, also known as the "**Great Drake**," the "**Celestial Drake**" and the "**Zodiacal Dragon**," was the divine being, a godbeast, who caught the remains of the World That Was, Mallus, and set it in the firmament of what became the Mortal Realms. His coils cross the sky like a river of glimmering gems.

In gratitude, Sigmar gave Dracothion a necklace of pure sigmarite crafted from a piece of Mallus so he can forever bathe in its glow. A great friendship was born and Dracothion taught Sigmar the path to the Mortal Realms so that he might explore these newborn worlds and their burgeoning mortal populations for himself during the Age of Myth.

## History

### Age of Myth

Sigmar rode his ally Dracothion into battle against Drakatoa to free Gorkamorka. Once freed, the two-headed Greenskin god of destruction knocked Dracothion senseless with a single blow.

## Sources

* *White Dwarf Weekly* 76
* *Warhammer: Age of Sigmar Primer*
Scar-Veteran

**Saurus** **Scar-Veterans** are great champions of the Seraphon, found leading earth-shattering charges into the heart of the foe. Survivors of innumerable conflicts, their battle-worn hides are a testament to their prowess, and their ferocity is an inspiration to the Seraphon that follow them.[1a]

## **Overview**

In battle the Scar-Veterans are always where the fighting is thickest, their razor-sharp teeth rending the flesh of their enemies even as they smash open skulls and break bones with heavy blows from their weapons.[1a]

Despite their ferocity, Scar-Veterans are not mindless killers or reckless berserkers. Their strength is tempered by the discipline and order that permeates all Seraphon. Indeed, a Scar-Veteran may eventually become an Oldblood as their battle-lust cools into a focused rage.[1a]

As befits their blood-hungry temperament, Scar-Veterans ride mighty beasts of war to battle. On the backs of cold ones they are swift, sure-footed and deadly, but it is when riding a Carnosaur that their ferocity is truly realized. With an ear-spitting roar, the great beasts inspire the Saurus around them to even greater acts of savagery.[1a]

Whether mounted on the back of a monstrous Carnosaur or leading a spearhead of Saurus Knights, there is no aspect of battle in which a Scar-Veteran does not excel.[1a]

## **Wargear**

Scar-Veterans carry Celestite War-picks and have fearsome jaws. They also carry an ancient device to channel magical energy. They often they carry Battle Standards. Scar-Veterans can sometimes be seen riding Carnosaurs. In this instance they can be armed with a variety of weapons, including a Celestite Warblade, Celestite War-spear or Celestite Greatblade, and also a Stardrake Shield.[1b][1c]

## **Source**

* 1 *Order Battletome: Seraphon*.

	+ 1a Pg. 32
	+ 1b Pg. 104
	+ 1c Pg. 105
Bloab Rotspawned

A nauseating sorcerer of Nurgle who rides to war upon the pox maggoth *Bilespurter*, **Bloab Rotspawned** is host to a living swarm of daemonflies that infests the lands in his wake.[1a]

## Overview

Though Bloab rejoices in the title Lord of the Daemonflies, in truth he is the swarm, and the swarm is Bloab.[1a]

Though he was once tall and wholesome of build, Bloab had a sickness of the mind that saw him persecute insects and small animals in his spare time, pulling their legs and wings off with an unseemly glee. Father Nurgle has endless love for all living things, no matter how small, and took exception to this behaviour. One moonlit night, when Bloab was snoring loudly, Nurgle sent a host of daemonflies pouring from the skies to funnel themselves into Bloab’s yawning mouth. They laid their larvae inside him before buzzing out once more, bloodied and grinning. The daemonfly larvae hatched, and Bloab writhed in agony as he was eaten from the inside out. Now there is nothing left of the once-handsome warrior other than a toughened hide teeming with maggots.[1a]

Luckily, Father Nurgle is an indulgent sort, quick to forgive his errant children. When Bloab turned his malice to the enemies of his new patron, he was not only rewarded with a sojourn through Nurgle’s Garden, but also given a pair of windspeaker bells that had hung from the veranda of the Plague God’s rotting manse. So tireless has Bloab’s atonement been that he was sought out by the pox maggoth *Bilespurter*, its intent not to devour, but to befriend. Now it is Bloab’s maggoth that plucks the limbs from its master’s victims, heaving digestive acid onto its prey whilst Bloab himself incants his spells of entropy. In the swarm lies Bloab’s true power, for when his daemonflies travel the realms, crops of vile diseases blossom in their wake.[1a]

Bloab Rotspawned is important not only to Nurgle’s plans to impinge upon Khorne’s victories, but also to Archaon’s plan to harness the godbeast Ignax. Already, the strength-sapping Plague of Atrophy, carried by Bloab’s daemonflies, has spread like wildfire across Asphyxia. Khorne desires war without end, but by sapping the strength of the battling hordes, Nurgle intends to see the fires of battle gutter and go out altogether – and the fiery spirit of Aqshy with them. Only then can the cycle of life begin anew, and only then will the volatile godbeast Ignax be cowed enough for Archaon to enslave – for in the Ashlands, the fires of the mortal spirit fuel the inferno that burns within Ignax’s noble breast.[1a]

## Miniature

1/1
## Source

* 1 *The Realmgate Wars: Godbeasts*.

	+ 1a pg. 50
Chamber Command

Each chamber is presided over by the chamber command, an assemblage of lords and knights that have proved themselves exceptional leaders in the Gladitorium – and in their mortal lives before that.

The heroes at the head of each Strike Chamber often form a council known as the Lords of the Storm. The group is led by a Lord-Celestant, a gifted warrior and strategist who typically has around three hundred Stormcast Eternals under his command. Each Lord-Celestant answers to their Stormhost’s  Lord-Commander and Command Echelon, who in turn answer to the Celestant-Prime – and, ultimately, to Sigmar  himself. They are supported by a Lord-Relictor, a priest of Sigmar able to call upon the blessings of the tempest. Though Strike Chambers may deviate in the precise makeup of their command, they typically include Lord-Castellants, masters of defensive warfare; Knights-Vexillor , who hold the standards of the Stormcast high; and Knights-Heraldor, whose stentorian tones and sonorous war-horns announce the coming of the chamber that marches in their wake.

Other officers, such as the messenger Knights-Azyros and the seekers of evil known as Lord-Veritants, are given leave to pursue their arts on quests that take them far from the main body of their kin. In times of need, however, they will fight as part of a cogent whole.

The orders of these highly-ranked individuals are communicated to the retinues by the unit leaders known as primes. A retinue of Liberators is united under a Liberator-Prime, for instance, who gives the instructions of the chamber command to their fellows. A prime is usually marked out with embellishments on their armour, such as a coloured plume and elaborate helm or pauldron. They will sometimes carry a particularly powerful weapon or artefact in battle.

Other chambers have bespoke chamber commands that complement their role. A Vanguard Chamber will be led by a Lord-Aquilor, supported by a small group of knights, so that its autonomous and fluid structure can remain focused no matter how far-flung its constituent elements. An Extremis Chamber is led by a Lord-Celestant mounted upon a mighty star-beast, along with three Drakesworn Templars that lead the Dracothian Guard to war. The Sacrosanct Chamber has a far more esoteric command structure, as befits those whose expertise is more of the soul than the body.
Battle of Whispering Gate

The **Battle of Whispering Gate** took place in the Age of Sigmar. It saw a force of Stormcast Eternals descend in order to capture the realmgate known as the Whispering Gate and the ruins surrounding it. The realmgate consisted of a mystical staircase which could be climbed to move between realms.

The tribesfolk who lived around the Realmgate had long since forgotten what it actually was, and had fallen to Chaos. They erected totems and monoliths around the gate. The Blood Ravagers were many in number and were reinforced by daemons, but eventually the Stormcast Eternals won the battle, though their losses had been heavy. None of the bodies remained on the battlefield afterwards however.

## Sources

1. ↑ 1.0 1.1 Warhammer Age of Sigmar (Rulebook)
Akhelian King

Whether directing a raid for souls upon a coastline or heading the defence of an undersea stronghold, the **Akhelian Kings** are the mightiest warriors of the Idoneth. They are the military leaders whose commands and personal heroics will determine the difference between victory or defeat.

## Overview

Spurring his Deepmare mount, the Akhelian King rises high, rearing up to gather momentum and signal his warhost. For a heartbeat he hangs there, poised above his forces before it all begins. Then, with a gesture, the Akhelian King swoops, leading the charge that crashes down upon those who would oppose the Idoneth Deepkin. Between the King's flurry of well-aimed blows and the Deepmare's horn, slashing claws and fanged bite, foes before them are torn asunder.

To be given command of a phalanx a warrior must first prove himself. He must be swift and strong, able to best any of his comrades in single combat. Yet martial skill is not enough to make an aelf lord, for a King is first and foremost a leader. To repel an attacking sea monster, thwart a tide of ravenous voracudas or defeat an army upon a field of battle, an Akhelian King's mind must be as deft as his swordplay. He must make tactical decisions without hesitation, and possess the ability to inspire his troops, pressing any advantage or rallying his warriors should their courage falter.

While each enclave relies upon the strength of its Akhelian Kings, their judgement is equally vital, for every life lost in a raid is offset against any that are saved by the capturing of souls. Furthermore, Akhelian Kings must be skilled statesmen, for they sit alongside powerful Isharann as members of their enclave's ruling council.

It is traditional for a King to ride to war upon a Deepmare, a beast so rare it is reserved for only the most accomplished Akhelians.

## Wargear

A King bears a shield and fights with either a *rhomphaia*, an elegant polearm, or an *astra trom*, a greatsword. Some of their kind forsake a shield, the better to wield a weapon in each hand, using a falchion in addition to their main armament for a more aggressive attack style made famous by the Fuethan.

## Source

* Battletome: Idoneth Deepkin
* Pg 40
* Pg 130
* Akhelian King - on the Games Workshop site
Chainrasp Horde

A **horde of Chainrasps** is a frightening force. A sword or axe might pass right through a Chainrasp without finding purchase, but the spiked clubs and rusted blades wielded by these evil beings can mangle flesh and shatter bone.[1c]

## Overview

The most numerous of all the spirits that join Nighthaunt processions are the Chainrasp Hordes. These gheists are created from the spirits of the most vicious and irredeemable criminals to have lived in the Mortal Realms.[1a]

The form of a Chainrasp echoes the circumstances of their death. They who met their end in chains wear the same bonds in death. Those weighted down with heavy iron cannonballs or trammelled with thick manacles drag that same load with them. Yet no matter what they haul, Chainrasps seek to bludgeon, claw or sink a blade into any living creature they come across. While enemy weapons might pass harmlessly through the chained spectres, their own spiked clubs and rusty swords cleave flesh and break bone as easily as any physical equivalent.[1a]

The spectres of the Chainrasp Hordes are lesser spirits, held together in the afterlife only by Nagash's curse and by their own never-ending spite. That hatred leads to a madness so all-consuming that when the darksome beings gather in sufficient number, they leave behind a spiritual frostbite. Over time, this intense negative energy saps their victims' will to fight, making them easy prey when the Chainrasps move to attack.[1a]

Chainrasp champions are known as Dreadwardens - the wardens of unrepentant souls. The candles they bear are like beacons to the spirits under their charge, casting a dread light that the Chainrasps believe will lead to their freedom. In fact, it is this eerie glow that helps bind the impenitent to eternal servitude. The Chainrasps may have thought death would be an escape from their terrible imprisonment, but truly, it was only the beginning.[1b]

## Wargear

A Chainrasp Horde has any number of models, each armed with a Malignant Weapon. The leader of unit is a Dreadwarden.[1c][2]

## Source

* 1: Death Battletome: Nighthaunt.

	+ 1a: pg. 30
	+ 1b: pg. 31
	+ 1c: pg. 82
* 2: Chainrasp Horde Warscroll.
* 3: Games Workshop – Chainrasp Horde.
* 4: Games Workshop – Easy to Build: Chainrasp Hordes.
Bael-Grimnir

**Bael-Grimnir** has been Runefather of the Vostarg lodge for over

   two hundred years. Stubborn and proud, he has sired dozens of sons, outlived many, and sent others to found their own lodges and widen the search for ur-gold. The Vostarg are one of the oldest Fyreslayer lodges in Aqshy, and many lodges can trace their lineage back to Urgom-Grimnir, rumoured to have been the first to climb the Thousand Stairs and lay pick to stone in the place where Furios Peak’s magmahold now stands. Bael prefers to lead his lodge from the front lines, and spends almost as much time riding his Magmadroth, Flamespitter, into battle as taking care of matters of lodge business. Though his beard shows the silver threads of middle age, Bael is a fierce foe, as attested by the Hall of Helms that boasts trophies from almost every race and every realm. Bael’s sons are always trying to best the deeds of their father, each hoping to be the next lord of the lodge. As Bael enjoys reminding them, however, he has no plans to hand over the master latchkey just yet.[1a]

## Sources

* 1 *Order Battletome: Fyreslayers*.

	+ 1a pg. 67
Arkanauts

The backbone of the airships, the **Arkanaut Companies** stand ready to deploy within the holds of their airships, whether to drive off attackers or secure plunder in the name of their sky-port. Wielding pistols and blades, the duardin of the Companies make stout warriors, each a bold privateer eager to win recognition for daring deeds.[2]

## Overview

When it comes to boots on the ground, the Arkanaut Companies form the Kharadron Overlords’ main fighting forces. Descending swiftly via a Frigate’s grav-ladders or suspension ropes, an Arkanaut Company can deploy rapidly into the fray.[1]

The Company themselves are the main fighting troops of a Kharadron Overlords army, and thus haven’t yet accrued enough aether-gold to make their armour as ornate as that of their superiors. Still, they sport magnificent metal beards, and their sealed suits are replete with the valves and fittings needed to keep them alive.[1]

## Wargear

An Arkanaut Company has 10 or more warriors. The Arkanauts are armed with privateer pistols and Arkanaut cutters. For every 10 warriors in the company, up to 3 can instead be armed with a skypike or a specialist gun in the form of a light skyhook or aethermatic volley gun. Arkanauts armed with specialist guns can club the foe with their gun butts in combat. The leader of this unit is the Company Captain. A Company Captain has either a volley pistol or an aetherflare pistol[2], and has the option to brandish an anchor.[1]

## Gallery

Arkanaut Captain with anchor and volley pistol.Arkanaut with aethermatic volley gun.
## Sources

* 1 Games Workshop - Arkanaut Company.

* 2 Arkanaut Company Warscroll.