recursal/Fanatic-Fandom huggingface dataset:
Azyrmo

**Azyrmo** is a hand puppet dressed in a manner similar to a Stormcast Eternal created by Yngrid Goldensky, a Kharadron trader affiliated with the Goldensky Trading Company. He has blue skin and an oval-shaped nose. Supposedly, children love Azyrmo.

Azyrmo appeared in the comedic *Reforged* webcomic on the Warhammer Community website.

## Trivia

Azyrmo is clearly a satirical portrayal of the popular *Sesame Street* muppet character Elmo.

## Sources

* Warhammer Community - *Reforged* - Azyrmo (29 July 2022)
Bloodreavers

Advancing upon their foes in a great, howling mass, the cannibalistic **Bloodreavers** make up the bulk of Khorne’s mortal hordes. These savage tribesmen hack and stab until they are covered from head to foot in the enemy’s blood, fighting desperately to win the favour of their dark god.[1a]

## Overview

So vast have the Bloodreaver tribes become, so numerous and powerful, that the ground shakes with their footfalls. From on high they resemble a seething ocean of flesh and iron, surging across the land in roaring waves. Though an individual Bloodreaver might not be the equal of a Blood Warrior or Skullreaper in single combat, they are still ferocious enough to be more than a match for most mortal foes. Their strength and brutality, combined with seemingly endless numbers, means that the Bloodreavers are a terrifying and deadly blight upon the realms.[1a]

The darkest truth about the Bloodreavers is that most began their lives as mortal tribesmen. These warriors fought hard against the evils of Chaos, but were conquered by the onslaught of the Bloodbound. At battle’s end, urrounded by the carrion heaps of their brothers in arms, knowing their own death loomed near, they were given a choice: join the dark feast, devour the torn-out hearts of their own kinsmen, or become meat for the banquet themselves. Such is the fear the Bloodbound evoke that few refused, and from that first, awful bite, the vanquished became the damned.[1a]

It is the way of Chaos to corrupt even as it empowers, and so does the dark feast twist the Bloodreavers. Any lingering ghosts of guilt or horror are soon swallowed up amid the raging tide of battle, and with each heart eaten the tribesmen become a little more Khorne’s slaves. Some degenerate altogether, transforming into drooling lunatics or writhing Chaos Spawn. Most find their bodies swelling with new muscle, even as an all-consuming lust for violence clouds their minds. Whatever they once were is drowned in blood and war, until only the worship of Khorne remains.[1a]

## Wargear

A unit of Bloodreavers has 10 or more members. Some units of Bloodreavers fight with Reaver Blades, while others prefer to use Meatripper Axes. The leader of this unit is a Chieftain. Anyone in this unit may be Icon Bearers. Anyone in this unit may be Horn blowers.[1b]

## Sources

* 1 *Chaos Battletome: Khorne Bloodbound*.

	+ 1a pg. 44
	+ 1b pg. 109
Endrinmaster

**Endrinmasters** are senior members of the Endrineers Guild responsible for the upkeep of the fleets, and they take great pride in the speed and firepower of the craft under their auspices. They can strip down and reassemble an aether-endrin while hanging upside down miles above land, and pick out a single misalignment amidst thousands of moving cogs using a mechanical intuition that other races might call magic. Most Endrinmasters wield an aethermight hammer, a bludgeon so heavy that only the power of their supercharged harness allows them to lift it, and many wear headgear that has a built-in energy beam emitter known as a God's Eye to cut through metal.[1a]

## Wargear

Endrinmasters wield an Aethermight Hammer with the help of their Endrinharness, and wear a God’s Eye that can unleash the Gaze of Grungni.[1b]

## Sources

* 1 *Order Battletome: Kharadron Overlords*

	+ 1a pg 43
	+ 1b pg 137
Ghal Maraz

***Ghal Maraz***, the "Skull Splitter," is the divine warhammer of Sigmar that dates from the mythic ages that predate the birth of the Mortal Realms. It is a great weapon of war and trails a twin-tailed comet when swung with sufficient force.

Grungni himself mined the starmetal of which *Ghal Maraz* was forged. Struck with runes of justice, the warhammer is a bane to Chaos and all its servants, and only the most powerful of the Dark Gods' minions can bear to look upon its radiant nimbus.

As legends from the mythic ages tell, Sigmar first used his warhammer to raise Mankind from barbaric squalor in the World That Was, wielding its might to unite a kingdom in the World That Was. Foes untold have fallen beneath its mauling blows, and while wielding Ghal Maraz Sigmar was never bested in combat.

Yet during the Battle of Burning Skies illusionary magics -- and his own impetuous rage -- tricked Sigmar into hurling *Ghal Maraz* into the void, where it was lost for many centuries.

Now, at last, the warhammer has been returned to Sigmar, who in turn has passed it on to his greatest champion.

## Sources

* *Order Battletome: Stormcast Eternals* (1st Edition)
Doomfire Warlocks

Dark shapes hurtle through the fog, shrouded from sight until they burst forth at speed. Masters of misdirection and hit-and-run attacks, **Doomfire Warlocks** encircle the foe, whittling them down with sorcery and crossbow fire before goading their steeds to charge in for the kill.

The Doomfire Warlocks are the light cavalry of the war covens. They harass foes with blasts of arcane flame and volleys of black-fletched bolts, worrying the enemyвЂ™s flanks and slaying unprotected targets. As the main Khainite formations become engaged, these swift riders will charge in, scimitars drawn, to help overwhelm and finish off their distracted victims. Up close, Doomfire Warlocks are gaunt and pallid, their black eyes haunted and lacking any emotion save spite. Emblazoned upon their brows are hateful runes that cause them great pain, yet are also vital to keeping them alive. They are, quite literally, a cursed lot.

There are few male aelves in the temples and cities of the Daughters of Khaine, and fewer still in the military hierarchies of the war covens. This is no accident, but by nefarious design. Only the weakest and most broken of souls retrieved from Slaanesh by Morathi are used to create male aelves, and these are destined to serve as leathanam, wretches used by the Khainites for menial labours and worse. They are worked hard, fed poorly and drained of blood in daily rituals. It is KhaineвЂ™s wish that only the strong survive; the weak must either perish or perform some task deemed worthy enough to warrant the gift of maintaining their paltry existence.

Not all aelf males are formed from souls that have been recovered from their torturous existence inside the Great Enemy. Those birthed to covenite sisters in the conventional fashion are likewise afflicted with a weakness of the body and spirit. This too is no coincidence, for the High Oracle long ago wrought a secret malediction that would touch all sons born of the Daughters of Khaine, allowing her to siphon off a portion of their soul-stuff to add to the ever-growing font of power stored by the Mathcoir.

Yet despite the crippling difficulties stacked against them, a number of these male whelps grow stronger than the others. These few, nurtured by the shadows themselves, develop an affinity with the darkness and an ability to absorb the mystic energies of Ulgu. Although Morathi recognises the potential of these males, she is leery of power she herself has not granted. To ensure their faith, each is branded with runes of control, although they are told such marks are wards against the soul-thievery of Slaanesh.
Bonesplitterz

The **Bonesplitterz** are the wildest tribe of orruks to ever rampage across the Mortal Realms. When orruks gather in large numbers and go to battle, they feel magical WAAAGH! power course through their bodies and are sent into a violent frenzy.

Bonesplitterz are orruks who have had their minds filled with the furious energy of the WAAAGH! and remain affected by it long after the battle is over. They eventually leave or are forced out of their warclans, roaming the wilderness until they are lead by their great green gods to more Bonesplitterz, just as maddened as themselves. Covering themselves in tattoos and war paint, they abandon the clothing and metal weapons of their fellow greenskinz.

These savage warclans are lead by Wurgog Prophets, powerful orruk shamans supposedly guilded on their warpaths by signs and visions from Gorkamorka.

The Bonesplitterz believe that magical Waaagh! energy can be found in the souls of wild beasts, and so they hunt the most fearsome and unruly monsters they can, gaining power from their beast spirits.

They use the bones of their prey to create weapons and fetishes to channel the spirits in battle.
Eurlbads

The Jorlbad and **Eurlbad** are the two main fighting arms of the Alfrostun. One combats and crushes the foe, while the other grasps and devours them. Both halves battle as one to enforce the will of their Frostlord and lead the rest of the Alfrostun into battle against the prey.

## Overview

The Eurlbad often rides in the shadow of the Jorlbad, or lurks on the flanks waiting for its moment to strike. However, it is no less devastating for being consigned to the second wave. Its Huskard – atop his Stonehorn – and his warrior Mournfang packs often deliver the knockout blow to an enemy army, crashing down upon them in an avalanche of ogor and beast flesh. Forces still reeling from the Jorlbad’s charge are cut down, crushed, and their remains carried off by the warriors of the Eurlbad to fill the Beastclaws’ stomachs. Fortified settlements and castle walls are left to the Eurlbad to breach, the Jorlbad having pressed on deeper into enemy lands. Where the Jorlbad is the speed and surprise of the howling mountain gale, the Eurlbad is the relentless cold of the slowly rising snow. The cutting cold of a mountain wind might rob a creature of strength and life, but it is the relentles slygrinding glacier that crushes the villages and lairs left behind.

## Source

* Destruction Battletome: Beastclaw Raiders.
* pg. 37
Big Stabbas

**Big Stabbas** are teams of two orruks that carry massive Gork Toof spears into battle. The greenskins thrust these massive weapons into the hearts of monsters. Even should the orruks wielding the Gork Toof be killed, they will fling their spear in one final act of defiance, often taking their prey with them into death.[1]

## Miniature

1/1
Cairn Wraith

The Undead spectral horrors known as **Cairn Wraiths** were once mass murderers or cruel executioners, mortals who developed such a taste for killing that upon death their unquiet spirits rose from the underworlds to continue their spree of terror.[1b]

## Role

The souls of only the most sick and twisted mortals descend into the underworlds and become Cairn Wraiths. Most spirits simply devolve, turning into shades that are mere echoes of their former selves, dark fodder for Nagash's fell purposes. Some, however, remain defiant. Those with supreme willpower to endure the spiritual torments that strip away all that they were save their unending hatred. Only the most spiteful of mass murderers endure, and they become Cairn Wraiths -- spectres that delight in hacking down mortals to watch their souls seep outwards.[1a]

Armed with a reaper scythe, Cairn Wraiths of the past were lone predators that haunted sites where amethyst magic lay heavy, such as battlefields, barrows or areas where some great tragedy occurred. Soulblight vampires sought out these killers and used magic to bind their services, for Cairn Wraiths serve no other willingly. After the floods of death magic unleashed by the Shyish necroquake, the hooded ghasts stalked the Mortal Realms in numbers never before seen. With a single act – the ritualistic building of the Great Cairnoch - Nagash bound them all instantly. Some Cairn Wraiths were shackled into the service of Necromancers, or vampires, but most drifted into Nighthaunt processions, where Knights of Shrouds made quick use of their fearsome combat prowess and eagerness to deal death.[1a]

## Wargear

A Cairn Wraith is armed with a Reaper Scythe.[1b][2]

## Sources

* 1: Death Battletome: Nighthaunt (2nd Edition)

	+ 1a: pg. 29
	+ 1b: pg. 80
* 2: Cairn Wraith Warscroll
* 3: Games Workshop – Cairn Wraith
Crypt Horrors

Lumbering and snarling into battle come the **Crypt Horrors**. Their flesh stuck through with jagged bones and dripping blades, these are the knights of their court. Armed not with sword and steed, but claw and fang, they are monstrous beasts, though loyal and eager to serve their lord in battle.[1]

## Overview

Despite their hunched forms, Crypt Horrors loom above their smaller brethren, each one a monster of pale flesh and twisted bone. Hideously strong, they rip organs right out of their victims, stuffing shining handfuls of offal into their dripping maws. Crypt Horrors were once ghouls who have been fed vampire blood by their Abhorrant Ghoul King, and as a result, have been given a larger, stronger form by the power of dark sorcery.[1a]

In the depths of their delusion, Crypt Horrors believe themselves to be heroicknights charging into battle clad in shining plate. As befits their role within the court, they are often the first to the fight, sprinting out ahead of the king’s foot soldiers to crash into the midst oftheir enemies. Here, their supernatural resilience and prodigious strength are put to good use, each sweep of their claws opening throats and shattering shields. Return attacks have little effect, the Crypt Horrors’ own bodies quickly healing mortal wounds, even closing around their enemy’s blades.These regenerative powers are a gift of the abhorrant’s blood that runs in their veins, though it comes at a price.Their muscles and bones are constantly twisting and growing, spines from their ribs and backs forcing their way through flesh, just as their talons and teeth push their way free of fingers and gums. Only the attentions of the king’s Abattoir keeps their growth in check, the bones regularly harvested to make trophies for the king’s men.[1a]

Crypt Horrors are routinely honoured for their service by the king and his courtiers, and they will be offered tokens of the court’s appreciation. Prized skulls, decaying limbs and crude bone weapons are presented to the Crypt Horrors as trophies, and the most decorated might even rise in the ranks to become Crypt Haunters and take leadership of a Crypt Horror pack. Crypt Horrors lovingly care for these gifts, which they see as pennants, shining armour or swords. They may even claim such spoils in battle, and relieve their victims of burdens like their arms or spines. The Crypt Horror may shove its newly acquired trophy, still dripping with gore, through its skin or down its maw, or it may turn it against its former owner.[1a]

## Wargear

A unit of Crypt Horrors will fight to the midst of their enemies with Clubs and Septic Talons.[1b]

## Source

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

	+ 1a pg. 30
	+ 1b pg. 85
Chaos Warshrine

The **Warshrines of the Chaos** hordes are varied in construction, but all are resplendent and baroque, for it is their role to draw the eye of the Dark Powers. Lumbering mutants hoist them high, the better to inspire those fighting in their shadow – and to aid the Shrinemasters in calling down the blessings of the gods so their followers can claim victory in their name.[1a]

## Wargear

A Chaos Warshrine is a single-member unit. A Shrinemaster stands atop the Warshrine, wielding a Sacrificial Blade and shouting prayers to the gods, while a pair of huge mutant Shrine Bearers fight with gigantic Clubbed Fists.[1a]

## Source

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

	+ 1a pg. 253
Beastriders

**Beastriders**, also known as **Thegns**, are ogors of the Beastclaw Raiders that form two-men teams to ride atop huge beasts to battle, such as Stonehorns and Thundertusks.[1][2][3][4]

## Overview

When riding two abreast on a Stonehorn, Beastriders bring down enemies with their snapping chaintraps and harpoons, hauling in their kills to add to the Alfrostun’s meat harvest. As the beast roars into battle, the ground shakes under its impressive bulk, each footfall a bell-toll of doom. The foe can try to retaliate, but attempts to slow a Stonehorn are futile, as the dense stone skeleton of the Stonehorn means their attacks simply glance off with a spark, whether blade or bolt. When Stonehorn Beastriders enter the battle, the meat harvest of the Beastclaw Raiders will be plentiful.[1][2]

For their part, as rumbling harbingers of the Everwinter, Thundertusks make the air around them thick with glimmering frost. The savage Beastriders who sit astride them guide them into the heart of battle, there to amplify the killing power of the Everwinter, attacking and harvesting enemies with their blasts of frost-wreathed ice.[3][4]

## Wargear

Two ogor Thegns are carried on each beast’s back. One of the Thegns is armed with a harpoon launcher; the other carries either a chaintrap or a Blood Vulture. The Thegns can also lash out with punches and kicks.[2][4]

The Stonehorn uses its horns to pulverise the enemy, and can deliver terrible blows with its crushing ohoves.[2]

The Thundertusk can pound foes with crushing blows of its hooves and tusks, or shatter them with blasts of magical frost-wreathed ice.[4]

## Miniatures

* Beastriders on Stonehorn.
* Beastriders on Thundertusk.
1/2
## Sources

* 1 Games Workshop - Stonehorn Beastriders.

* 2 Stonehorn Beastriders Warscroll.

* 3 Games Workshop - Thundertusk Beastriders.

* 4 Thundertusk Beastriders Warscroll.
Barak-Mhornar

Eternally wreathed in dark mists, the sky-port of **Barak-Mhornar** is where the most illicit trade deals and shady goings-on occur. Labelled pirates or worse by the duardin of the other sky-ports, the denizens of Barak-Mhornar are regarded with no small amount of irony as great innovators when it comes to interpreting the Kharadron Code. Indeed, several of the amendments that have been added to the original document were ratified specifically to halt depredations largely being carried out by privateer fleets from Barak-Mhornar.

The guile of those who hail from the City of Shadow is legendary among the Kharadron Overlords. Tales abound of their use of optics that alter the colour of their ships, and of surprise attacks launched suddenly by their fleets from the blackest of clouds.
Destruction Battletome: Bonesplitterz

***Destruction Battletome: Bonesplitterz*** is a full colour, 112-page hardback book, dedicated to the maddened orruks of the Bonesplitterz warclans, which contains an overview of the Bonesplitterz and their savage Waaagh! across the Mortal Realms, guides to the warclans, and details of every unit, character and monster in their army, showing you how to collect and organise Ironjawz for use in games of *Warhammer: Age of Sigmar*; a set of three Battleplans detailing epic battles, showing you how this wild band of orruks fights; nine Warscroll Battalions – collections of miniatures who gain special abilities when combined; Artefacts of Power: artefacts crafted from the corpses of the Bonesplitterz’ prey, usable by their heroes; Lore of the Savage Waaagh!: powerful magic, both defensive and offensive, specifically for Bonesplitterz wizards.[1]

## Source

* 1 Games Workshop - Battletome: Bonesplitterz.
Gazul

As brother of Grungni and Grimnir and protector of the Duardin realm of the dead Vhulkhul, it is **Gazul**'s duty to find every Duardin soul and put them in this afterlife. There they can rest, carry on with their craft and live in leisure. He devised the runic script of the Duardin race. His commandments read as:

* Always oppose defilers of the dead, especially Necromancers.

* Never refuse to perform burial rites of those who perish.

* Never disturb the tombs of the dead when they are newly blessed.

* Always bury the Duardin dead in tombs of stone, gold, metal and gem.
Grand Congregation of Nurgle

The **Grand Congregation of Nurgle** is the name collectively given to the Chaos-worshipping armies that roamed abroad in Ghyran. Amongst their number were diseased tribes of beastmen, hosts of droning plague daemons, scurrying swarms of Plague Monks and gangrenous Rotbringer warriors determined to claim Ghyran for their own.

Though they were far from the only Chaos forces to assail Ghyran, the armies of the Grand Congregation were led by some of the most potent champions ever to have given their bodies and souls to Nurgle. So great is the Lord of Plagues’ desire to take the Jade Kingdoms for his own that he will stop at nothing to claim them, even if it means unleashing every foul spell and contagion ever brewed in his legendary cauldron.

Suppurating foulness leaks from diseased rents and fat boils all across the bodies of Nurgle’s servants. Everything about these warriors is rotten and foul, whether they are hulking Putrid Blightkings or hunched, chittering Plague Monks. Weapons and armour crawl with rust and pox, their edges stained with poisonous filth.

Flapping robes and cloth are hued in dull greens, browns and greys, caked with muck and teeming with fat lice. Their claws, teeth and jutting horns are the colour of mouldering bone, while their fleshy hides vary from the pale white of a bloated corpse, to the foul grey of spoiled gruel.

The banners that these disease-ridden warriors hoist aloft display the vile signs of their masters, ranging from the three foul orbs of Nurgle to the jagged rune-scratch of Clan Pestilens. Each of these profane symbols brings horror to the foe in equal measure, for all know that the onset of the legions of Nurgle heralds sickness and woe without end.

## Sources

* *The Realmgate Wars: Quest for Ghal Maraz* (1st Edition), pp. 99, 103
Gluhak

Born upon a fever victim’s deathbed many centuries ago, the Beastlord **Gluhak** has a brutish appearance that belies a cunning mind. It was ancient Gluhak that laid the traps, brewed the poisons and organised the hunting sorties that – over the course of a week-long hunt – brought the elder beast Brondtos to its knees. Though the creature was unkillable, one of its many horns was hacked away by Gluhak’s mutant giants and consecrated in the name of the Urfather, Nurgle.

It is this artefact that Gluhak dragged up to Profane Tor and fashioned into a brayhorn so powerful its rasping note can be heard by Grandfather Nurgle himself. Gluhak tells his tribe that any who sound the horn without the Plague Lord’s permission will sink into the loam, never to surface. In truth, his jealous guardianship of the Dirgehorn stems not from zeal, but from a desire to personally twist and pervert every hale and healthy life form in the Jade Kingdoms.

## Sources

* *The Realmgate Wars: Quest for Ghal Maraz*.
	+ pg. 66
Bastiladons

Thundering **Bastiladons** lumber into battle, their impregnable shells scarred by the enemy’s futile attempts to slay them. Upon the beasts’ backs are mounted ancient relics, crewed by brave skinks, that carve blazing furrows through the enemy army, or spill forth endless tides of venomous serpents.[1a]

## **Overview**

An inviolable monster of flesh and carapace, the Bastiladon wades through the chaos of battle, blades and bolts sparking off its natural armor. Protected by its thick shell, the beast stomps and mauls anything foolish enough to stand in its way, moving with the irresistible force of an avalanche.[1a]

Shielded by their plate-like scales, Bastiladons are able to carry weaponry powered by the fearsome heat of the stars. The Solar Engine blazes with the light of a sun, its crystal core casting forth beams of incinerating light that reduce flesh, stone and steel alike to glowing embers. Daemons are especially vulnerable to this Azyrite light, and its merest touch is often enough to obliterate their physical forms, sending them howling back into the Realm of Chaos. In addition, the backwash of concentrated celestial energy produced by the thrumming weapon energizes nearby Seraphon, strengthening their presence in the Mortal Realms and infusing them with renewed vigor.[1a]

The Ark of Sotek spews a never-ending tangle of serpents from its heart, which slither outwards from the Bastiladon like a carpet of venomous death. Their fangs dripping with star-venom, these ophidian terrors wriggle between gaps in armor and bite into soft, exposed flesh, setting their victims’ blood afire with the flames of Azyr.[1a]

The Bastiladon is also a mighty foe in its own right. The same strength that enables it to bear the seraphon’s heavy engines of destruction into battle allows it to crush a warrior in full plate with its clamping jaws and pounding feet, mashing their broken bodies into the ground without breaking its ponderous stride.[1a]

Against particularly tough enemies, the Bastiladon can bring its brutal club-like tail to bear. A massive, boney protrusion attached to a bundle of thickly corded muscle, the Bastiladon’s tail can lash out with blinding speed to shatter fortress gates, smash down reinforced walls or reduce even the sturdiest warriors to pulp.[1a]

## **Wargear**

A Bastiladon attacks with its Bludgeoning Tail, while the skinks riding atop it hurl Meteoric Javelins. Some Bastiladons carry a mysterious Ark of Sotek on their backs, which unleashes a tide of snakes to overwhelm the foe – others bear a devastating Solar Engine, capable of emitting a Searing Beam of celestial energy.[1b]

## Sources

* 1 *Order Battletome: Seraphon*.

	+ 1a Pg. 43
	+ 1b Pg. 120
Barak-Thryng

The old ways are best, say the duardin who hail
from **Barak-Thryng**. They are so conservative that they feel the Kharadron Code should not be altered from its original form, and even stubbornly refuse to recognise some of the amendments that have been made since. Such an outlook has meant that they have a garnered reputation as intractable trading partners within Kharadron society.

Obstreperous and easily offended, the folk of
Barak-Thryng venerate the past and fill their city with monuments to the duardin's ancestors and gods. Their disposition is best described as gruff and dissapproving, and even amongst fellow duardin they are infamous for holding grudges. Although they have but a single delegate in the Geldraad - the hoary Admiral Grymm Sternbok - none can fail to hear his loud list of complaints at every session.
Glaivewraith Stalkers

> "*The Glaivewraith, it comes for you, it follows you about. There's no escape from what it will do, Old Bones has found you out.*"
>
>
>
> —Lyrian lullaby

A **Glaivewraith Stalker** is an unstoppable Undead force. Its long blade always points at the beating heart of its intended victim. Though it drifts slowly toward its quarry, it is inevitable that the hunter's glaive will one day pierce the chest of its prey.

Glaivewraith Stalkers prowl in packs, as they did in life. Where once they were mounted hunters that rode down their quarry for the thrill of the chase before the kill, they are now a strange amalgamation of horse and rider.

Each of these crook-backed spectres is armed with a wickedly sharp glaive. Once levelled at a target, the Glaivewraith Stalker that bears the weapon never rests until their prey is slain.

Their blade is always, no matter how many twists or turns its journey might require, drawn directly to the heart of their victim, just as a compass needle is pulled always to its point of reference. The glaive even aims at targets out of sight or over distant horizons, for quarry that has been thus marked has no other destiny but to join the Glaivewraiths in death.

Glaivewraith Stalkers drift steadily after their prey, often advancing to the heartbeat thump of a drum made from human skin. Any thrill of the chase has been long replaced by a cold and unforgiving drive.

For the hunted there can be no escape, but the same can be said for the hunter -- for a Glaivewraith, there is no satisfaction in slaying their quarry, and a new target is immediately marked for the ritual to begin again.

## Wargear

A unit of Glaivewraith Stalkers has any number of models, each armed with a Hunter’s Glaive.

## Sources

* Death Battletome: Nighthaunt (2nd Edition), pp. 30, 81
* Glaivewraith Stalkers Warscroll.
* Games Workshop – Easy to Build Glaivewraith Stalkers.
Fimirach Nobles

Leading units of Fimir Warriors, **Fimirach Nobles** are even more ferocious combatants than the loathsome reptilians they lead.

As with other Fimir warriors, Fimirach Nobles are armoured with plates of spell-forged bronze fitted to their hunchbacked bodies and wield Baleglyph weapons in combat, either in the shape of great double-handed mauls, or single-handed maces and curving hatchets, held one in each hand. Each also has a formidable weapon in its muscular tail which ends in a natural bone club with which it can smash any foes who get in close with bone-breaking force.

## Sources

* *Forge World- Fimirach Noble*
* *Fimir Warriors Warscroll*
Gavriel Sureheart

As a mortal, **Gavriel Sureheart** grew up as a slave in a Khornate fortress-arena, and led a rebellion that saw many of his masters cast down. He has since been reforged as a Lord-Celestant, taking his consummate combat skills to the forefront of Sigmar’s war.[1b]

## History

Gavriel Sureheart was born to two slaves held in the Khornate citadel known as Ratspike. There, the citadel’s masters competed in an arena to slaughter as many of their victims as possible. As a child, Gavriel was known only as Grub, and his life was miserable. His main task was to fetch buckets full of blood from the troughs at the side of the arena, bring them to the walls of the citadel and pour them through the mouths of the castle’s gargoyles – for Ratspike had a reputation as a place where blood flowed in great measure. His back was no stranger to the lash, and he found little comfort in the vacant stares of his brethren, for they too had the spirit beaten out of them. Or so it seemed.[1a]

Upon his coming of age, Grub was given a mask and spear, and forced as fodder into the arena. But Grub’s overlords did not realise he had watched, learned and trained for ten years straight. He had used the sharpened handle of his mop in place of a spear, with his metal bucket as a cestus – as had those few fellow slaves who joined him in midnight training sessions. He proved a revelation in the arena, and the week of battle following his debut saw the gargoyles’ maws run thick with rivers of blood. A month of slaughter culminated with Grub’s spear in the throat of Ratspike’s king, and an armed revolt that saw Grub and his fellows escape the citadel. Yet they were run down that same night.[1a]

As Grub was bound, his neck feeling the bite of the axe, Sigmar snatched him from the wilderness in a blinding flash of lightning and bore him to Azyr. He was reforged as Gavriel, and proved an exceptional fighter in the Gladitorium trials – arguably he had trained for them all his life. Since that day he has swapped spear for sigmarite blade and buckler for broad shield. He has proved a capable Lord-Celestant, leading a brotherhood of Liberators to war against tyrants and dark kings wherever they are found. Few can match him in single combat, for the memories of his former life are still sharp, and he has the strength of one given a second chance for revenge.[1a]

## Wargear

Gavriel Sureheart is armed with a powerful Starbound Blade, and carries a Sigmarite Thundershield.[3]

## Source

* 1 Order Battletome: Stormcast Eternals (2018).

	+ 1a pg 72
	+ 1b pg 160
* 2 Games Workshop - Gavriel Sureheart.
* 3 Gavriel Sureheart Warscroll.
Arachnarok

The **Arachnaroks** are lumbering monsters of chitin and dripping fangs. They crawl forth from bone-filled pits, over the accumulated corpse mounds of the Grots' offerings, ravaging any army they are sent against. Blades, bolts and bullets are turned from their thick hides as their legs spear warriors, driving them into the ground before the Arachnaroks sink gigantic fangs into them. On the Arachnaroks’ backs, the Spiderfang Grots mount crude howdahs. These are sometimes used to carry catapults that fling spider-filled webs at their enemies, and often serve as platforms for their wizards to unleash their stinging green sorcery.[1]

By ingesting the venom of spiders, Grots can see into the minds of Arachnaroks and control them.[3]

## Source

* 1: *Games Workshop - Arachnarok Spider*
* 2: *Arachnarok Warscroll*
* 3: *Chaos Battletome: Everchosen*
Bloodmaster

Loping into battle, the **Bloodmaster** carves unstoppably through the enemy ranks. Each whistling swing of his blade of blood opens throats and splits torsos, while truly worthy victims find their heads severed from their bodies. Around the Herald, the Bloodletters of Khorne fight all the harder, driven on by his murderous aura.[1a]

## Wargear

A Bloodmaster, Herald of Khorne, wields a ruinous Blade of Blood.[1a]

## Source

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

	+ 1a pg. 270
Destruction Battletome: Beastclaw Raiders

***Destruction Battletome: Beastclaw Raiders*** is a full colour, 120-page hardback book, dedicated to the ogors of the Beastclaw Raiders.[1]

## Contents

* **Forces of the Beastclaw Raiders** - rules and abilities for your army, including powerful Allegiance Abilities – special Battle Traits and Command Traits.[1]

* **Trophies of the Alfrostuns** - magical artefacts hewn from frost-covered mountains which your heroes can use to gain an advantage.[1]

* 3 all-new Battleplans, detailing huge battles that show you how the Beastclaw Raiders fight.[1]

* 8 Warscroll Battalions, including 2 special Afrostuns that bestow extra powers and Braggoth’s Beast Hammer, an unlikely but strong unison of ogor and orruk forces.[1]

* A wealth of background information and backstory – how the Beastclaw Raiders’ hunting parties are organised, how and why they fight, and who their leaders are.[1]

* Tips for collecting the miniatures.[1]

* Guides to painting the markings of the various Beastclaw Raiders tribes.[1]

## Source

* 1 Games Workshop - Battletome: Beastclaw Raiders.
Aetherwing

Native to the mountainous regions of the Realm of Azyr, the **Aetherwings** are birds of prey that ally themselves with the Vanguard-Raptors of the Stormcast Eternals. They form a strong bond with their allies and will attack their enemies while the Vanguard-Raptors shoot from afar.

## Sources

* *Games Workshop - Vanguard-Raptors With Hurricane Crossbows & Aetherwings*
* *Vanguard-Raptors With Hurricane Crossbows & Aetherwings Warscrolls*
* *Games Workshop - Vanguard-Raptors With Longstrike Crossbows & Aetherwings*
* *VVanguard-Raptors With Longstrike Crossbows & Aetherwings Warscrolls*
Battletome: Daughters of Khaine

The **Daughters of Khaine** move with quicksilver speed, carving into enemies like a whirlwind of steel. As blades flash, the she-aelves shed their visage of cold and distant beauty, their ecstatic faces alight with each fresh kill. To them the clash of arms is the height of their religion, holy rites practised and perfected with all the considerable skill of aelf-kind. In their frenzy, Khaine’s worshippers are closest to their divinity, invigorated by his iron-hearted spirit and insatiable bloodlust. True to their merciless god, the Daughters of Khaine continue the slaughter until every last foe has fallen.

In the 88-page hardback Battletome: Daughters of Khaine, you’ll find:

- Dancing With Shadows: the expansion of the Daughters of Khaine from an obscure murder-cult to a developing and dangerous power after their leader Morathi’s journey from the World-That-Was to the mortal realms, the uneasy alliance of Morathi and Malerion and their joining of Sigmar’s Great Alliance;

- The Age of Chaos: exploring the Daughters of Khaine’s reaction to the rise of Chaos in the mortal realms, along with the relationship between Morathi and Slaanesh, and her part in extracting the aelf souls he has swallowed, turning them into followers;

- The Blood Must Flow: a timeline of significant events and battles in the history of the Daughters of Khaine, from the Age of Myth to the present;

- War Covens of the Khainites: the organisation and sects of the Daughters of Khaine, along with background and heraldry for 5 Temples of Blood (Hagg Nar, Draichi Ganeth, the Kraith, Khailebron and Khelt Nar);

- Detailed background on the forces available to a Daughters of Khaine army;

-A showcase of beautifully-painted Citadel miniatures, with an example army and comprehensive painting advice from the experts, including including stage by stage examples of painting pale skin, hair, blood shards and hearts, banners designs and tattoos, blood, scales, wings, the Bloodwrack Shrine mirror, Sisters of Slaughter masks, and blades.
Blood Throne

The **Blood Throne** roars into battle with its monstrous maws gaping wide. From atop its dais, a Herald of Khorne hisses out commands to his daemonic foot soldiers, he and his charioteers hacking down any enemy foolish enough to draw close. Their corpses are swiftly gobbled down by the throne itself, their soul stuff sustaining its unnatural flesh.[1a]

## Wargear

The Herald of Khorne riding the Blood Throne wields a deadly Blade of Blood, and the Bloodletter Charioteers carry glowing Hellblades. The Blood Throne itself rolls forward to maul the foe with its Gnashing Maw.[1a]

## Source

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

	+ 1a pg. 273
Destruction Battletome: Ironjawz

***Destruction Battletome: Ironjawz*** is a full colour, 128-page hardback book, dedicated to the biggest and best orruks of the Mortal Realms, which contains the story of the Ironjawz; their history and organisation (such as it is), guides to the warclans, and details of every unit, character and monster in their army, showing you how to collect and organise Ironjawz for use in games of *Warhammer: Age of Sigmar*; a set of three Battleplans – scenarios that illustrate battles fought by the Ironjawz, for use with against any army: smash stuff up and trick the enemy!; a set of Warscrolls, providing rules for all the Ironjawz releases; six Warscroll Battalions – formations of particularly unruly Ironjawz with special rules and abilities.[1]

## Source

* 1 Games Workshop - Battletome: Ironjawz.
Cyssandra

**Cyssandra** is a darkmaiden vampire that ruled over the Grave Warrens in Shyish up to the Battle of the Grave Warrens.[1]

## History

Aylessa is the blood sister of Aylessa and Yessanna, a member of one of Neferata’s darkmaiden broods.[2a]

The vampire queen Cyssandra ruled for years of death and darkness a sprawling subterranean kingdom of tomb-mazes, mausoleum cities and vast corpsemills. Her minions harvested the rain of dead that continuously fell from the killing fields in the lands above, while the subjugated Gloom tribes scavenged the ruins for desiccated meat to continue their miserable existence.[1]

However, paid by the tribes in tomb-gold, the Greyfyrd lodge marched into the Grave Warrens, their axes come to claim the head of the terrible vampire queen and end her long reign of blood in the Battle of the Grave Warrens.[1]

## Source

* 1 *Order Battletome: Fyreslayers*.

	+ 1a pg. 76
	+ 1b pg. 77
	+ 1c pg. 78
	+ 1d pg. 80
	+ 1e pg. 81

* 2 *Destruction Battletome: Ironjawz*.

	+ 2a pg. 81
Death Battletome: Flesh-eater Courts

***Death Battletome: Flesh-Eater Courts*** is a full-color, 104-page hardback book for the 1st Edition of *Warhammer Age of Sigmar* which contains a huge amount of information including the history and organisation of the Flesh-eater Courts, their vile actions and motivations, with full background for every unit, character and monster in the faction; three Battleplans -- new ways to play *Warhammer: Age of Sigmar*, with special rules and situations; twelve warscrolls – one for each miniature in the Flesh-eater Courts range; an incredible showcase of beautifully-painted Citadel miniatures; the full rules for *Warhammer: Age of Sigmar* - play right away!

## Sources

* Games Workshop - Battletome: Flesh-eater Courts.
Akhelian Allopex

At first they appear as spectral blurs in the ethersea, distant streamlined shapes that seem to materialise from nowhere. With powerful thrusts of their sickle-finned tails, the forms grow all too quickly as they launch their attack.

Sleek, muscular and built for dealing death, Allopexes are legendary predators of the deep oceans. Attracted to blood, they feed upon anything they can fit into their large jaws. The mouth of an Allopex is lined with serrated triangular teeth, each one a razor-edged saw perfectly developed for cutting through flesh, bone, even metal. A hungry Allopex can bite man-sized holes in large prey, eventually bringing down even hulking krakigon or scalithaur. And they are always hungry.

Initially, the Idoneth Deepkin were unable to tame the Allopex, for its urge to kill was irrepressible. Only through the Embailors' magic were the Idoneth able to enthrall the creatures to handlers, and only the Akhelians
were skilled enough to steer them. The combination of rider and beast quickly proved effective in battle. With blades attached to its pectoral fins, the Allopex was made more lethal still. It became common practice to drive shoals of the beasts directly into groups of foes, where their deadly bites and thrashing blades could wreak the most carnage.

To add long-range hitting power each Allopex bears a harpoon launcher, effectively turning the creature into a living engine of war. Sometimes called the 'whispering death' after the sound it makes, the harpoon launcher can be loaded with two kinds of ammunition, each designed to slay different types of deep-sea foe. Razorshell bolts can be loaded and fired in quick succession, making them effective against numerous foes. Retarius nets, meanwhile, are woven from siren hair, filaments so strong and fine that those entangled by them are torn apart by their own struggles to free themselves; though slower to load, they can cause horrendous damage to single targets.

## Source

* Battletome: Idoneth Deepkin.
* Pg 47
* Games Workshop - Akhelian Allopex.
* Akhelian Allopex Warscroll.
Chaos Chariots

The chariots of the Chaos hosts are brutal war engines that strike with a crushing impact. Sturdy constructions pulled to battle by muscular destriers, **Chaos Chariots** are driven pell-mell towards the enemy lines, the lashing whips of their charioteers spurring them forward so their momentum can shatter a shield wall like dry tinder.[1a]

## Wargear

A unit of Chaos Chariots consists of any number of members. Each chariot is an imposing fighting platform drawn by a pair of War Steeds that attack with their Roughshod Hooves, and is driven by a charioteer who cracks a Lashing Whip at any who draw near. A second charioteer wields a hell-forged weapon; some might carry Chaos Greatblades, while others prefer Chaos War-flails. The leader of this unit is the Exalted Charioteer.[1a]

## Source

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

	+ 1a pg. 251
Grednir

This goddess is master of crystals. Those Duardin who worship Grêdnir primarily wear many crystals in their beards and on their armour. They enjoy shaping crystals and pray to this goddess before starting on a project. She survived into the Age of Sigmar, her commandments read as:

-Never knowingly produce an object that is less than the best you could make; to do so dishonours Grêdnir, the craft and yourself.

-Never make an object for any non-Duardin who has not first proved their worth and loyalty to the Duardin race.

-Work only with the best tools you can afford; your craft deserve the best.
Daemon Prince

A **Daemon Prince** is a daemon of great power that was once a mortal being but has been transfigured and ascended to daemonhood by one of the major Chaos Gods as a reward for their service as a mortal champion of Chaos. Daemon Princes are vast in stature, their gigantic frames twisted into shapes more pleasing to the masters that claim their allegiance for all eternity. Tirelessly they hunt the enemies of Chaos from one realm to another, for their meat is mortal flesh and their wine the stuff of souls.

Daemon Princes have chosen to trade their mortality for the god-like power and immortality of a creature of Chaos. A Daemon Prince is a living extension and manifestation of the force of Chaos. To ascend to the rank of Daemon Prince is the ultimate goal of the most powerful champions of Chaos, as it gives them immortality and power beyond the reckoning of mortals.

For the devotees of the Ruinous Powers, this is far from an impossible goal. Those few who climb the path of the champion to its apex are granted the prize of eternal life. Though thousands of lesser aspirants will fall by the wayside, a supremely talented devotee will clamber over mountains of the slain until they reach the pinnacle of their bloody craft.

## Notable Daemon Princes

* **Mazarall the Butcher** (Khorne)
* **Ra'korlash** (Khorne) - Rival of the Khornate Lord, Vorgaroth the Scarred.
* **Urglash** (Nurgle) - One of Archaon's great Realm Lords.
* **Sigvald** (Slaanesh)

## Wargear

A Daemon Prince cleaves the foe with a *Daemonic Axe* or *Hellforged Sword* and rends them apart with its malefic talons. Some Daemon Princes have been blessed with the ability to fly.

Khornate Daemon Princes, their veins running with liquid fire, are blood-crazed berserkers.

Nurglite Daemon Princes are bloated with disease, and are unnaturally resistant to harm.

Tzeentchian Daemon Princes are surrounded by a nimbus of magical light. Tzeentch Daemon Prince is a potent sorcerer, and knows the Arcane Bolt and Mystic Shield spells.

Slaaneshi Daemon Princes are impossibly quick.

## Sources

* *The Realmgate Wars: Balance of Power* (1st Edition), pg. 241
Dracoth

**Dracoths** are highly intelligent creatures of the celestial realm, and are sometimes taken by Lord-Celestants to serve as mounts. They hunt in packs across the Realm of Azyr, but are rarely spotted in other realms. Though similar to dragons in appearance, they are mighty celestial beings with mythical powers. There are many legends told throughout Azyr about these noble reptilian beasts – their extreme loyalty and fierce disposition are renowned. Dracoths are powerful beasts, their massive fangs and steel-hard claws able to tear apart the largest prey. As mystic creatures of Azyr, they have the ability to absorb celestial energies, spitting them forth as lightning – a storm-breath roar that cracks like thunder. They also don't die like mortals and instead return to the heavens to be reborn.

Though they are savage creatures, once befriended they serve with tireless devotion. When forging the Stormcast Eternals, Dracothion saw that they would need assistance and pledged the Dracoths as steads, provided they could prove their worth. The first person to tame a Dracoth was Vandus Hammerhand, who rides the Dracoth Calanax.

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

## Sources

* *Order Battletome: Stormcast Eternals*
* *Order Battletome: Stormcast Extremis*
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