recursal/Fanatic-Fandom huggingface dataset:
Wurrgog Prophet

Filled with the magic of the Waaagh!, the **Wurrgog Prophets** are powerful wizards and the unchallenged leaders of the Bonesplitter warclans. Behind their baleful masks, they radiate the potent aura of Gorkamorka, filling their opponents with dread and driving their mobs into even greater heights of frenzy.[2]

## Overview

Allegedly a direct conduit to Gorkamorka, whose words spill forth with wild abandon, Wurrgog Prophets are regarded with awe and reverence by the orruk Bonesplitterz. Quite, quite mad, they see signs of the Great Green God everywhere, and each of these signs is screaming ‘Waaagh!’ directly into their faces. Their madness is equalled by their drive, which when combined with their powerful if sometimes indiscriminate magical ability makes them the respected leaders of their clan. Sometimes their spells will rain massive green fists upon the foe, sometimes they will crack the ground itself; more than one battle has been swung by the wild-eyed intervention of a Wurrgog Prophet.[1]

## Wargear and abilities

A Wurrgog Prophet carries a Ju-ju Staff and a flint knife, their face hidden behind a Beast Mask. They are always accompanied by a faithful Squiggly Beast, which bites at their enemies with its fanged maw.[2]

As wizards, they know how to cast arcane bolts, mystic shields and the so-called Fists of Gork.[2]

## Miniature

1/1
## Sources

* 1 Games Workshop - Wurrgog Prophet.

* 2 Wurrgog Prophet Warscroll.
Sunblood

Brutal fighters, the **Sunbloods** are those Saurus considered by their fellow Seraphon to be avatars of an ancient reptilian god, now saturated with the power of Azyr. Their scales glowing with the light of the stars, their eyes blaze as they tear apart the servants of Chaos.

Burning with the azure light of the Celestial Realm, Saurus Sunbloods are steps away from being pure manifestations of the power of Azyr. Stronger than even the war-scarred Oldbloods, they wade through the ranks of their enemies, smashing them apart with weapons wreathed in halos of starlight whilst roaring their dominance to the heavens.

Sunbloods are Saurus that have grown in strength and power over long centuries of war, many of them heroes whose deeds date back to the Age of Myth. It is not just their skill in combat that has become legendary; their celestial forms have been exposed to the flames of war so many times that they now perceive an enemy’s weakness as other creatures might scent the blood of a wounded animal.

In battle, should a Sunblood single out a foe for destruction he will issue a blood-chilling roar. On instinct, nearby Seraphon warriors fall upon this weak link in the enemy line, tearing it to bloody ribbons.

Sunbloods are rare among the Seraphon. Some scholars believe they were the first Saurus to be called forth from the stars, and have existed almost as long as the Mortal Realms themselves, growing strong off the magic of Azyr. Others claim that the Sunbloods are an evolution of the Seraphon themselves, perhaps even the first step in a transformation into something new and as yet undreamt of.

The Saurus have a different understanding of the Sunbloods. They believe the Sunbloods are a fragment from their past, and a piece of the lost war deity of the Seraphon remade in celestial form.

To them, the Sunbloods are nothing less than avatars of battle, champions that walk upon the Mortal Realms with a single deadly purpose -- the destruction of Chaos and its followers. Whatever the truth, none can doubt the Sunbloods' terrible potency when they take to the battlefield, nor their depthless hatred of the Dark Gods.

## Wargear

A Saurus Sunblood is a ferocious exemplar of the saurus’ martial might, crushing armor with its Celestite War-mace and tearing through flesh with its Fearsome Jaws and drakescale Aeon Shield. As well as being a deadly weapon, the Sunblood’s massive Aeon Shield is almost impervious to damage.

## Sources

* *Order Battletome: Seraphon* (2nd Edition), pp. 29, 98
Weirdnob Shaman

The power of the Waaagh! can take many forms, most of them violent, dangerous and unpredictable. In the Ironjawz warclans, it is the **Weirdnob Shamans** who unleash this wildgreen energy in some of its most spectacular effects. While a Megaboss is a focus for the power of the Waaagh!, amplifying it and drawing it toward themselves, Weirdnobs can releaseit with devastating, if erratic, results. Enemy wizards do wellnot to dismiss the cunning power of a Weirdnob Shaman asthey stagger forward, eyes wide with mad intent. More than one sneering Tzeentchian Arcanite or sylvaneth Branchwraith has learned to their detriment that to enter into a magical duel with a Weirdnob is akin to sticking your face into a fire and hoping for the best.[1a]

## Overview

Weirdnob Shamans are living conduitsfor the Waaagh!, gifted by Gorkamorka with the power to shape this roiling green energy into calamitous magical effects. Not even the Ironjawz know why some orruks become shamans, though it might have something to do with getting hit really hard on the head – this being the tried and true method of changing an orruk’s mind or giving them a really good idea. Lending weight to this theory, Weirdnobs never seem to be completely in control of their bodies, and they twist and twitch as they gibber and stare about with wild eyes or talk tothe air.[1d]

Other Ironjawz don’t normally mess with Weirdnobs. Many are the accounts of bored Brutes poking the brawl shaman with a stick just to see what would happen, only to have their heads violently turned inside out. All orruks know Weirdnobs are crazy, but they are also devastating in a fight, and the bigger the scrap, the more impressive the results of dragging along a Weirdnob. Being too close to one in battle can be dangerous, as orruk heads have a tendency to explode when a Weirdnob unleashes his power. However, Ironjawz consider it worth the risk to see a Weirdnob ‘go off’.[1d]

Much like the smell of a Weirdnob, Waaagh! spells are almost always offensive in nature. At their most limited, this can be a shower of green fists that pummels enemies into the ground or a wave of crushing force that flattens part of the battlefield likea giant world-grunta has rolled over inits sty. Should enough orruks gather together, a Weirdnob can become so filled with energy they might vomit forth a green river of searing ectoplasmic energy that brings down fortress walls and sweeps away towns, or conjure a foot the size of a mountain to kick an entire army in the face.[1d]

## Known Weirdnob Shamans

* **Ka-rokk:** Leader of the Doggrok’s Choppas warclan.[1b]
* **Zedek:** Leader of the Zedek’s Weirdladz warclan.[1c]
* **Zzapdak:** Weirdnob Shaman of the Bloodtoofs warclan.[1e]

## Wargear

Weirdnob Shamans wield Waaagh! Staves, and can attempt to cast spells, such as Arcane Bolt, Mystic Shield, Green Puke and Foot of Gork.[1f]

## Sources

* 1 Destruction Battletome: Ironjawz

	+ 1a Pg. 13
	+ 1b Pg. 42
	+ 1c Pg. 43
	+ 1d Pg. 51
	+ 1e Pg. 87
	+ 1f Pg. 114

* 2 Games Workshop - Weirdnob Shaman.

* 3 Weirdnob Shaman's Warscroll.
Vhulkhaya

Vhulkhaya is the goddess of gold, mining, brewing and the home.

This Duardin goddess is also very powerful. She is worshipped (more frequently than others) by Duardin goldsmiths and miners who pray to her before starting a project or going down a mine. There are in many places’ altars to Vhulkhayâ near mine entrances. In a Duardin’s personal chambers, a miniature altar is placed on a bedside as a blessing to their living-space. Her commandments read as:

-Always work a mine to extract all ore and valuable stone to enhance the well being of the clan and race.

-Never be wasteful of the earth’s mineral bounty.

- Always provide aid to a wounded or ailing Duardin - if possible.

-Always assist a friend in need.

-Always attend the needs of the young.

-Always protect fellow Duardin from harm, especially at the hands of a Duardin enemy.

-Never knowingly distribute or sell spoiled drink or food.
Warhammer Quest Shadows Over Hammerhal

Hammerhal. Built in the glorious image of Azyrheim, the seat of the God-King Sigmar’s  power. Within its walls can be found danger and beauty, faith and intrigue, poverty and fortune. From the gleaming crystal spires of Goldenpath to the mist-shrouded vineways of Ghyra-un-Tyr, there is seemingly no end to its marvels. Yet most who witness this splendour know little of the danger and menace that fill the outer districts of the city, and that which lurks below…

A band of heroes has been brought together by circumstance, and are bound to hunt down and nullify a sinister Chaos plot in the dungeons and catacombs below Hammerhal. Lord-Castellant Arvios Sunhelm, his Gryph-hound Archimaine and Cogsmith Golnir Coalbeard are joined by Loremaster Alnaryn and Fleetmaster Vizrin Kyre, as they quest to uncover the Chaos Sorcerer Lord Redomir and put a halt to the vile corruption of the First City of Order.

Warhammer Quest Shadows Over Hammerhal is a boxed game for 2-5 players, set in – and below – the splendid city of Order, Hammerhal. Up to 4 players can quest in the catacombs and dungeons below the city, while another acts as gamemaster, setting fiendish obstacles, controlling the antagonists and setting the story – it’s up to this player to take charge of revealing the secrets each dungeon has to offer.

After each adventure, the heroes can spend time in the Cinderfall district of the city, visiting shops, resting and taking part in the various shadowy delights Hammerhal has to offer! Your characters level up and increase their skills as you play, and Warhammer Quest Shadows Over Hammerhal is completely compatible with the Warhammer Quest: Silver Tower Hero Cards – any miniatures or rules you already own for that game can be used here.

## In The Box

Warhammer Quest Shadows Over Hammerhal includes an impressive 31:

- a Lord-Castellant;

- a Gryph-hound;

- a Cogsmith;

- a Black Ark Fleetmaster;

- a Loremaster;

- a Chaos Sorcerer Lord;

- 5 Putrid Blightkings ;

- 10 Kairic Acolytes;

- 10 Bloodreavers .

As well as this, the box includes a 72-page guidebook, a 32-page adventure book for the gamemaster to use, 18 double-sided board sections, 55 cards, 12 dice and a variety of counters and markers for tracking your heroes as they gain experience and skills under the city of Hammerhal.

## Source

* Games Workshop - Warhammer Quest Shadows Over Hammerhal.
Vekh

**Vekh**, also called **Vekh the Flayer**, is a cruel and sadistic Bloodstoker of the Khorne Bloodbound and one of the Lord of Khorne Korghos Khul's Gorechosen, the senior commanders of the Chaos warband of Aqshy known as the Goretide. He takes great delight in torturing Skuldrak, a Khorgorath mutant of the Goretide.

Vekh is the cruelest and most sadistic of all Bloodbound warriors. His ravaged features reflect the evil beneath, for as a monster-breeder of the Fang tribe, Vekh was savaged whilst raiding a cave gryph's nest. Though he survived, the wound twisted him further still. He now lives only to perfect his ability to inflict pain -- pain that drives the warriors of the Khorne Bloodbound into a killing frenzy.

Vekh was exiled when his overzealous lashings as a Bloodstoker killed one too many of his tribe's warriors. The Flayer knew not how long he roamed alone, but whilst exploring the Crimson Catacombs Vekh found the Khorgorath Skuldrak, a creature that could bear the brunt of his wrath and still rise again.

Since that day Vekh has turned his sadistic talents to a greater purpose. Under the lash of this Bloodstoker, those who have sworn their souls to Khorne and serve Korghos Khul fight all the harder -- and whilst Vekh goads these killers to war, the skulls his prized Khorgorath craves are never is short supply.

## Sources

* *Battletome: Khorne Bloodbound* (1st Edition), pp. 52-53
* *White Dwarf Weekly* 75, "The Khorne Goretide," pp. 16-19
Victrian Cyrocco

**Lord Cyrocco** is the finest breed of ruler – one who fights for the just causes of his kingdom. He is the first to admit he has a certain pride, though it is tempered by the humility of the truly noble. Victrian is a generous leader – he bequeathed the Cyroccan Dynasty’s traditional heirloom – the kings blade – to his squire Xedurio long ago in favour of the long-hafted hammer of his household. Ever a great statesman, Victrian is an orator fluent in a score of mortal languages. Lord Cyrocco has led the Royal Victrians to rousing victory in three of the Mortal Realms already, and galvanised the indigenous people he has saved to defy the dominion of Chaos. The Lord-Celestant has jested on many occasions that he will make his mark on every realm – including that of the Dark Gods – before he will even consider the notion of dying and being Reforged, at which point he intends to start the process over again.[1a]

## Source

* 1 *The Realmgate Wars: Godbeasts*.

	+ 1a pg. 33
The Bleak Horde

**The Bleak Horde** of King Thrond has subsumed, corrupted or slain every one of the tribes that eked a living on the Great Crucible’s edge. Though the Hanging Valleys are rich in every precious metal known to man, metals from Anvrok can change from solid to liquid or from gold to lead in the cycle of a moon – and when every man claims riches, notions of wealth are obsolete. Gold and silver are of little use in the brutal economy of the blade and the dagger – since the Age of Chaos, violence has become the only true currency. In this, the Bleak Horde is rich indeed. Many are its iron-clad tribes – the body of King Thrond’s horde numbers in the thousands. But it is the chariot-riding aristocracy of the Great Crucible that is to be feared the most. Exceptional bladesmen to a man, they ride to war in chariots pulled by brutal gorebeasts that can rip a man’s head off as easily as a child might pluck the legs from a fly.[1a]

## Description

The cruel servants of the Sorcerer Ephyrx and Chaos Lord Thrond radiate menace and power. Many bear the twisted sigil of almighty Tzeentch with them to war upon their standards and shields, bellowing praise to the Changer of the Ways that he might steer their fates towards glory and conquest rather than bloody defeat.[1b]

Multicoloured flames dance around screaming, unnatural blades, while weird, warped notes skirl from their war horns to pluck at the strands of their foes’ sanity.[1b]

Ephryx’ towering warriors wear spiked plate armour of silver-blue hue, within whose plates the reflected light bends and warps in unnatural ways. Gold detail stands out brash upon shield and blade, while weapons flicker with the pink and blue fires of change.[1b]

Not all of the Bleak Horde worship Tzeentch; others march in simple, barbarous black. Still, as masters of the crucible they carry weapons and shields crafted from silver, bronze and iron, upon which the sigils of the dark gods stand stark and proud.[1b]

## Sources

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

	+ 1a pg. 121
	+ 1b pg. 125
The Idoneth Deepkin

**Template:Idoneth Deepkin** is
Hidden for centuries beneath the oceans of the Mortal Realms, the Idoneth Deepkin have finally surfaced – a magnificent and terrifying race of soul-stealing reavers with mastery of the strange magics of the seas. Colossal sea beasts. Living tidal waves. Predatory shoals of fish. Aelves riding sharks and giant turtles with bolt throwers all members of the Deepkin that now strikes the mortal realms.

1. ↑ Hero aelves
Stormfiends

Created from a disturbing process involving a blend of arcane science, blasphemous biology and cartloads of raw warpstone, skaven **Stormfiends** are the creations of diseased minds. They have the strength to batter down castle gates and armaments powerful enough to reduce those cowering inside to a gory paste. These potion-swollen monsters are born from the breeder alchemy of the skaven warrens, then have experimental weapons fused to their limbs with strange crystalline tools that mutate the wielder as much as the creation. Melded to the back of each Stormfiend is a twisted rat-thing little bigger than a human child, its bulbous brain lending a low cunning to these otherwise demented shock troops. The Stormfiends’ usefulness is not restricted to the battlefield, either – they make formidable bodyguards and excellent sappers, their warpstone-powered drills, grinder-maces and ratling cannons allowing them to bludgeon and bore their way through not only rock, but even the cracks that the skaven have forced between the worlds.[1a]

## Sources

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

	+ 1a pg. 45
Torrk Lennsen

**Torrk Lennsen** is the Arkanaut Admiral of the First Fleet of the Kharadron Overlords.

## History

There are no better airship commanders in the Mortal Realms than the Kharadron Overlords, and Arkanaut Admirals are the best of the best. Amongst these high-flying privateers, Torrk Lennsen is one of the most storied -- a hard-bitten veteran of skyborne skirmishes throughout the Age of Sigmar.

## Wargear

* Skalfhammer

* Volley Pistol

## Sources

* Warhammer Community - Celebrate Store Anniversaries in 2023 With a Kâhl, an Admiral, an Anthology, and Warhammer Swag.
Witch Aelves

The heart and soul of the Daughters of Khaine are the warriors known as **Witch Aelves**. Bloodthirsty and eager zealots, they fight at the forefront of nearly every war coven, seeking to lose control in the wanton frenzy of battle to better honour their violent god.

Witch Aelves are devotees of Khaine, their entire lives dedicated to serving their bloodthirsty deity. In stoic fashion they train endlessly. Weapons practice and mock duels take up the majority of their daily lives, yet these are not mere military drills, but religious ceremonies, treated with all the gravitas that other cults might use when reading their most holy of tomes or offering prayers to their god. For Witch Aelves, ritual combat hones martial prowess and sates a craving for violence, while duels fought against prisoners, captured beasts or gladiatorial opponents offer a chance to spill blood. However, it is only in battle where the followers of Khaine can truly immerse themselves in the holy rapture that bonds their souls with Khaine.

Witch Aelves fight with long daggers known as sciansГЎвЂ“ steel blades tempered in blood and blessed by the Hag Queens. The sciansГЎ is a holy tool for the worship of Khaine. Its razor-sharp edge slices easily through flesh, while some bear a notch that, with a subtle twist, causes maximum pain and profuse bleeding. Whether wielded in a pair or accompanied with a bladed buckler, a Witch Aelf weaves her sciansГЎ in a blurring flurry of deadly attacks.

Before battle it might be said that Witch Aelves are staid, reserved or even cold, but in the midst of combat all of that is left behind. With an explosion of movement, Witch Aelves spin, feint, dodge and pirouette, twirling their blades in an increasingly violent dance. Steady voices become shrill with battle-lust and chants become shrieks. The presence of High Priestesses of their order inspire them to greater acts of carnage still, as does their own vicious bloodletting. As a Witch Aelf battle line devolves from an ordered march to a whirlwind of stabbing and slicing, they truly lose all self-control. Still-beating hearts are ripped from victimsвЂ™ chests and flesh is daubed with gore-red runes. Dancing like pale shadows the Witch Aelves weave a scarlet path through the orgy of destruction, revelling in the spray of jetting arteries.

## Sources

* Battletome:Daughters of Khaine
* pg 22
Tomb Banshee

The **Tomb Banshees** are apparitions of revenge who have long dwelt upon the dark deed that robbed them of vitality, love or contentment, becoming bitter and hate-filled. A single scream from a Tomb Banshee can freeze the life from even the bravest warrior.[1b]

## Overview

Those most betrayed or tormented in life find no succour in death, for they are drawn to an afterlife devoid of rest, filled only with mourning and vengeance. Known as Tomb Banshees, these embittered spirits are fated to shriek their wailing cries and haunt the material plane.[1a]

Many wielders of dark magic seek to recruit Tomb Banshees to their cause, for they are deadly opponents. The touch of these ghostly spectres is enough to stop a beating heart, and their chill daggers can pass through armour to deliver a mortal blow. Their most formidable weapon, however, is their scream. The howl of a Tomb Banshee can instantly kill, for it freezes the blood in their victims' veins. The cacophony is so painful it can rip a soul from its physical body. Only the bravest can withstand that aural assault and live.[1a]

Tomb Banshees are common within the Nighthaunt processions, where they drift between other spectral formations while delivering their spiteful shrieks to destroy the foe. Although they are most frequently reported as acting alone, there have been whispers following the recent eruption of undead invasions of several Tomb Banshees working in unison. At least five joined together - dubbed the Hellchoir of the Banelands - as part of the army of Baron Finalem. Their screams were instrumental in the successful reclamation of the great burial grounds known as the Vale of Remembrance. There are also tales of a Tomb Banshee leading a vast wave of Myrmourn Banshees, the most famous being the host out of Aqshy known as the Burning Scream.[1a]

## Wargear

A Tomb Banshee is armed with a Chill Dagger.[1b][2]

## Source

* 1: Death Battletome: Nighthaunt.

	+ 1a: pg. 29
	+ 1b: pg. 80
* 2: Tomb Banshee Warscroll.
* 3: Games Workshop – Tomb Banshee.
War boar

**War boars** are ferocious beasts that are tamed by the Orruks for battle. Some are ridden into battle by "boarboys"[1][3], others are used to pull ramshackle chariots.[2] In either case, the war boars bite and gore with their tusks.[1][2][3]

Sharing a bond that goes back to the Age of Myth, Bonesplitterz and war boars can often be found barrelling into the ranks of the foe at high speed, eager to be the first amongst them to spill blood. Their boars are fed on the bones of the most powerful beasts the Bonesplitterz can slay, although of course there is rather a lot of bickering and competition amongst their Orruk riders over which monsters’ bones make for the most brutal mounts.[3]

Ironjawz Orruks prefer to ride gruntas, larger and more savage relatives.[4]

## Sources

* 1: *Games Workshop - Orruk Boarboys*
* 2: *Games Workshop - Orruk Boar Chariot*
* 3: *Games Workshop - Savage Boarboys*
* 4: *Games Workshop - Gore-gruntas*
The Kraith

The sect known as the **Kraith**, also called the Crimson Cult, are true disciples of slaughter, and have earned a reputation as the least compromising of all the Daughters of Khaine. Their bloodthirsty post-battle rites have led to allies reneging on their compact with the she-aelves out of sheer disgust, and caused even the most stalwart warriors of the Stormcast Eternals to shudder.

The Kraith do not maintain their own temples, for they believe the proper place to worship Khaine is the battlefield. They travel between the temples of other sects, or hire out their services clearing lands of monsters and fighting in gladiatorial arenas. They believe that all others - even other sects - are inferior, suited only to provide blood in which the Kraith might bathe.

## Sources

* Battletome: Daughters of Khaine
* pg 16
* pg 58
Zombie Dragon

Incongruously regal bundles of ancient bone and flapping flesh, **Zombie Dragons** soar above the Abhorrant Ghoul Kings’ armies. Bound by dark magic, they are horrors of the battlefield, with claws the size of blades, fangs fit to punch through the thickest armour, and breath that is death itself.[1]

## Overview

The air roars to the beat of leathery wings as a Zombie Dragon descends. As the stench of the beast washes over its prey, the air becomes chill, for the aura of death around the undead dragon is strong. Deep inside the eye sockets of its huge skull glimmers a ghostly intelligence, awakened by an abhorrant. Yet this is but an illusion created by the vast quantities of dark magic used to animate such a creature, and it is the very stuff of death that emanates from the monster’s skull. Only the strongest wielders of this power can command these creatures, and without their will the beasts are swiftly rendered inert once more.[1a]

An Abhorrant Ghoul King may ride into battle from the back of one of these beasts, his own devastating combat prowess augmented many times over by the might of the Zombie Dragon. Blades spark from the creature’s iron-hard bones, while arrows bury themselves harmlessly between gaping ribs. The dragon rampages through the enemy, killing with massive snaps of its jaws. Even as chunks of meat fall from its fleshless throat, it continues to attack until commanded otherwise. Around the monster’s clawed feet throng mordants, snatching up this discarded bounty as they follow the king and his proud mount into battle.[1a]

The darkness that animates a Zombie Dragon is never more evident than when it looses its breath, expelling it as a coiling cloud of pestilential death magic. This killing miasma withers flesh, sapping life from the living. In its wake are left husks where once were soldiers.[1a]

Zombie Dragons are rare and powerful creations, and an abhorrant might spend centuries seeking out a dragon graveyard. To a Flesh-eater Court, the discovery of such a location is a prize indeed. Many have been the lands reduced to ruin in the wake of such a darkly fortuitous find.[1a]

## Wargear

A Zombie Dragon rips apart its foes with its Sword-like Claws and Snapping Maw, and its Pestilential Breath can strip flesh from bone.[1b]

## Source

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

	+ 1a pg. 33
	+ 1b pg. 90
Vulcatrix

**Vulcatrix**, the so-called "**Mother of Salamanders**," was a fiery Godbeast similar in appearance to a great reptile made entirely of molten rock. Vulcatrix was an ancient enemy of Sigmar during the Age of Myth.

When the Duardin gods Grungni, master of smiths, and Grimnir, god of war and fire, were freed from their imprisonment atop the tallest of the Iron Mountains of Chamon, the Realm of Metal, by the God-King, Grimnir demanded that Sigmar accept his warrior oath and choose a mighty enemy for him to slay. The fiery god did not wish to owe his fellow deity any obligation that would have to be paid back later.

Grimnir was sent forth by Sigmar to Aqshy, the Realm of Fire, to fight Vulcatrix and eliminate her plague upon the mortals of that realm. The Duardin Fyreslayers who revere Grimnir say that their god won the battle, but upon Vulcatrix's death, she erupted, levelling entire mountains and scattering the eseence of the two divine beings across the Mortal Realms.

The remains of Grimnir from this great battle eventually transformed into the arcane metal known as ur-gold. Vulcatrix's descendants, the heat-loving reptiles known as Magmadroths, are still ridden by the Fyreslayers today.

## Sources

* *Order Battletome: Fyreslayers* (1st Edition)
Valkia the Bloody

A murderous and unforgiving warrior-queen, **Valkia *the Bloody*** swoops over the battlefield on crimson wings. A brimstone gale howls before her, the Gorequeen diving from its midst to fall upon her foes with deafening screams of rage.[1a]

## Overview

The merest rumour of Valkia *the Bloody* evokes terror throughout the Mortal Realms. She is known by many names – to the tribes of Aqshy she is the **Gorequeen**, while the peoples of Hysh know her as **Lady Wrath**. The Bonechewers of Skulltop Forest tell awed tales of **Da Red Spear**, while to the duardin of Rockenfall, she is known only as the **Bloodwitch**. Valkia is a dark legend, a killer whose brutal hordes strike without warning and leave only mangled corpses in their wake. In truth, Valkia is all of these things and worse. Legend says that she was once a mortal warrior, an ambitious and merciless tribal chief who dedicated herself to the Blood God. So cruel was Valkia that her own tribe gathered in a great horde to strike her down. Betrayed and alone, still the Gorequeen fought with such fury that her spear, *Slaupnir*, slew hundreds before she was finally dragged down and slain. Khorne was so impressed that he breathed new life into Valkia’s mangled corpse. With a wrathful scream, Valkia was reborn as a winged daemon queen. She tore apart the surviving members of her tribe, before plunging into Khorne’s realm to carve out a fitting kingdom for herself.[1a][2a]

There she has dwelt ever since, the undisputed ruler of a volcanic fastness known as Mount Ashenfel. Valkia rules over daemon and mortal alike, for she is high in Khorne’s favour – all know that to defy Valkia is to court not only her notorious temper, but that of the Blood God himself.[1a][2a]

The Gorequeen raids the Mortal Realms often, leading mighty hosts of Bloodbound and daemons into savage battle for the Blood God’s pleasure. Valkia has fallen on several occasions, slain by mighty foes. Yet by the will of Khorne she always returns to seek revenge. Khorne’s servants fight all the harder with the Gorequeen’s eyes upon them, for it is within her gift to return those who impress her to life. Their blood burning with daemonic fury, the worthy rise once more, fighting on despite the mortal wounds that disfigure their ravaged bodies. Only after battle’s end do they truly die, their souls drawn towards Valkia’s domain to fight phantom battles through the tunnels and chambers of Mount Ashenfel forevermore.[1a][2a]

## Wargear

Valkia the Bloody wields the spear *Slaupnir*, and fends off her foes’ attacks with the fell artefact known as the *Daemonshield*.[1b]

## Miniature

1/1
## Sources

* 1 *Chaos Battletome: Khorne Bloodbound*.

	+ 1a Pg. 33
	+ 1b Pg. 107

* 2 *The Realmgate Wars: Godbeasts*.

	+ 2a pg. 25
Warhammer Quest Silver Tower

The long-awaited return of the classic dungeon-crawl!

Throughout the mortal realms the legends of the Silver Tower are recounted with awe and admiration. Tales of disparate champions good and evil, brought together by naught more than fate, battling against sanity-shredding horrors in the ever-shifting domain of the Gaunt Summoner of Tzeentch. Tales of bravery, heroism, treachery and betrayal. Tales of teamwork, success, and glory-hunting failure.

Some who tackle the Silver Tower seek a boon from the Gaunt Summoner, others wish to learn his true name, that they might destroy him. All must face foul, writhing monsters, bizarre, labyrinthine corridors bristling with traps and strange, maddening riddles before they even gain the chance to stand before his fell sorcery. The greatest champions, those who grow in strength over time as they solve the Silver Tower’s secrets, even they may fall at this hurdle – yet the riches, power and freedom they could gain drive them ever forward. But for every tale that ends in glory, another falls short, bringing only madness and despair…

Warhammer Quest Silver Tower is a stunning boxed game for two to four players, set in the shifting, labyrinthine lair of a sinister Gaunt Summoner! Work with your friends to conquer the secrets of the Silver Tower, or take the glory for yourself – characters level up and become stronger with persistent stats kept between games. The thirteen double-sided board tiles mean no two adventures need be the same; a roll of the dice can send your adventurers off on wild tangents, with literally thousands of different dungeon-crawl combinations.

## In The Box

- 51 (count ‘em!) Citadel miniatures: a Fyreslayer Doomseeker, Darkoath Chieftain, Excelsior Warpriest (with loyal Gryph-hound), Knight-Questor, Mistweaver Saih, Tenebrael Shard, Gaunt Summoner of Tzeentch, Ogroid Thaumaturge, 2 Skaven Deathrunners, 2 Pink Horrors, 4 Blue Horrors, 4 pairs of Brimstone Horrors, 6 Tzaangors, 8 Grot Scuttlings, 8 Kairic Acolytes and 8 Chaos Familiars!

- A 40-page guidebook containing the rules, and a 40-page adventure book filled with the trials of the Silver Tower;

- 36 skill & treasure cards, and 40 exploration cards;

- 13 gorgeously-realised double-sided board tiles, bringing the dungeon to your table;

- 6 character cards, allowing you to track your heroes as they level up and grow ever more capable of tackling the Tower.

## Videos

Throughout the Mortal Realms...Reveal Trailer.Warhammer Quest Silver Tower Overview
## Source

* Games Workshop - Warhammer Quest Silver Tower
Vulkite Berzerkers

**Vulkite Berzerkers** are rightly feared by their enemies, and

   their exploits in battle are known across the realms. Through smouldering beards, they grin their disdain for the foe as the light of Grimnir burns in their eyes, and they laugh at their enemy’s foolish attempts to spit them upon blade and spear.[1]

## Overview

Fyreslayer lodges are built upon a foundation of skilled warriors and martial pride. From these traditions are born the Vulkite Berzerkers. When a lodge marches to war, it is these stubborn warriors that make up the bulk of its fyrds, and it is by their bloody toil that enemies are broken and mighty armies ground into the dust.[1a]

Roaring war cries at their foes, fyrds of Vulkite Berzerkers live up to their name in battle, ploughing through anything that stands in their way. In a whirling maelstrom of flashing axes and blazing golden runes, they fight on, for neither the searing heat of Aqshy nor the chilling winds of Shyish can sap their strength. Nothing less than a devastating wound slows them down, and many are the stories told across the realms of Vulkite Berzerkers hurling themselves through the fray with blades and arrows protruding from their flesh, their battle-rage undimmed.[1a]

Some Vulkite Berzerkers favour twin fyresteel axes, the better to fell as many foes as possible. Axes flung wide, they spin around, claiming limbs and heads in a terrible storm of death and destruction. Others wield fyresteel war-picks and bladed slingshields. These shields are far from being purely defensive – a Berzerker can hurl his shield at his target as he closes, ripping it free from their ruined corpse only once he is deep in the ranks of the foe.[1a]

The distinctive, sonorous blare of a horn of Grimnir heralds the charge of a Vulkite Berzerker fyrd. Potent relics of the forge-temples, these instruments are said to contain the booming voice of Grimnir himself. As the horn’s sound echoes across the battlefield, runes blaze bright and every Fyreslayer feels his god’s spirit stir within him.[1a]

## Wargear

Some units of Vulkite Berzerkers are armed with Fyresteel Handaxes or War-picks and carry Bladed Slingshields, while other units fight with a Fyresteel Hand axe in each hand. Some also carry well-balanced Fyresteel Throwing Axes at their belts.[1b]

## Sources

* 1 *Order Battletome: Fyreslayers*.

	+ 1a pg. 35
	+ 1b pg. 110
Wrech Gab'larr

Many are the sacred duties of Nurgle’s tallymen, but **Wrech Gab’larr**, the herald of fresh woes, has one of the juiciest. It is given to him to catalogue the effects of Nurgle’s plaguely concoctions on specimens never before encountered. Wherever a new breed of creature enters Nurgle’s sphere of influence, Wrech Gab’larr is there, a clutch of virulent diseases crawling over his pock-marked flesh and a quill of bone tucked within his sagging sleeves of skin. Blessed with the observational skills of a born apothecary despite only having one eye, the daemon herald watches with unblinking interest as his master’s latest experiments spread unchecked. Not a single detail of his subjects’ agony will go unnoticed, for his duties do not end upon the field of battle. As the sun sets over his foetid paradise, Grandfather Nurgle likes nothing more than to sit upon the porch of his rotting manse, listening to Wrech Gab’larr’s rolling bass tones as he recounts the tale of brave little diseases pioneering their way across fresh landscapes of flesh.[1a]

## Sources

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

	+ 1a pg. 134
Troglodon

Troglodons, also known as the Pale Death, are fearsome and foul troglodytic beasts that dwell within the dark recesses of the Seraphon temple-ships or within the caves and swamps surrounding a temple-city. Although they are blind, they possess a keen sense of hearing and smell, and are capable of releasing a stream of highly toxic spittle. Although they are loners by nature, they have developed a strange symbiosis with the Skink Oracles. It is perhaps the fact that both possess a twin-pronged tail that the Troglodons allow these oracles instantly tame them. Mounted atop these creatures, the Skink Oracles will direct them through their own far-seeing eyes as they undertake missions too vital or nuanced to be entrusted to any but themselves. [1a][1b]

## Gallery

Miniature of a Skink Oracle riding on a Troglodon.
## Sources

* 1 *Order Battletome: Seraphon*.

	+ 1a Pg. 36
	+ 1b Pg. 120
Taltus Strongarm

As a member of the Hammerhands, **Taltus Strongarm** was a Retributor under the command of Lord-Celestant Vandus. During the battles of the Igneous Delta, Taltus was cut down by the overwhelming numbers of the Goretide. He remembered felling dozens of the snarling warriors, battering them with sledgehammer blows – but then came pain. The agony of death was soon washed away as Taltus returned to the Heavens. Yet comfort was fleeting; his body was destroyed and his spiritual being subjected to the soul-searing torment of Reforging. This time, however, the process differed. Adrift on the Sea of Stars, Taltus awoke to see something impossibly vast ripple through the blackness. Dracothion had come, and with his breath came yet another beginning. Reborn, Taltus emerged from the vaults more powerful thanever. This time, he absorbed more energies on the Quest of Starfire and tamed a Dracoth during the Trials of Starwalking. Now, Taltus is a Concussor, a Dracothian Guard of the Hammers Draconis.[1a]

## Source

* 1 *Order Battletome: Stormcast Extremis*.

	+ 1a pg. 18
Warhammer Underworlds: Shadespire

**Warhammer Underworlds: Shadespire** is an action-packed combat game for two players. Build your warband, construct your deck, and defeat your rivals.

Shadespire was once a city of wonder and magic, a mercantile metropolis whose rulers defied death, to the fury of Nagash. This fury was made manifest in something worse than destruction – drawing upon the mysterious power of the shadeglass that gave the city its power, Nagash tore away the light and glory of Shadespire, leaving it a twisted reflection of its former splendour. Those adventurers foolish enough to set foot within its walls are trapped, with all hope seemingly lost. Yet not all will accept their fate without a fight…

## The Game

In Warhammer Underworlds, you and your opponent pick a warband – 2 are included in this box – and build a deck of power and objective cards. After placing your warband on the hex-tiled game boards, you take turns making actions – movement and attacks – until 3 phases are played. Between actions, you can use the power cards to introduce effects and reactions that can swing the battle in your favour; building the best deck you can and using cunning to deploy these abilities at the perfect time is the secret to mastering the game and dominating your foe. Merely vanquishing your opponent’s warband does not guarantee victory – capturing objectives, standing your ground, making the best tactical choices and deploying the right cards at the right time will gain you the glory points you need to win!

Once you’re familiar with the rules, games will take around 30 minutes – you’ll always have time for a rematch.

## In The Box

Everything you and a friend need to play games of Warhammer Underworlds is included in this box. Contained within:

- A Stormcast Eternals warband, made up of 3 push-fit, blue plastic Liberators (Angharad Brightshield, Obryn the Bold and their leader Severin Steelheart);

- A Khorne Bloodbound warband, made up of 5 push-fit, red plastic Bloodreavers (Karsus the Chained, Blooded Saek, Targor, Arnulf and their leader Garrek Gorebeard.) Both of these warbands are Easy To Build, with no glue necessary and a comprehensive, easy to follow construction guide;

- A 32-page rulebook, including the story of Shadespire’s rise and fall, and all the rules you need to play; - A quick-start sheet, featuring a brief introduction to the game;

- 2 double-sided game boards, featuring hexes and objectives;

- 2 pre-built decks of power and objective cards, for use with the included warbands;

- 8 double-sided Fighter cards, providing the stats and information needed for the fighters in each warband at a glance;

- 5 attack dice and 3 defence dice;

- 9 double-sided objective tokens;

- 1 Katophrane Artefact token;

- 2 Shardfall tokens;

- 30 wound tokens;

- 46 double-sided glory point tokens;

- 15 double-sided move and charge tokens;

- 15 Guard tokens;

- 8 activation tokens.

## Videos

Warhammer Underworlds ShadespireTiser trailer.Warhammer Underworlds Shadespire Official TrailerReveal Trailer
## Sources

* Warhammer Underworlds: Shadespire
* Warhammer Underworlds Official Website
Timeline

Destruction of the World Before Time.[1]

## Age of Myth

World Before Time is caught by Dracothion and Sigmar learns to travel to the mortal realms.

Sigmar unifies the Eight Realms and finds the deities who survived the destruction of the World Before Time. Cities were built and cultures grew under Sigmar's wise rule and prosperity and utopia was achieved briefly.[1]

## Age of Chaos

Chaos legions erupt from the void and engulf the Eight Realms in conflict. Sigmar forges alliances and fights Chaos but ultimately is forced to retreat to  the celestial realm and the gates between realms are closed.[1]

Chaos dominates 7 of the Eight Realms and turns them into places of living hell.[1]

Sigmar divorced the Celestial Realm from the rest of the Eight Realms and brought one of his allies, Grungni the creator. Together they forged an army made up of warriors armed with Sigmarite weapons and armour from the World-That-Was. He formed the Stormcast Eternals. Only once his army was completed did Sigmar reopen the Gates of Azyr and unleash his army.[1]
제인 포스터

**등장 영화** | 토르 : 천둥의 신

토르를 사랑했던 사람. 천문학자이다.

## *토르 : 천둥의 신*

뉴멕시코에서 천문학자로 일하고 있었으며, 토르가 아스가르드로 추방 당했을때, 만나게 된다.

에릭 셀빅이랑 같이 일하고 있었으며, 토르가 지구에 적응하는 것을 도와준다.

로키 가  디스트로이어를 보내 토르와 그를 도와주는 사람들을 다 쓸어버릴려고 할때, 토르를 떠나지 않을려고 하고, 묠니르를 되찾은 것을 보게 된다.

## *토르 : 다크 월드*

인피니티 스톤 중 하나인 에테르를 알수 없게 얻어, 헤임달이 토르한테 제인이 보이지 않는다고 말하자, 토르는 그냥 지구에 온 것 뿐인데 뺨을 때리고는 미안하다고 했다.

토르가 말레키스를 만나기 위해 로키를 탈옥 시켰는데 로키의 뺨을 때리기도 했다.

스바르트알프헤임에서 로키가 토르를 배신하는 척하고 말레키스가 제인 몸속에 있는 에테르를 빼간다.

컨버전스 때문에 토르는 말레키스를 지구에서 만나지만, 말레키스가 에테르를 써서 세상을 파괴시킬려고 할때, 말레키스를 양자장 생성기로 파괴시킨다.

## *어벤져스 : 에이지 오브 울트론*

토르에 의해 잠시 말이 나오지만, 컨버전스 때문에 큰 천문학자가 되었다고 한다.
마리아 힐

**등장 영화** | 어벤져스
캡틴 아메리카 : 윈터 솔져

어벤져스에 나온 히로인, 닉 퓨리를 도와준다.
쉴드의 부국장이기도 하다.

## *어벤져스*

에이전트 콜슨과 함께 어벤져스 팀을 만드는 것을 도와준다.

로키한테 조종당한 호크아이가 헬리케리어를 공격했을때, 많은 활약을 보여주었다.

마지막엔 닉 퓨리한테는 어벤져스는 떠났다고 말한다.

## *캡틴 아메리카 : 윈터 솔져*

캡틴 아메리카 와 팔콘 , 블랙 위도우 가 쉴드로 변장한 하이드라 요원들한테 잡혔을때, 탈출하게 해준다.

쉴드 기지에서 거대한 전쟁이 일어났을때, 팔콘한테 럼로우 가 온다고 예고하기도 했다.

마지막엔 쉴드를 은퇴하고 스타크 인더스트리에 취직한다.

## *어벤져스 : 에이지 오브 울트론*

아이언맨과 함께 어벤져스 타워에서 일한다.

울트론의 소코비아 전투에서 울트론 센트리 3마리가 헬리케리어에 침입할려고 했을때, 워머신을 불러 센트리들을 공격하게 만들기도 하였다.

센트리 한마리가 헬리케리어에 침입하고 카메론 클린을 공격할려고 했을때,

닉 퓨리와 같이 그를 구해주었다.

마지막에는 뉴 어벤져스 기지에서 일한다.

## *에이전트 오브 쉴드*

에이전트 오브 쉴드는 TV 드라마인데, 마블 시네마틱 유니버스 영화와 붙어주는 역할을 한다.

그랜트 워드를 혐오하며, 콜슨을 도와주기도 한다.
아이언맨 (토니 스타크)

소속
 **등장** 영화
인크레더블 헐크
아이언맨 2
어벤져스
아이언맨3
캡틴 아메리카 : 윈터 솔져(사진만)
어벤져스 : 에이지 오브 울트론
캡틴 아메리카 : 시빌 워
 상태
 등장 배우

토니 스타크, 일명 아이언맨은 전에 무기 개발자, 억만장자 였으며,

전에 텐 링에 납치되고, 탈출한 이후로, 무기 제작자를 그만두고

무기 없이 세상을 구할것을 예상하고 있었다.

<아이언맨>에서 자기의 동료이자 친구인 오베디아 스탠이 토니 납치 계획을 짠걸로 알고 있어서, 오베디아 스탠이랑 싸우게 된다.

<인크레더블 헐크>에서는 그렇게 비중은 많지 않음. 쿠키 영상에 잠깐 등장하는 카메오다.

<아이언맨 2>에서는 자기의 아버지와 반코 가족의 관계에 의해 이반 반코(위플래시)랑 싸우게 된다.

<어벤져스>에서는 캡틴 아메리카와 라이벌 관계가 되며,

어벤져스랑 힘을 함께 싸워, 로키를 항복시키게 한다.

<아이언맨3>에는 만다린을 찾을려고 하는데, 토니를 전에 엄청 좋아했던 알드리치 킬리언 한테 자기 집이 털리고 말고, 아이언맨 군대를 보내지만, 수트가 거의 익스트리미스 군단한테 거의 다 털린다. 그렇지만 페퍼가 킬리언한테 납치되었을때, 익스트리미스 모드로 되어있었기 때문에, 킬리언은 페퍼한테 살해되고 만다.

<캡틴 아메리카 : 윈터 솔져>에서는 졸라 알고리즘 타겟에 그림, 어벤져스 타워만 보여 줬다.

<어벤져스 : 에이지 오브 울트론>에서는 아이언맨이 아주 중요한 역할이다.

아이언맨이 로키의 창을 이용해 울트론을 만들고 만다.

그리고 아이언맨을 진짜 싫어했던 퀵실버와 스칼렛 위치가 울트론 편을 들어서,

스칼렛 위치가 헐크를 반 폭주하게 만들어서 요하네스버그에서 큰 깽판을 치고 만다.

에이지 오브 울트론 사건 이후, 아이언맨, 토르, 호크아이는 어벤져스를 은퇴한다.

<캡틴 아메리카 : 시빌 워>에서는 캡틴 아메리카와 대결하는 이야기를 적을예정이다.

<어벤져스 : 인피니티 워>에서도 아이언맨이 돌아온다.
Wight King

In ancient times, mighty warlords fought across the lands. Upon their death, these brutal warriors were buried deep beneath the ground, their tombs protected from thieves and looters by shamanistic spells. Many of these tombs are now long gone; but many others still remain. Some were built in areas where Dark Magicflows and pools. In these accursed places, the incumbents rest uneasily. When the Dark Magic grows strong, the ancient warlords rise from their crypts as Wight Kings, eyes glowing with unnatural life. The merest touch of their blade can drain the life from their foes, or slice through flesh and bone with effortless ease. With such power at their fingertips, these Undead warriors will often ride to war on long-dead skeletal steeds, whose incorporeal bodies will carry them through walls and across fens without the slightest hindrance - all the better for getting them into the thick of the fighting.[1]

## Gallery

Wight King with Baleful Tomb BladeWhite King with Dread AxeWight King on Skeletal Steed
Vanguard-Hunters

Bold raiders and expert scouts, the **Vanguard-Hunters** are tireless in their quest to slay the followers of Chaos, always striking from the perfect angle and leaving their quarry reeling in confusion.

The Vanguard-Hunters are the elite infantry of the Vanguard Auxiliary Chambers. Most among their number are battle-hardened veterans, having been honoured with the role of Ranger upon their second Reforging. Unlike the swift Vanguard-Palladors or the sharpshooting Vanguard-Raptors, the Vanguard-Hunters are tactically flexible and experts at utilising the terrain to their advantage. Theirs is not the domain of stealth and subterfuge, however, but of daring raids and brazen guerrilla warfare that requires them to relocate constantly. More than once has a keep's gatehouse been stormed by a unit of Vanguard-Hunters who scaled its walls during the confusion of battle, or an artillery battery been ambushed and destroyed in what its crew believed to be the perfect defensible position.

More so even than the other Rangers, Vanguard-Hunters will often spend prolonged periods of time in any given theatre of war, building up an intimate knowledge of their environment. This alone would make them excellent forward scouts, but there is one curious artefact which elevates their fieldcraft to supernatural levels: the astral compass. Devised by the wizards of the Collegiate Arcane in Azyrheim, this strange contraption allows the bearer to deftly navigate the impossible geometries of the Mortal Realms. In the hands of a Vanguard-Hunter, it becomes an invaluable tool that enables their unit to attack the enemy from the direction they least expect. The Tzeentch Arcanites in particular have grown wary of the Vanguard-Hunters, for they find that their strongholds - normally unassailable because of their unfathomable design - are penetrated by these Stormcasts with an ease that confounds and infuriates them.

The weapons carried by the Vanguard-Hunters are well suited to their role within the Stormhosts. Heavy-bladed swords and short-hafted axes are as effective at hacking through brush and briar on flanking manoeuvres through dense terrain as they are the flesh of the servants of Chaos. Boltstorm pistols, meanwhile, are ideal for firing on the move, allowing the Rangers to provide supporting fire for their allies while they themselves rapidly get into position, or to run down isolated targets and destroy them in a focussed volley of crackling missiles.

## Sourcer

* Battletome: Stormcast Eternals (2017)
* pg 60