The Eye of the Horned Rat is imbued with warpstone energy
which can be channeled by the bearer by holding the stone firmly to his head.
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Thursday, October 31, 2019
Wednesday, October 30, 2019
Warhammer: History of Ulrich Schutzmann
Earlier today, you took an object to the Temple of Sigmar,
and gave it to one Father Morten, is that right? According to this note, Father
Morten was found dead less than an hour ago, with signs of foul play. The
object is missing, and it appears that you were the last people to see him
alive. I’m afraid I’ll have to ask you for your weapons and keep you here until
our investigation is concluded."
—Ulrich Schutzmann, Watch Commander
Schutzmann is an imposing man in his fifties, tall (6’ 2”)
and well built, with close-cropped grey hair and dark blue eyes. He is known
for his tight discipline and the efficiency with which he runs the City Watch.
Warhammer: History of Kenrol Stonius
Brother Kenrol Stonius, 87, is the eldest priest in the
Cathedral of Verena in Marienburg, and thus the Chief Justice of the High
Court. He has served in the post for the last 25 years. Widely regarded as a scholar
and respected for his pursuit of Justice over the letter of the law; he also is
known for falling asleep in court sessions.
Tuesday, October 29, 2019
Warhammer: History of Jonas Lang
Jonas Lang was always attracted to power, even though it was
denied to him. The fourth son of a wealthy family, he stood to inherit nothing,
and at best he could become a steward in his brother’s employ. Though bereft of
an inheritance, the Lang name was strong enough to keep him in good standing
with his wealthy and powerful peers, and during his childhood he acquired a
taste for the decadent. As he grew older, he hoped to secure a place in the
Todbringer Court, but his parents had other ideas. Sensing a corrupt bent to
his character, they sent him to the temple of Ulric to train as a priest.
It was clear from the outset that Lang was no man of piety.
He lacked commitment and dedication to the central tenets of the faith, but the
Lang family demanded the young man remain in training, and to ensure the
youth’s success, the cult put the young man under the High Priest Claus
Liebnitz’ care. Liebnitz, who had no use for such a worthless apprentice,
rarely communicated with Lang, and when he did, it was merely to instruct the
initiate to read certain passages in Ulric’s sacred scrolls.
Liebnitz’ disinterest allowed Lang to pursue his own goals,
mainly whetting his appetites for food, drink, and women. And as long as
Liebnitz remained as a distant mentor, Lang could do as he liked. But one day
word reached him that Liebnitz was dead, revealed to be a traitor to Ulric, the
cult, and the Empire. He realized his long vacation was at an end, so he had
one final indulgence, sampling countless dishes and drinks, and enjoyed the
company of many companions of loose morals.
Sated, he returned to his apartments to sleep off his
excess, but his respite would be brief. Soon after he nodded off, he awoke
suddenly, his stomach roiling with pain. Thinking the ailment was caused by his
night’s adventures, he emptied his stomach in the chamber pot, but the pain
continued. Finally, he lifted his robe to peer at his abdomen, and to his
horror he saw his flesh bubbling, forming some awful mutation, which Lang was
certain would grant him a place on a witch pyre.
He fell over in a faint, and suffered strange dreams that
featured some creature ranting that it was the soul of his master, Liebnitz,
and that something called the Red Flayer had granted him eternal life. Lang
awoke screaming, his guts roiling in agony. He pulled up his shirt to see the
face of his former master pushing against the skin of his belly. Lang shrieked
and shrieked, his mind withering as his skin rebelled against him becoming a
tool for the damned. After three days of horrific mutations, the thing inside
him was finished growing, attaining a partial arm and a fully formed head.
When Lang was lucid enough, the creature calmed the young
man with soothing words, somehow convincing Lang not to cut out the corruption
himself. Liebnitz explained he was promised a new body, not to share one with
another. In any event, Liebnitz demanded Lang help him complete his master’s
work and perhaps, as a reward, the Red Flayer would separate them once more.
Lang, being quite mad by now, nodded enthusiastically. A few days later Lang
was lucid enough to move, and concealing the parasite that had taken over his
body with loose robes, set out to find the “cure” for his woes
Lang is in his early twenties, with long greasy brown hair
and a waxy pallor. His recent experiences have left him crazed and his moods
swing from gibbering fear and depression to wild enthusiasm. He wears long
black robes slit in the front, allowing Liebnitz to see.
Being nothing more than a contorted bald head and a mostly
useless arm, only those who knew Liebnitz in life recognize the mutated growth
on Lang’s abdomen. Liebnitz has given up the will to live and simply wants
death—a death at the Red Flayer’s claws.
Warhammer: History of Oblast Elk
"The diet of the typical Kislevite peasant is made up
of fish, tubers, and the flesh of the oblast deer. The diet of the typical
Kislevite bear is made up of fish, tubers, and the oblast deer. It is little
wonder these people see so much kinship with the creatures."
—Friar Begel, “My Travels in Kislev”
Along with the bear and the steppe pony, the oblast or ice
elk is one of the three creatures vital to stanitsa life. They closely resemble
the deer of the Empire but are larger and have much larger horns. Wild ones are
hunted for their meat but are extremely elusive, and such hunts can often take
weeks to complete. In some stanitsas, they are domesticated to pull sleighs,
ploughs, or mill-wheels, and sometimes they’re even used as pack animals. Their
milk is fermented to make koumiss. Their hides are used to make cloth and
sacking; their bones are carved into pipes, flutes, and tambours, and their
intestines are woven to make an extremely strong elastic thread. The uses of
the elk are endless, and their application is ubiquitous in any stanitsa.
Gospodars are known to hunt the elk for sport alone, a practice the Ungols view
as barbaric.
Warhammer: History of Silver Bullets
What the handgunners known as the Silver Bullets lack in
discipline they make up for in accuracy. These sharpshooters maintain that they
fire silver-plated shot with every volley, but in truth, each of their number
is given only a single silver bullet from their foul-mouthed Marksman-at-arms,
Curser Bredt, upon their induction into the ranks. Just as much a talisman as a
weapon, each Handgunner would only use his silver bullet if no other option
were present. The men of Bredt's unit believe that, whilst their good luck
charms are safe, they too are protected from whatever Sylvania's darkness can
throw at them.
Monday, October 28, 2019
Warhammer: History of Ranalt Waldhauss
Ranalt Waldhauss is the Venerated Soul of trackers and lone
hunters. He is recognized by the Cult of Taal and Rhya.
History
During the Great War Against Chaos, a scout and hunter
managed to track down and kill thirty Beastmen ravaging the town of Bechafen.
Upheld by trackers and lone hunters, the locals have since forgotten that he
was slain ten years after his heroic deed, branded as a Mutant.
Warhammer: History of Benedicta von Carstein
Benedicta von Carstein was a Dreamwalker who turned into a
vampire, only to later be slain by Elisinda the Black.
Known in life as Benedicta the Radiant, she was a former
mercenary who fought for years until she was the sole survivor of her company
after it was thrown against a Necromancer. She found herself plagued by
prophetic dreams, and followed them to destroy many Undead. She favoured fire
as a weapon, which gave rise to her name. Before the Wars of the Vampire Counts
formally began, her dreams led her into what would become Sylvania, where she
disappeared. It was later discovered that she had become a Carstein vampire
after Elisinda the Black, a priestess of Morr, came out of Ostermark just ahead
of the Vampire armies, carrying the fallen Benedicta's head, the priestess
having sought the Dreamwalker she had seen in her dreams.
Warhammer: History of Obsidian Amulet
The dark energies of this powerful item surround the wearer
and deflect enemy spells and magic weapons.
Sunday, October 27, 2019
Warhammer: History of Killer of the Dead
Few survive the life of a Vampire hunter. Of those who do,
many quickly turn to other careers, such as the legitimacy of Witch Hunter or
the better provisions of knighthood. Those who do not become Killers of the
Dead. Having seen the true horror of the Vampires and the infinite legions of
the restless dead, they can never look away, and they devote their every waking
moment to destroying this unrelenting enemy. Even more shunned and mistrusted
than Vampire hunters, these fanatics typically become hermits or outlaws,
stealing what they need to survive, so they have no distractions from their
cause. Their devotion to their mission means these killers often get good
enough to earn notoriety amongst the Vampires—and knowing this, every killer
sleeps restlessly, stake in hand, waiting to feel fangs upon his neck and hear
the sound of vengeful laughter in his ear.
A Day In The Life
The day is for sleeping, when they find it harder to come
for you. For some, the day is for sleeping in a cave in natural stone, strong
and protected, a rock blocking the entrance, clutching a stake, because some of
them will come for you anyway. The day is not for them. But perhaps it will be
cloudy. Perhaps it will rain. Then they need not fear the sun.
Once night falls, you must move, quickly, away from the
places you visited the previous night. They may have been watching you and set
an ambush, or be prepared to strike at your lair as soon as it is dark. Rise
before the sunset, to be away and hidden before they can act.
Night is for hunting. Watch the people who go out at night,
for normal folk have no need to skulk around when the sun sleeps. You are no
longer one of the normal folk, if you ever were, for you have a stronger
calling now, and one that calls louder than laws and fellowship. Those who walk
by night may be the undead; watch their habits carefully.
When you have tracked one of them down, strike early in the
night if possible, and dismember and burn the corpse so that it does not rise
again. Then flee, as fast as you can, before their allies can track you. Do not
concern yourself with your destination. Wherever you find yourself, they will
be waiting.
Little Known Facts
Killers of the Dead train suitable candidates when they find
them and two who meet often work together for a time. It is important to
remember that they are obsessive, but not quite what most would term insane, at
least not in most cases.
A very small number of Killers of the Dead even maintain a
respectable facade, with the help of a wealthy family or group of friends.
These backers must be very tolerant, however, as nothing can be allowed to come
before the hunt.
Once one has taken the path of a Killer of the Dead, life is
bleak. It is rare for a Killer of the Dead to ever pursue another path. Their
devotion and single-minded purpose makes it difficult to adjust to any other
way of life.
Saturday, October 26, 2019
Warhammer: History Grey Ague
This disease is new to the Empire, so those contracting it
have little idea what to expect. It starts with an itching at the back of the
throat that slowly develops into an intermittent cough. Along with the coughing
comes bouts of shivering that grow steadily more severe as the disease
progresses. In the final days, the afflicted develops pale gray blotches across
their neck and chest, dying or recovering soon thereafter. Those that survive
find the marks slowly turn white but never entirely go away. The few that know
of the disease also refer to it as the Pale Shivers.
Nelrich the Suppurater’s disease was meant to cause a long
period of relatively light illness followed by a swift death. Actually, the
Grey Ague is not entirely a disease, nor does it cause the majority of the
listed effects. The Ague is, in fact, a magical affliction that causes a body
to generate a subtle organic poison. The Grey Seer Asorak Steeleye carefully
influenced how the Grey Ague worked, so he could readily manipulate those with
the disease. By giving those afflicted the correct “enhancers” early in the
course of contracting the disease, the effects are instantly doubled.
The “cure” the Grey Seer and his allies have in their
possession instantly eliminates all traces of the poison the Ague
generates—which seemingly cures the afflicted, but it does nothing to halt the
disease. Anyone drinking the Skaven’s cure that is afflicted by the Grey Ague
has all of their characteristics return to normal levels within an hour. But
the cured person still has the Grey Ague, and every time they stop taking the
Skaven’s cure—they start at the beginning of their ten day stretch, meaning
that they need a continual supply of the Skaven’s cure in order to not fall
sick again.
A skilled apothecary that has deduced the nature of the Grey
Ague can help to permanently cure it, but they need to treat both the disease
and the effects of the poison. A Priestess of Shallya can instantly cure the
Grey Ague only by successfully casting both Cure Poison and Cure Disease—a fact
that they will be completely unaware of.
Friday, October 25, 2019
Warhammer: History of Residue
"When I was still a young boy, I took a job on an
expedition to excavate a small Barrow in Wissenland. It had long ago collapsed
in on itself, leaving little more than a muddy pit in the ground. Local
folklore said the place was haunted or cursed, yet we could find no credible
evidence of any Undead activity. So when one of the camp guards stabbed the cook
in a fit of rage, we assumed he had been drunk. We tied him up and sent him to
Pfeildorf to stand trial. When one of the farmhands we had hired to help with
the digging disappeared during the night, we started to get worried. When the
Professor in charge of the dig was found with his wrists slit open the next
morning, we decided to leave."
—Heinrich Johannes, procurer of ancient artefacts
Residues are sometimes created when another form of Spirit
or Wraith begins to fade away, the will that maintained their Undead state
incapable of sustaining them any longer. Others are formed when a particularly
malicious or miserable person dies who lacks any particular reason to remain in
the land of the living. They appear to be vaguely humanoid clouds of dark smoke,
though they are usually invisible to mortal eyes. They are little more than a
bundle of negative emotions, possessing an almost instinctual desire to spread
hatred and rage to others.
Warhammer: History of Borchband the Voice
Borchband the Voice is the Minor God of Rhetoric, venerated
in the Reikland by agitators, politicians, and lawyers.
Politicians and other lawmakers in Reikland and Altdorf keep
amulets of Borchband submerged in goblets of wine in the hopes of distracting
the God from sending out agitators to thwart their plans. Common offerings to
Bögenauer include written speeches, acorns, and quills. He has two temples and
several shrines dedicated to him in Altdorf.
Thursday, October 24, 2019
Warhammer: History of The Skurry-stabbers
The Skurry-stabbers are one of Clan Treecherik's most
murderous Clawpacks and they have slain more (many more) of their own clanmates
than the enemy (in fact, it has been several years since they've killed
anything not from Clan Treecherik). Their current Clawleader is Gristl
Twitchslice, an imposing figure who has remained in command of the
Skurry-stabbers for an impressive three days. If he can make it to four he will
have broken the service record set by Sneer Throtskar over twenty years ago.
Warhammer: History Friedrich von Tarnus
Friedrich von Tarnus was the first Magister Patriarch of the
Bright Order. Excelling beyond all of Teclis' many proteges save Volans,
Freidrich was there when the Colleges of Magic were formed. Before ascending to
his position, the hot-headed wizard served as commander of the Carroburg
Greatswords, but was cast out in shame when his magical talent came to light.
Since then, he began crafting magical items of great power,
including the Silver Seal of the Emperor. Indeed, it was he who crafted the
Staff of the Patriarchs for Volans, which would become the symbol of office for
all Supreme Patriarchs thereafter.
Canon Conflict
In older editions, Friedrich von Tarnus was spelled Fredrick
von Tarnus. Or Frederick. In 8th Edition, it's spelled Fredrik. It's also
unclear whether his leaving the Carroburg Greatswords was self-imposed after
his powers manifested (unable to cope with the shame), or if the regiment cast
him out.
Warhammer: History of Allure
An old Bretonnian tale speaks of a strange gardener in
Parravon who cultivated carnivorous flowers that attracted birds with the sweet
aroma of their pollen to eat them. Although many dismiss this story as the
fevered imaginings of a madman or as a parable to warn people to not look too
closely into the affairs of others, there is a kernel of truth to this legend.
The Bird Flower is a rare species of carnivorous plant
indigenous to Lustria. Quite stunning, they bloom in a variety of colours. Each
flower is large, about the size of a man’s head, and shaped like a bell. The
bright waxen style is perversely phallic, and the flower has no visible
stamens. The plant exudes a pale pink fluid that is aromatic and has a sweet,
intoxicating taste.
During the exploratory expeditions in 1492, a few sailors
brought this interesting species back to the Empire. Most of the plants
couldn’t adapt to the colder climate, but a few survived in the gardens of
those who could afford to maintain such exotic plants. After a few years, there
were rumours of strange, nightly visitors in the areas around the gardens, not
to mention the sharp decline in the bird population. And then people started
disappearing. What exactly led the locals to attributing the cause of the
disturbances to the flowers isn’t certain, but the specimens were all burned and
their owners burned at the stake.
Though banned, some gardeners maintain these unusual plants
for their nectar. It’s said that consuming a small measure of the fluid evokes
powerful dreams and instils a deep sense of calm and tingling pleasure. No one
uses the nectar for long as people who sample the fluid tend to disappear.
Warhammer: History of Bretonnian Charger
Though the warhorses bred in the Empire are fine mounts in
battle, they pale before the magnificence of the Bretonnian Charger. Over 20
hands high, nobles are especially careful in the breeding of these steeds.
Hence, these mounts are in high demand, and only the wealthiest nobles in the
Empire can afford the bribes necessary to procure one.
Warhammer: History of Graf Tobias Aschaffenberg
The Aschaffenbergs were granted the Patent of Nobility
relatively recently, having been elevated to noble status by Magnus the Pious
himself in the aftermath of the Great War Against Chaos. Graf Tobias Aschaffenberg
is one of the most powerful members of the house, which is native to Ubersreik.
His seat is a large, if somewhat ramshackle, peak-top castle south of the town,
overlooking the confluence of waterways that converge to form the River Teufel.
Tobias holds the title Marquis of Grey Lady Pass because the defence of that
mountain corridor is the most sacred duty of his clan, entrusted to him
centuries ago by Magnus himself. It is a duty the Graf takes very seriously
indeed, and one he will do anything to fulfil.
The Graf's determination extends to every aspect of his
line, of which he is so proud to be a scion. He is utterly ruthless in dealings
with other noble households, especially those he regards as scheming against
his own, and he has fought numerous duels against those he has fallen out with.
As a native of Ubersreik, Graf Tobias regards it as only proper that should the
town's status change, he should be the man to assume the mantle of liege.
Wednesday, October 23, 2019
Warhammer: History of Thieves' Guild
Thieves belong to Thieves' Guilds. They have little choice –
the guilds are much better at finding thieves than the watch and insist that
all active criminals take advantage of the benefits of membership.
If a city has more than one guild, both normally insist that
every thief joins them, and not the other. This leads to gang warfare, so in a
few cities, two guilds ignore each others' existence. Thieves in the city must
belong to both but pretend not to know about the other guild. The masters of
one guild are low-ranking members of the other and are generally left alone.
Thieves have to pay two sets of dues and maybe given tasks by both guilds at
once, making it difficult for them to avoid offending someone.
In a few cases, the guild has become rich through respectable
businesses and has a great deal of influence with the legitimate government of
the town. Indeed, a handful of towns are actually run by the thieves' guild, in
which case the watch is only concerned with unlicensed criminality. Normally,
such towns collapse into anarchy, as the guild allows too much crime, but in a
few cases, the leadership imposes stability and a reasonable level of
lawbreaking. This often leads to a splinter guild forming, to protect the
rights of dishonest thieving folk.
Traveling thieves have to come to an arrangement with every
guild they meet. Sometimes this is easy if the guild requires nothing but a
percentage. Others, the majority, imposes significant ordeals on potential
members and taking one of those trials every couple of weeks is bad for the
health. Traveling thieves thus often try to avoid the notice of guilds as well
as the watch.
Warhammer: History and Geography of Barley Motte
Barley Motte is in the north of Lyonesse, close to the
border with L'Anguille. Two centuries ago it was the home of the D'ayvle lords,
who cooperated with the Ruinous Powers and plotted to bring down the nation.
They were defeated by a group of bold adventurers, one of whom was rewarded
with the fief.
He was driven mad by the spirits of the D'ayvles, and
another group of adventurers defeated the Undead. Once again, the Bretonnian
knight among them was rewarded with the fief. A few years later, the knight was
revealed to be trafficking with a Dark God, butchering his peasants to keep the
fiend happy. The neighboring lords drove him out, and the Garlonds put a
steward in place. The steward betrayed his lords to their deaths a few years
later but was himself killed in the ensuing battles.
This time, no one wanted the place, so it was abandoned.
Over the following years bandits, Necromancers, and Chaos cults have all taken
up residence there. They have been driven out, but anyone who takes possession
of the place seems to fall to evil. Most people now believe it to be cursed.
Warhammer: History of Wasting Sickness
The Wasting Sickness infests corpses, especially those left
long undisturbed. Scholars and surgeons theorize this disease is the result of
the stale air found in crypts combined with the unwholesomeness of a decaying
body not properly prepared for burial. Cases of the disease can be found
recorded in the history of Kislev and Sylvania. One of the most deadly
instances swept Erengrad ages ago, killing thousands. It was only stopped
through the intercession of the Grand Theogonist, Lothar the Healer, who feared
it would spread to the Empire. No one is certain what he did to halt the
spread, but stories tell of the divine intercession of Sigmar himself with the
more far-fetched ones describing a purging fire from heaven that was given to
Lothar by Sigmar himself to cure the sickness.
This disease eats away at the flesh, increasing the
subject’s metabolism to a point where it is almost impossible for them to
intake enough food to stay alive. Victims become furtive and stressed to the
point of insanity, eventually wasting away to nothing, even after gorging
themselves for weeks. Many are mistaken for ghouls and are killed in the late
stages of the disease by superstitious common folk or misinformed Witch
Hunters.
Warhammer: History of Master Moulder
"Fear, stupid man-thing. We make better.
Improve-improve. Pain-pain. But, better-better! "
—Tichit, Master Moulder.
Master Moulders are the senior-ranking members of Clan
Moulder, a rank just above the more common Packmasters.
Overview
The things created by these sadistic vermins within Clan
Moulder's laboratories frighten even the powerful Grey Seers. Nothing is sacred
to these vile Skaven. They blend the parts of hundreds of creatures to create something
bigger, better, and stronger, a horror that will safeguard Moulder’s place at
the top of the Under-Empire's cruel militaristic hierarchy.
Through the techniques of fleshmoulding, these Master
Moulders create a menagerie of deadly creatures. Ever evolving, this process
involves a combination of surgery and exposure to warp energy to create
something new and terrifying. Trained in flesh-shaping techniques passed down
generation after generation, they are responsible for Giant Rats, Rat Ogres,
and any number of other abominations.
These burly commanders often personally lead their beasts to
battle to better inspect the performance of both pack and Packmaster. Master
Moulders instill great control and discipline in a pack, largely on account of
their ability to cause even more severe pain. Many Master Moulders bear unique
(if not downright horrific) tools of their trade, such as the things-catcher -
a wicked looking prod with a mechanical grabber.
Warhammer: History of Eckhardt the Brave
Eckhardt the Brave is the Venerated Soul of rural law
enforcers. He is recognized by the Cult of Sigmar.
History
The town of Ubersreik pays homage to their personal
Venerated Soul each year by publicly executing a criminal in their town square.
The victim is branded with the twin-tailed comet and placed in a small box with
an angry swarm of bees. Whilst considered cruel, and certainly unusual by other
Reiklanders, the townsfolk do this to commemorate Eckhardt, a travelling judge,
who died in the same way when he tried to pass judgement on a well-known outlaw
that prowled the Reikwald.
Tuesday, October 22, 2019
Warhammer: History of Ogre Hunter
"If he looks like he could stare down a pack of angry
cave bears, he's a Hunter. You can tell, 'cos he'll be wearing a couple of 'em
as proof!..."
—Anonymous Ogre
Ogre Hunters are solitary, wandering Ogres, outsiders from
their own tribe or perhaps even exiles. Those that survive become fiercely
independent warriors and savvy stalkers of beasts. Bereft of a tribe's
protection and beefy companionship, the lone Hunter must learn to track and
kill, while simultaneously not becoming prey to any ferocious beasts — it is
all too common for the Hunter to become the hunted.
To ward off the severe cold of high altitude, Hunters dress
in layers of skins and pelts and can also be recognised for their tendency to
carry an arsenal of weapons, trapping gear, and skinning knives. When one's
days are spent stalking Ogre-eating carnivores, it is best to be prepared.
Hunters are incredibly proficient with their specialised gear, able to kill
beasts on the move even at range.
Overview
Hunters are among the most massive and independent of their
kind, and think nothing of climbing to the top of a mountain whilst tracking a
wounded mammoth or bull rhinox. An Ogre becomes a Hunter either by temporarily
severing his ties to his tribe to sate his wanderlust, or by being exiled to
the harsh white wilderness of the mountain for some slight to his fell Ogres.
Either way these ties are not completely severed and a Hunter that excels at
his solitary lifestyle drag an impressive kill or two back to the caves on
important feast days. A Hunter is generally covered in a network of scars and
tattoos, overlaid by the thick pelts of his prey protection from the arctic
conditions of Mountains of Mourn. He decorates himself with, tusks, claws,
fangs and skulls of the cavebeast that he has single-handedly killed and eaten.
A Hunter will typically have a great beast's skull to his gut to illustrate his
prowess.
Although most no longer belong to a tribe, Hunters
periodically drag in his impressive kills back to an Ogre camp for a special
feast day. Some Hunters return to the tribe of their origins, while others
wander throughout the Ogre Kingdoms. Hunters are popular visitors, for not only
do they drag down some of the largest carcasses, but they liven up any feast with
their rich wealth of stories about life on the mountaintops. The profusion of
horrible scars and displays of beast skulls and impressive tusks also go a long
way towards earning the respect of a local tribe. Before long, a Hunter's
solitary ways will take over and he will amble back up the slopes.
In honour of the first of the Ogre Hunter. Jhared the Red —
it is common for a Hunter to keep a Sabretusk or two to help sniff out his
cave-beast prey. These giant, agile feline predators often have tusks jutting
from their lower jaws, used for ripping out the guts of beast larger than they
are. Those that prove too difficult to domesticate instead provide both a good
fight and good meal for their would-be keeper — it is a rare Hunter indeed that
cannot boast a set of claw-scars somewhere about his person.
Warfare
A Hunter must learn how best to stalk his quarry. Each beast
is formidable in its own right and a Hunter must discover techniques to deal
with monstrous creatures of all sorts. For instance, it takes great patience to
creep into an ambush position near the caves of the great bear-like cragbeasts,
while it takes fast-paced double-tracking trickery to throw off a pack of
Sabretusks once they have caught your scent. Knowing how to escape the first
blast of icy breath from a Frost Drake or where to aim a throwing spear to best
dispatch a Mournfang are lessons that a Hunter must pick up quickly. All
Hunters bear horrific scars suffered from their many battles with the monstrous
denizens of the mountains — those few errors that don't prove fatal still hurt.
Warhammer: History of Andanti
The Andanti are a hereditary order of secretive Vampire
hunters who consider themselves chosen by Morr to be his holy warriors.
Membership can be passed on through either sons or daughters, and there is only
one Andanti per generation, so although they are all related, they have many
names and live in many nations of the Old World. The dynasty traces its roots
back to Estalia, where they fought the Undead even before the War of Blood.
Now, the Andanti are scattered, and some are born who do not know their destiny
as chosen hunters of the dead.
A member of the Andanti is marked by being born with a caul,
a thin membrane covering the head. Midwives usually remove these cauls and
press them onto a sheet of paper, as they are believed to bring good luck,
especially to sailors. If the baby is lucky, a relative who is also Andanti
hears of this and takes a special interest. The relative becomes a mentor,
passing on knowledge that is hidden even from the other family members. Each
Andanti maintains a small library of lore that would be of much interest to
Witch Hunters. The young Andanti are trained in combat techniques that exploit
the weaknesses of the Undead, and some are encouraged to spend time in the
military to hone their abilities fighting mortals before they take on the dead.
Notable members
Kirsten Stumpfnase - Kirsten Stumpfnase was still being
trained in the ways of Vampires by her uncle, Dagmar Benadamski, when things
went disastrously wrong. He took her to the abandoned Axel Mansion, famous for
its haunted reputation, so she could have some experience of Ghosts and the
lesser Undead first-hand. When they arrived, it was not Ghosts but a powerful
Vampire that they found. Dagmar was killed, and Kirsten narrowly escaped with
her life. Now she travels the Old World, learning the ways of the Undead and
hoping to track down the Vampire who killed her uncle.
Warhammer: History of Blackshards
lackshards are focuses for negative emotional energy -
depression, despair, exhaustion, suffering. Drachenfels create them to absorb
and amplify such emotions, and one or two are still present within the castle.
Blackshards are black crystals which radiate a bitter cold
in a 3-yard radius, together with a sphere of magical darkness.
If a Blackshard is destroyed by force or magic, it explodes,
damaging those around it. The exploding Blackshard fills the area with violent
images of despair, anguish and suffering, potentially causing depression in
those nearby.
If the Blackshard can be destroyed with a specific ritual
ceremony - the Ritual of Lightning, which can be found in Lermontov's Grimoire
- a quite different result occurs. With a soft popping noise, the Blackshard
collapses in on itself, and flickers out of existence. The pain and anguish
bound within the crystal are dissipated and partially transformed into positive
emotional energy.
Warhammer: History of Bearers of Creeping Death
In debased rituals, the disease known as Creeping Death was
perfected within the Cauldrons of a Thousand Poxes. At its peak, the disease
was ladled over hot coals so that it made a deadly fume. Not even the most
disease-gnarled of plague monks could long withstand its virulence. Before each
battle, doomed plague monk volunteers took vows and lifted up those censers,
swinging them so that contrails of death were left in their wake. Those not
slain in combat would succumb soon afterward to the Creeping Death.
Warhammer: History of Mandrake Root
The mandrake root is a potent drug used to mask the
suffering of tortured lives among the insane in the Old World. A dose of this
drug makes the imbiber warm and sleepy. However, it takes only a single dose to
become dependent.
The man-shaped Mandrake Root grows in the rotting swamps of
Sylvania. It is a noxious, deadly plant that is highly addictive and slowly
kills its users but also allows them to shrug off almost any pain.
Sunday, October 20, 2019
Warhammer: History of Ironback Boar
A bizzare mechanical contraption created by Chaos Dwarf
engineers, an Ironback Boar weighs even more than its living cousins and is
just as evil-tempered. Orcs can utilise it as a mount.
Warhammer: History of Sons of Karamox
The Sons of Karamox had suffered horrendous losses during
the siege of Averheim, but believed that the blood they had shed and spilt had
only drawn them closer to Khorne's favour. They marked in blood each step
across the Grey Mountains, culling the weak from their own ranks - and those of
rival warbands - if no foes presented themselves by nightfall. By the time the
Sons of Karamox had reached Esdari Corrin, their numbers were roughly a tenth
lower than at the start of the march, and several smaller warbands within the
Army of Skulls had vanished entirely.
Friday, October 18, 2019
Warhammer: History of Hammerwiki: Fire Crystal Caverns
Fire Crystal Caverns is a Warhammer Online location. Nestled
in the foothills of the northern Blighted Isle, the Fire Crystal Caverns are a
site of significance to the High Elves of Ulthuan. Within these tunnels rest
glowing shards, vital to the ritual needed to recover the Scepter of Ulrien
from its resting place.
In the Age of
Reckoning
The Fire Crystal Caverns are accessible from Thanalorn
Forest, and is inhabited by a number of Giant Lizards. Currently only a single
quest takes place within the Caverns, Traditions of War I, though the site is
also a destination for Order players seeking to earn the Tome of Knowledge
Unlock A Matter of Scales.
Thursday, October 17, 2019
Warhammer: History of Eataine Guard
The Eataine Guard are a famous formation of Spearmen hailing
from the Kingdom of Eataine.
Slaughter at Eagle
Gate
Only one of the Eataine Guard's thirty legions was stationed
at Eagle Gate, assigned as Prince Yvarn's bodyguard by royal decree. So
battle-hardened were these warriors that it was often said - and not just by
the Eataine Guard themselves - that the sum of their experience eclipsed that
of the fortress' other defenders combined. Yet the Eataine Guard displayed none
of the superiority that should have come with such an accolade. Instead, its
warriors silently undertook the most thankless and dangerous of tasks, never
once attempting to trade upon their reputation. Each time Eagle Gate came under
assault, the Eataine Guard were the first upon the walls, spears gleaming in
anticipation.
Battle for the Chasm
Of the Eataine Guard's thirty proud legions, only one
remained at this time, and that had been bloodied and battered by war. Under
the command of Prince Yvarn, it had fought on the front line of Eagle Gate, had
witnessed firsthand the onslaught that had laid the fortress low. Like many
exiles of that kingdom, the Eataine Guard had pledged themselves to Caradryan's
service in the wake of Ulthuan's destruction. They could not bear to serve
beneath Malekith, or even Imrik, both of whom they held accountable for so many
of their comrades – including Prince Yvarn.
Wednesday, October 16, 2019
Warhammer: History and Geography of Numas
Numas is a minor faction of Tomb Kings introduced in the
Tomb Kings update for Total War: Warhammer II.
In both Eye of the Vortex and Mortal Empires, they start
just to the east of Khemri.
"In Numas they know my name and welcome me, but I am
one of a handful of people that is allowed passage through the city gates. In
Numas, life has returned to the desert and once again crops grow around the
city. Numas is a marvellous place, and over many centuries the pyramids have
been restored to their former glory."
—Trader Suli, Extract from the Tales from the Oasis
Numas, the Scarab City, is one of the few cities within
Nehekhara that still bear the living within its walls. It was built originally
before the time of Settra, thousands of years ago, by King Khesek. This dates
it as one of the first human cities ever to be built. It is located near
Khemri, further up the Great Mortis River towards its source. It was originally
built due to its proximity to very fertile lands just south of the Great Mortis
River and north of the Ash River. This location encouraged its foundation and
its people were fed in plenty.
Settra, during his reign, conquered Numas and forced it to
pay him tribute. As soon as Settra died, however, it rebelled against the grip
of its former master and succeeded in gaining freedom. Until the time of
Nagash, it was conquered and reconquered by Khemri but could never be held.
Then, when Nagash took hold of Khemri, an alliance of the cities of Numas,
Zandri, Mahrak, Lybaras and Rasetra fought together to free the land from his
tyranny. The king of Lahmia, King Lahmizzar, led this alliance but eventually
the allied cities fractured and fought against one another, seeking each others
wealth. Later in the sixth dynasty, under King Alkhazzar I, Numas was conquered
by Khemri again. From then on, it remained a part of the kingdom of Nehekhara
forever. After the awakening, the Tomb Kings of Numas fought amongst themselves
to regain the city. There was no peace in Numas until Settra had awoken, and
upon taking control, sent all of the lesser kings back to their tombs to await
his call.
Sometime afterwards, a nomadic tribe called the Scythans
came upon the city and saw Prince Tutankhanut of Numas as a manifestation of
their God. In reverence, the nomads pledged themselves to the Prince, tending
to the crops which feed their people and in return, Prince Tutankhanut now
rules over a living city which he guards ferociously. Such is their devotion to
Tutankhanut that they often fight in his service and should one of their
numbers die, their body would be ritually picked over by vultures and their
bones taken to the necropolis so that they may serve their God for all
eternity.
Type: Minor faction
Category: Tomb Kings
Ruler: King Nectanebo
Campaigns: Mortal Empires, Eye of the Vortex
Inhabitants: Liche Priests, Undead, Scythans
Type: Port-City
Location: Southlands, Nehekhara
Population: Unknown
Allegiance: Tomb Kings, Settra
Industry: Agriculture, Trade
Monday, October 14, 2019
Warhammer: History and Geography of Xlanhuapec
Xlanhuapec is a Lizardmen faction in Total War: Warhammer
II.
Xlanhuapec, the City of Mist is the second city to be
founded and a mysterious place that holds many secrets left behind by the Old
Ones. For its own protection, the entire city is perpetually wreathed in banks
of coiling mist and it is possible to pass within a few yards of its boundary
stones without noting the city’s sprawling presence, so thick are those
swirling vapours. Xlanhuapec houses a number of ancient artifacts, including
the Placid Pool - reflective waters that allow world-spanning visions; the
Device of the Great Beyond - a communications relic through which others from
far distant stars occasionally speak, and an Eternity Ship — a great egg-shaped
vessel within which time does not flow. These hoarded treasures and more are
jealously guarded and it is a death sentence for any outsider to so much as
glimpse the city beneath its protective shroud of mists, for Xlanhuapec is
sacred ground to the Lizardmen.
Xlanhuapec stands upon an auspicious alignment of the
geomantic web and, at all times, one of the city’s Mage-Priests must maintain
the cloying cover of mists, a spell that has remained uninterrupted for long
ages. The Slann’s very words turn to creeping vapour, which spreads forth to
encompass the entire city - a sprawling metropolis that extends dozens of miles
in all directions from the mountainous heights of its centremost pyramid. It is
said that the mist possesses terrible strength, and in times of need can take
the shape of creatures - elemental magic formed from water and air. Few
invaders have ever been able to penetrate the city and live to tell the tale,
although those survivors have spread many rumours of the city’s matchless
treasures.
Known Slann Inhabitants
Lord Huah-Huah
Lord Huinitenuchli
Inhabitants: Slann, Saurus, Skink, Kroxigor
Type: Temple-City
Location: Central Lustria
Population: Unknown
Allegiance: Lizardmen Empire
Industry: Unknown (possibly some Trade)
Type: Minor faction
Category: Lizardmen
Campaigns: Eye of the Vortex, Mortal Empires
Sunday, October 13, 2019
Warhammer: History of Beastslayers of Bastonne
"The Squires of the "Beastslayer" Duke are
amongst the hardiest of Bretonnian infantry, taking his epithet as their name
for good reason."
—The Beastslayers.
he Beastslayers of Bastonne are an elite group of Bretonnian
Squires.
Overview
The Beastslayers are the personal footsoldiers of the mighty
Grail Knight, Duke Bohemond the "Beastslayer" of Bastonne. They are
better equipped than other Foot Squires, donning heavier armor, helmets and
wielding large halberds instead of the standard greatswords. Much like their
fearsome liege lord, they excel at fighting dangerous beasts and ferocious
monsters.
Saturday, October 12, 2019
Warhammer: History of Orc and Norscan Drums
Used on Norscan longships for slaves to keep time, by
drummers in armies, and by Orcs for signals, drums are little more than a piece
of skin pulled taught over a barrel. Most drummers just use their hands, but
drumsticks are also used.
Friday, October 11, 2019
Warhammer: History of Sigmar's Sons
Amongst the crusaders sent to reinforce Volkmar were
Sigmar's Sons, veteran warriors and merciless killers to a man. Each of them
had already served in the Red Masquers, an eighty-strong regiment that had
fought alongside Volkmar less than a year ago against the Chaos-worshippers of
the North.
Whilst on campaign against the many barbarian tribes, the
Grand Theogonist had been so impressed by the Red Masquers' repeated refusal to
retreat in the face of the baying hordes that he gave them his official
commendation, renaming them Sigmar's Sons in honour of their heroic bravery.
Since that day, it has been their tradition for each of their number to have
the hammer of Sigmar tattooed upon his chest in recognition of Volkmar's
accolade. Some of them go so far as to have their entire bodies tattooed with
different scenes from Sigmar's life, believing that such dedication will lend
them strength when they need it most, in the heat of battle.
Though Sigmar's Sons boast that they are as skilled in
battle as any knight of the Empire – and have proved it on more than one
occasion – it is their faith that is their most potent weapon against evil.
When battle is joined, the righteous anger that seethes in their hearts drives
them deep into enemy ranks, swords hacking and stabbing without pity.
When Karl Franz sent for aid from Talabecland, the barracks
that contained Sigmar's Sons was the Kriegmarshal's first port of call. There,
he hand-picked the best of their number to join the crusade, reasoning that
Volkmar would need a cadre of men he could trust in the tumultuous days ahead.
Sigmar's Sons (Swordsmen) is a Empire melee infantry unit.
The heart of any battle and the embodiment of Sigmar's will as they heroically
engage the foe.
Description
State troops are paid as full-time professional soldiers,
ready to answer the call to arms at all times. In addition to forming a
standing army to repel enemy attack, state troops also serve as city guards, the
fire watch and the enforcers of the law. However, most of the time these
soldiers spend their days drilling and training with various weapons to the
barked instructions of grim-faced Sergeants and veteran Marksmen. Every state
trains its regiments to fight together, providing each other with mutual
protection on the battlefield. State regiments often march to battle with
detachments of differently armed troops to aid them. These detachments form up
close to their regimental units, where they guard vulnerable flanks and provide
battlefield support, either by joining their regimental units in the bloody
melee of close combat, or by showering oncoming enemies with missile fire.
Swordsmen fight shoulder to shoulder with Spearmen, the close range parries and
ripostes of swords complimenting the longer reach of the spear. Handgunners and
Crossbowmen fell their foes with withering volleys of fire, but should a foe
survive through such salvos, a detachment of Halberdiers will bravely intercept
them, cutting them down with heavy bladed pole arms.
Abilities
Shielded: Shields have a chance of blocking arrows, bolts,
rifle shots and similar small arms fire - but only in a forward facing arc.
Unbreakable: This unit does not suffer any form of Icon stat
morale.pngleadership loss and will never rout.
Faction : Empire
Category: Empire melee infantry
Unit size: 120
Warhammer: History and Geography of Estalia
Estalia is a minor Southern Realms faction introduced in
Total War: Warhammer. They are present in The Old World and Mortal Empires
campaigns.
They have the misfortune of their province being the spawn
point of the Beastmen horde led by Khazrak the One-Eye.
Currently, Estalia uses the Empire unit roster.
Estalia is a nation in the southwestern corner of the Old
World, politically divided into several small kingdoms and currently lacking a
central government.
Geography
Estalia is a peninsula located in the western Old World,
bordered to the northeast by Bretonnia. Its natural borders are the Irrana and
Abasko Mountains to the east, the Great Western Ocean to the north and west and
the Southern Sea to the south. The northern kingdoms of the Irrana mountains
are humid lands populated by fierce and tough hill-fighters, and where solid
fortresses guard the mountain passes, while the kingdoms along the south coast
are barren but prosperous trading states whose ships ply the Southern Sea as
far as Araby.
Estalian cities are solidly built and well-fortified, and of
a generally younger foundation than those of the north. The two largest cities,
along with both being port cities, also represent the two most important and
powerful city-state kingdoms. The rivalry between these two port cities -
Bilbali on the north coast and Magritta on the south - and between each and
their Tilean neighbours, for that matter - has endured for centuries.
History
Estalia bore the brunt of Sultan Jaffar's invasion from
Araby in 1448 IC, which was eventually driven from the peninsula by a combined
force including knights from Bretonnia and The Empire during the Great
Crusades. The Estalians have also
established a colony by the name of Santa Magritta on the New World continent
of Lustria.
The End Times
By 2525 IC, the independence of Estalia's kingdoms had been
lost and the entire peninsula had been overrun and suffered under the hideous
domination of the Skaven.
Politics
Situated far to the south of the Old World, Chaos is too
remote to be taken as a serious danger. With no external threat to unite the
people, the region has remained politically fractured, with rival kingdoms
warring against each other, as well as against the neighbouring city-states of
Tilea, the Arabyans and the Bretonnians.
There are six kingdoms in Estalia. They are Novareno,
Bilbali, Obregon, Avila, Magritta, and Cantonia.
Society
Estalians are a hardy people, and claim to be the first
humans to have settled the Old World, although this claim is not taken
seriously outside Estalia. Those within the cities make their living with
fishing and trade. Estalians take great offence to being confused with Tileans,
and it is said they will slay any man who mistakenly addresses them in the
Tilean language. Estalia is renowned for its Diestros, skilled duellists who
ply their trade across the Old World.
Religion
In Estalia, the worship of the goddess Myrmidia is
paramount. In fact, the Estalians and Tileans both claim to have been the
chosen people of Myrmidia.
There is some evidence that both the Tileans and Estalians
are descended from the people of ancient Tylos, who were supposedly saved by
Myrmidia.
Wednesday, October 9, 2019
Warhammer: History of Doomweaver
Doomweavers are distinct from the lesser Chaos Sorcerers
because of their deeper understanding of the workings of magic. These
spellcasters select one Chaos patron to serve, and draw upon magic as granted
by this profane God. Doomweavers advise Chaos Champions, or at least, bind
themselves to a powerful warlord.
Tuesday, October 8, 2019
Warhammer Lore: History of Sagekill
Made famous by the suicide of one of the Old World’s
greatest philosophers and sages, Syclus the Wise, Sagekill is a foul-tasting,
powerful poison whose effects are generally painless. The imbiber suffers from
vertigo, followed by gradual paralysis of the body. Said imbiber loses feeling
in his arms and legs, can no longer walk or wield a weapon, and in several minutes,
dies with heart and lungs paralyzed.
Monday, October 7, 2019
Warhammer: History and Geography of Castle Bastonne
Castle Bastonne is a Fortress-City and the ducal capital of
Bastonne.
Overview
Castle Bastonne is located almost exactly in the centre of
the dukedom. The whole of it and the surrounding town are filled with
antiquities made sacred by their association with Gilles the Unifier. Old
buildings, statues, and bones, including the head of the ancient Dragon,
Smearghus stand testimony to Gilles' prowess. As well, a few ancient stone
structures remain as well as a number of sections of the former castle are
carefully preserved. Peasants and foreigners are forbidden to enter these
places, and even nobles are expected to treat everything with respect. Things
have happened over the past 1,500 years, and not everything lovingly preserved
has any link to the Unifier. The largest revered structure is the Water Tower
in Castle Bastonne.
This was reputedly Gilles' personal residence. Most nobles
are not allowed to go beyond the entrance lobby, and peasants can be whipped
for looking at it too much. Every so often rumours surface about dark acts
performed in secret within the tower, but they are quickly suppressed. The town
has the feel of somewhere preserved for the pilgrim trade, and indeed, it is a
very popular destination. Peasant pilgrims are guided to the outside of a
number of significant locations and to the inside of taverns that pay the guide
a cut. Nobles can expect a personal tour, including opportunities to pray
within most places. At a minimum, visiting nobles go to Gilles' personal Grail
Chapel, and almost all Grail Knights have visited it at least once.
Inhabitants: Humans
Type: Ducal Capital, Fortress-City
Location: Bastonne
Population: Unknown
Allegiance: Bretonnia
Industry: Pilgrimage
Sunday, October 6, 2019
Warhammer: History of Skarbrand
"Vecteek couldn’t come. So I came instead. You have
called and I have answered. You sought the Harbinger of Doom. I am he, little
sorcerer. I am your Doom. I am Skarbrand. I am your death..."
—Skarbrand, summoned forth by the foolishness of Grey Seer
Thanquol
Skarbrand, known also as the Exiled One, the Wrathful
Reaper, or the Drinker of Blood, was once the greatest of all Khorne's Daemons.
An eternity of battle in the Blood God's name had brought Skarbrand victories
uncounted. It was he who tore down the gates of Slaanesh's first palace and
visited ruin therein. It was he who led the eight Hosts of Murder to their
triumph over the combined armies of the other Chaos Gods. In all the endless
years of Khorne's existence, no other had piled so many skulls before the Skull
Throne, or spilled the blood of so many warriors and innocents alike. Thus did
Skarbrand enjoy Khorne's favour like no other, an honor which would eventually
lead to his downfall from grace.
Ever since his exile, in all of history, there have been
none to serve the Lord of Skulls as completely as Skarbrand. He has taken
mountains and mountains of skulls for the Blood God, and filled vast oceans
with gore. He has shaken the foundations of eternity with his wrath and left a
trail of slaughter across existence, yet still Khorne refuses to rescind his
hated decree. There is little regret in the Blood God's black heart and he
spares none for Skarbrand, who in tortured exile serves the Lord of Skulls more
completely than ever.
History
"I will rip the bones from your body and leave your
skin to rot! But your skull I will give to the skull-god, and it will be one
among the multitude"
—Skarbrand, The Exiled One
Alas, no being could enjoy such triumphs forever, and so
proud was Skarbrand that it was a simple task for Tzeentch to fan the embers of
his hubris. One dark day, when Khorne's back was turned and his attention
elsewhere, Skarbrand's fierce pride grew hot and, blinded by rage, he smote the
Blood God a mighty blow. Powerful beyond measure was Skarbrand, and he had
toppled cities with but one blow apiece, but even he could not pierce Khorne's
brazen armour. Only the smallest of chinks was cut in the Blood God's armour,
but even this was sufficient to draw the terrible fury of Khorne's gaze.
Incandescent with wrath, Khorne seized the Daemon by the
throat. The Blood God cursed Skarbrand's name and choked all personality from
him, leaving only the bottomless rage that had caused him to attack. Climbing the
uppermost tower of the Brass Citadel, Khorne cast forth his arm and hurled the
Daemon deep into the Realm of Chaos, banishing the Bloodthirster from his
presence. For eight days and nights Skarbrand plummeted, a fiery comet of
ill-omen streaking across the unchanging sky. The impact of the Bloodthirster's
landing gouged a canyon in the landscape and left his wings tattered and torn.
Since that fateful day, Skarbrand has wandered the mortal and immortal realms,
drowning his sins in the blood of the slain — though he no longer has the wit
to fully understand why.
Frozen in the moment of that rage-spurred betrayal,
Skarbrand has become wrath incarnate, a restless fury that cannot be stopped.
Wherever Skarbrand treads, order and discipline are replaced with anarchy as
those in his path drown in feelings of empty loathing and unrestrained
savagery. Even the most rational of beings cannot resist the corruption of
Skarbrand's madness. Fast friends and firm allies tear at one another with wild
abandon. Craven and brave beings alike claw at their foes without regard for
their own lives. Through this anarchy, Skarbrand runs rampant, twin axes
hacking and cleaving until there is no one left to kill. His tortured roars
echo around the battlefield, waves of pure rage infused with enough force to
shatter buildings and pulverise flesh. From then on, Skarbrand became nothing
more than a vessel filled with unreasoning hatred and rage, empty of any
thoughts or personality of what was once Khorne's greatest chosen.
Battle of Karak Angkul
"No, you shall not escape me so easily. You will burn,
mage-rat, and then you will scream. And scream. And scream."
—Skarbrand, during the Battle of Karak Angkul
Whether the being known as Skarbrand was still within the
good grace of Khorne when he descended upon the mortal plane to ravaged the
Dwarf Hold of Karak Angkul is unclear. What was certain what that, by the
foolish efforts of Grey Seer Thanquol, who in his attempt to summon forth the
infamous Verminlord Vecteek into the mortal plane, had mistakenly summoned
forth the legendary Bloodthirster instead. What the foolish Grey Seer failed to
realize was that the magical artifact, known as the Hand of Vecteek, which he
tried to use in his summon ritual contained a hidden mark of Khorne upon its
palm, a mark carved by its previous owner, Grey Seer Thratsnik as an act of
vengeance against the Under-Empire that had abandoned him to his fate of lonely
isolation and eventual starvation many decades ago.
Freed upon the mortal plane, Skarbrand wrought a terrible
carnage amongst the battlefield, where Dwarfs and Skaven alike fought each
other and their allies in gruesome displays of mad rage and uncontrollable
bloodshed due to the unnatural daemoic presence of the Bloodthirster. It was
only thanks to the efforts of Master Engineer Klarak Bronzehammer, who set off
a demolition charge which saw a massive axe of Valaya fall down and sink its
blade into the flesh of the Bloodthirsters head, did the Dwarf Hold survive the
Daemonic onslaught. Thanqoul, having had enough of risking his life for the
ambitions of others, fled the battlefield right after he blasted the Master
Engineer with a wave of Warp-Lightning and saw his body fall from the statue of
Valaya and upon the rocky hard floor many stories below. Before Skarbrand was
sent back into the Realm of Chaos, he whispered to Thanqoul that should he have
need of him again, he will be waiting.
Warhammer: History and Geography of Hag Graef Faction
Hag Graef is a Dark Elves faction in Total War: Warhammer
II.
Hag Graef the Black Crag is a sinister and foreboding place,
built at the bottom of a cold, dark canyon and completely surrounded by
mountains of bare rock that stretch into the clouds. It is a city permanently
in shadow, for no sunlight ever reaches its walls. Hag Graef is a place of
twisted and impossible architecture. Its eight black towers rise from the
canyon floor like the ossified remains of some loathsome cephalopod. Between
the towers are strung walkways, platforms and bridges of every shape and size.
Some are fashioned from withered timber and soot-stained bone, others are
crafted from jagged stone or woven from the silk of monstrous spiders.
The larger platforms are so massive as to be towns and
villages in their own right, and are supported by gantryworks of iron and
stone. It is upon these that the majority of Hag Graef's citizenry dwell,
crammed into crooked mansions of cinderbrick and fire-blackened wood; the
towers are home only to the city's most powerful Dreadlords. Cramped
conditions, combined with the Dark Elves' peremptory nature, ensure that rivalries
flare into violence with alarming regularity. Those who do not walk cautiously
through Hag Graef's webwork of streets have their throats slit and bodies
heaved into the morass of sewage and rotting flesh that covers the canyon
floor.
Overview
The rocks below Hag Graef are honeycombed with mines and
quarries that are, in turn, threaded through with chain gangs of slaves who
claw iron and jet-black stone from the belly of the world. This is the most
miserable of existences, toiling far from any natural light, starved on all but
the meanest food and chilled to the bone by the piercing wind that howls
through the tunnels. Even after death there is no respite -- the mines are
riddled with veins of warpstone, whose baleful power animates the dead and
keeps them labouring until they collapse into piles of worn bones.[1a] Driven
by the wealth of its mines, Hag Graef has risen to become Naggaroth's second
city. In fact, it is so prosperous that its armies and influence overshadow
even those of Naggarond. So eager are Hag Graef's people to escape their
abyssal home that the forced conscription present in other cities is completely
unnecessary here. Indeed, over the centuries, Hag Graef has earned a reputation
for producing, if not the most disciplined fighters, then certainly the most
desperate. The city's mercenary rulers, ever eager for profit, have taken to
selling warriors into service elsewhere in Naggaroth, taking with it the
opportunity to infiltrate spies.
So rich is Hag Graef in soldiery, slave and coin that were
its eight great families ever truly united of purpose, they could doubtless
overthrow the Witch King. Naturally, Malekith is aware of this, and spares no
effort in keeping the Dark Crag's nobles at one another's throats. He need
scarcely bother -- with so much wealth at stake, intrigue and betrayal are
already rife. Hag Graef's greatest prize is the position of First Dreadlord --
he who holds this title is the nominal ruler of the city, and all its domains.
The First Dreadlord sets the tariffs that govern the city's trade and is an
excellent position to take a cut of the all merchantry. With this wealth comes
a life of patronage and grand opulence beyond the dreams of other Elves, but
few incumbents survive long in office.
Indeed, many of Hag Graef's social elite consider the lavish
ceremony of ascension to be little more than the official opening of a new
round in a particularly deadly game. None of this deters the city's nobles from
competing for the First Dreadlord's chains of office. Arrogance is as rife here
as it is in any other quarter of Naggaroth, and no Dark Elf believes himself
foolish enough to end his rule shot, stabbed, poisoned, garrotted or beheaded
-- he cannot be persuaded of the danger, even though these things have happened
to previous rulers more times than can be counted. Life is scarcely less
competitive elsewhere in Hag Graef. The eight families constantly vie with one
another for the First Dreadlord's favour, even as they plot to have him
violently removed from office. Even family ties do not guarantee loyalty --
many a brother or daughter has risen to new heights over the corpses of their
siblings thanks to a timely use of poison or by pressing enough gold into an
Assassin's hand.
It should, therefore, not be surprising that Khainite
Assassin cults flourish nowhere in Naggaroth so well as they do in Hag Graef,
where there are always Dreadlords seeking to remove rivals or in need of
protection from the machinations of their enemies (or their friends). Even so,
there are insufficient hired blades to meet the incredible demand, and an
Assassin might well answer to a hundred different masters over the course of a
year. As a result, many Assassins sew their mouths closed, sever their own
vocal chords or nail their jaws shut to ensure they are no longer physically
capable of revealing an employer's identity.
Type: Faction
Category: Dark Elves
Inhabitants: Dark Elves
Type: Fortress-City
Location: Northern Naggaroth
Population: Unknown
Allegiance: Malus Darkblade, Malekith
Industry: Trade, Slavery, Mining
Friday, October 4, 2019
Warhammer: History of Rod of the Storm
This revered artefact can unleash crackling
arcs of lightning. It is only drawn forth in times of direst need, for it may
be many years before its power is restored.
Wednesday, October 2, 2019
Warhammer: History and Geography of Clar Karond
Clar Karond is a Dark Elves faction in
Total War: Warhammer II.
Clar Karond, the Tower of Doom, serves as
the Witch King's chief shipyard, for it is here that the keels are laid for
many thousands of raiding vessels. This is a more sprawling city than others in
Naggaroth, stretching from the banks of the Redvenom River up into the
trackless pine forests of the Duskridge. It is from these ancient woodlands
that the Dark Elves harvest the black timber from which they build their
sleek-hulled warships. The Naggarothi do not perform this work themselves, of
course, for such labours are considered well beneath them, but instead set
thousands of slaves to the task.
As the woodlands receded, their hearts torn
out by hooked chains or consumed by dark fire, the ever-
expanding streets of
Clar Karond have spilled into the gap. Year by year, the city swells further,
having grown fat on the labours of its slaves and despoliation of the
surrounding land. Once, there was but one great tower looking over the Redvenom
River; now the Duskridge bristles with jagged minarets. With each wave of
expansion, new ramparts have been raised not only to protect the city as a
whole, but also to defend each tower from its neighbours.
As a result, Clar Karond's streets are
tangled and mazelike, marred by half-collapsed buildings, severed concourses,
and entire districts buried forever as newer and more impressive fortifications
are raised. Clar Karond is also famed for its Beastmasters. It was here, many
long centuries ago, that the knights of Hag Graef bought the first Cold Ones to
be broken, and much later, that the ferocious Kharibdyss of the deeps were bent
to the Dark Elves' will. Now, Manticore pens, Harpy cages and other enclosures
are as common in Clar Karond as the temples of Khaine. Both are outnumbered by
the pelt-draped shrines of Anath Raema, for the goddess of the savage hunt has
ever been the patron of Beastmasters. Thus, when the armies of Clar Karond go
to war, they do so in Anath Raema's name, driving her savage children before
them to break the enemy lines with tooth and claw.
Inhabitants: Dark Elves
Type: Fortified Port-City
Location: Central Naggaroth
Population: Unknown
Allegiance: Venhil Chillblade, Malekith
Industry: Trade, Slavery, Piracy
Type: Faction
Category: Dark Elves
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